Harris, who’s mostly focused on writing and promoting her campaign autobiography — while giving a political speech here and there — hasn’t publicly declared she’ll seek the White House a third time. But, notably, she has yet to rule out the possibility.
In a CNN interview aired Sunday, Newsom was asked about the prospect of facing his longtime frenemy in a fight for the Democratic nomination. (California’s gallivanting governor is embarked on his own national book tour, promoting both the “memoir of discovery” that was published Tuesday and his all-but-declared presidential bid.)
“Well, I’m San Francisco now, she’s L.A.,” Newsom joked, referring to Harris’ post-Washington residency in Brentwood. “So there’s a little distance between the two of us.”
He then turned zen-like, saying fate would determine if the two face off in the 2028 primary contest. “You can only control what you can control,” Newsom told CNN host Dana Bash.
In 2015, Barbara Boxer said she would step down once she finished her fourth term in the U.S. Senate. The opening presented a rare opportunity for political advancement after years in which a clutch of aging incumbents held California’s top elected offices. Between Lt. Gov. Newsom and state Atty. Gen. Harris, there was no lack of pent-up ambition.
Once in their preferred roles, the two got along reasonably well. Each campaigned on the other’s behalf. But, privately, there has never been a great deal of mutual regard or affection.
Come 2028, there will doubtless be many Democrats seeking to replace President Trump. The party’s last wide-open contest, in 2020, drew more than two dozen major contestants. So it’s not as though Harris and Newsom would face each other in a one-on-one fight.
But dueling on the national stage, with the country’s top political prize at stake, is something that Hollywood might have scripted for Newsom and Harris as the way to settle, once and for all, their long-standing rivalry.
The two Californians would start out closely matched in good looks and charisma.
Those who know them well, having observed Newsom and Harris up close, cite other strengths and weaknesses.
Harris has thicker skin, they suggested, and is more disciplined. Her forte is set-piece events, like debates and big speeches.
Newsom is more of a policy wonk, a greater risk-taker and is more willing to venture into challenging and even hostile settings.
But Harris’ problem, it was widely agreed, is that she has run twice before and, worse, lost the last time to Trump.
“To a lot of voters, she’s yesterday’s news,” said one campaign strategist.
“She had her shot,” said another, channeling the perceived way Democratic primary voters would react to another Harris run. “You didn’t make it, so why should we give you another shot?”
(Those half-dozen kibbitzers who agreed to candidly assess the prospects of Newsom and Harris asked not to be identified, so they could preserve their relationships with the two.)
Most of the handicappers gave the edge to Newsom in a prospective match-up; one political operative familiar with both would have placed their wager on Harris had she not run before.
“I think her demographic appeal to Black women and coming up the ranks as a Black woman working in criminal justice is a very strong card,” said the campaign strategist. “The white guy from California, the pretty boy, is not as much of a primary draw.”
That said, this strategist, too, suggested that “being tagged as someone who not only lost but lost in this situation that has set the world on fire … is too big a cross to bear.”
The consensus among these cognoscenti is that Harris will not run again and that Newsom — notwithstanding any demurrals — will.
Of course, the only two who know for sure are those principals, and it’s quite possible neither Harris nor Newsom have entirely made up their minds.
Those who enjoy their politics cut with a dash of soap opera will just have to wait.
If you were on your deathbed right now, what would your biggest regrets be? The answer can change the way you decide to live the rest of your life.
Thinking about death can change how we live our lives. Our time on Earth is limited, and this realization can completely shift our perspective. It puts our real values and priorities into sharp focus, causing us to step back and re-evaluate if we are living our current lives in the best way possible.
When I was going through a period of depression in college, I would take the bus to the local cemetery by myself with nothing but my camera. I’ve always been comfortable with solitude and doing things alone, but these cemetery walks were an especially meaningful and humbling experience for me. Walking among the graves and reading the names of people I’d never know showed me that life is much bigger than my ego. The realization that death is a necessary part of life sparked me to reevaluate and see the bigger picture behind my choices and actions.
These cemetery walks were a powerful reminder that I would be dead one day too – but not yet – and that filled me with a sense of power and responsibility so long as I’m still breathing.
How people think about death can have a profound effect on their psychology. Some people face the prospect of mortality by ignoring it and engaging in escapist behaviors driven by materialism (“buy more things”) or hedonism (“seek more pleasure”). Others embrace the prospect of death and recognize that it means they need to make the most of their time here before it’s too late.
In the popular book The Top Five Regrets of the Dying: A Life Transformed by the Dearly Departing, Bronnie Ware documents her experiences in palliative care, working closely with those who had terminal illnesses or were approaching the end-of-life. She identified five main regrets of the dying based on conversations and confessions with those on their deathbeds.
This article will outline her main findings along with my personal thoughts on each one.
Deathbed Motivation: Top 5 Regrets of the Dying
According to Bronnie Ware, the five most common regrets shared by people nearing death were:
“I wish I’d had the courage to live a life true to myself, not the life others expected of me.”
It’s cliché but true: you only have one life to live.
Many people cave to social pressures to choose paths in life that are expected of them, such as what school to attend, or what career to pursue, or what types of relationships to cultivate. However, what brings one person happiness isn’t necessarily what brings another person happiness. If we only try to make others happy, we often end up neglecting our own needs, wants, passions, and ideals.
