

The range of upgrades available is very extensive, and those who wish to forgo the levelling-up grind can purchase items through in-app transactions for real money, though we don't expect many right-minded people will select the option to purchase £69.99 worth of credits. For example, you can improve the handling of the Batpod or increase the range of your grappling hook. Players can invest the XP points they gather from flooring bad guys and completing missions in improving their items, weapons and vehicles via an in-game store. For instance, hammering the attack button when locked in combat with two or more assailants will see you through relatively unscathed, so there's little need for complex combos or dexterous defensive manoeuvres. Some concessions are to be expected when downscaling for a mobile platform, but much of the depth and sophistication on offer in the Rocksteady games is absent. The developers have done well to replicate the mechanics of the Arkham titles, but the end result feels overly diluted. There's a jump button, which is pretty much omnipresent, and Batman has the ability to glide once airborne, a feature that comes in handy when traversing the Gotham skyline. Strike and block commands will surface during combat situations, and the grappler hook and Batarang icons crop up when such items are called for. Players control Batman using a responsive virtual thumb stick, and carry out commands with action buttons that appear as and when you need them a shrewd move to minimise screen clutter.

Each level is a self-contained segment based on key scenes from the Nolan movie, but the stealth, puzzle-solving and combat remain intact. The key difference here is the linear nature of the gameplay. The Dark Knight Rises for iOS is an action-adventure that attempt to capture the feel of the aforementioned Arkham games.