Understanding your core values is one of the most important steps you can take in life. Knowing what you really want will help you make choices that are harmonious with what you really care about, not just what you think you “should do” or “ought to do.” One interesting study published in the journal Emotions found that our most enduring and long-lasting regrets are usually “ideal-related,” such as personal goals and aspirations.
Our biggest regrets are often the things we didn’t do but always wanted to, like starting a rock band, or writing a book, or traveling to a place we always wanted to visit.
“I wish I hadn’t worked so hard.”
Most people don’t lay on their deathbeds thinking, “I wish I spent more time at my job.”
Work is important and it can be fulfilling, but many people in today’s world become myopically focused on advancing in their jobs/careers or making more money by any means necessary (sometimes even in unhealthy, destructive, or unethical ways).
We wrongly believe that wealth is the only real measure of value in life, and thus we get distracted from other important things like spending more time with family, taking care of our health, giving back to our community, or pursuing personal passions.
In our materialistic and consumerist culture, nothing seems more important than “working hard” and “making money,” but as the saying goes, “You can’t take it with you when you die.”
“I wish I’d had the courage to express my feelings.”
We often have trouble expressing our true feelings toward people because we see emotions as weakness or we don’t want to risk being vulnerable.
This is especially true when it comes to feelings of love, gratitude, and appreciation. There are some families, cultures, and couples where it’s rare to hear the words, “I love you,” or “I appreciate you.” The feelings are taken for granted, but they are never explicitly said.
It’s important that we learn to express love and appreciation toward others while we still can (including toward family, friends, loved ones, or mentors), because we will often regret it if we miss our chance.
Recently I wrote my mom a thank you letter for her birthday. It helped me communicate a lot of feelings that I’ve always had but were difficult to say out-loud. It felt like an emotional weight was lifted off my shoulders once I finally expressed my tremendous gratitude for her and everything she’s done for me.
There are also people I’ve lost in life whom I was never able to tell that I appreciated them. Those are regrets I’ll have to live with – the crucial lesson is don’t miss the opportunity to tell people you love them while you still can.
“I wish I had stayed in touch with my friends.”
One common theme in life is that relationships come and go.
Our circle of friends often changes dramatically throughout high school, college, and into adulthood, especially when we move to new places or leave our hometowns. We tend to lose touch with people over time. Those who were once “best friends” we now go years without even speaking to.
In theory, it’s easier to stay in touch with people now more than ever; old friends and family are just a call, text, or email away, yet we rarely take advantage of these opportunities.
It’s never too late to check in on past connections. It can seem awkward at first to reach out to those we haven’t seen in years, but often they will appreciate the gesture and you both will enjoy reconnecting and reminiscing about your shared past.
The simple act of checking in on people on a regular basis (such as holidays, birthdays, reunions, etc.) can preserve our social connections over time and remind us all the positive relationships and social support we have. Each person you stay in touch with is another layer of meaning in your life.
“I wish that I had let myself be happier.”
People are too busy these days to be happy.
We get easily trapped in the hustle and bustle of daily life with work, school, chores, family, and other responsibilities and obligations. In the midst of all this, many forget the simple art of stepping back and finding happiness in the moment.
You don’t need to wait for something life-changing to be happy. Many people don’t realize that happiness is in their control and you can start finding it in little things, like savoring positive experiences, counting your blessings, having things to look forward to, and prioritizing positive activities. These are habits that are available to anyone no matter what their current situation is in life. You don’t need to be rich or famous; in fact, sometimes those people are the most distracted and least happy.
If happiness is a skill, then it’s something that’s worth learning. It isn’t magic, it’s a direct result of how you think, act, and view your world.
The Time That Remains
If you are reading this right now, then you still have power over how you live the rest of your life. Every new breath is a symbol of this power.
Which of the big five regrets do you relate to the most? Living too much by other people’s expectations, focusing too much on work, not communicating your true feelings, losing touch with old friends and family, or simply not finding time for more happiness?
These are important questions worth reflecting on. Take a moment to imagine yourself on your deathbed, which regrets would hurt the most? What can you still do about it?
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Video game publisher Activision Blizzard has been embroiled in controversy within the last few years, from allegations that a culture of sexual harassment was allowed to thrive to reports of union-busting by management. But in January 2024, when a new lawsuit was filed against the Call of Duty and Overwatch publisher, many were shocked to read what it was in reference to: A 57-year-old former ActiBlizz exec alleged that he left the company because of ageism. According to the lawsuit, then-CEO Bobby Kotick said that the company’s problem was that there were “too many old white guys” working there.
Though race and gender traditionally get more attention in calls for a more diverse game industry—one where whiteness and maleness remain the norm—age discrimination is a hot-button issue as well. According to a 2019 survey from the International Game Developers Association, only 9% of game developers are 50 years old or older. As the people behind iconic, genre-defining games approach and surpass middle age, how do their peers treat them? Have they noticed a shift in the way developers work, or how games are made?
I sat down with Gears of War designer Cliff Bleszinksi on one call and Ultima Underworld creator Warren Spector, Apogee Software founder Scott Miller, and Nightdive Studios head of business development Larry Kuperman on another, to chat about navigating the game world after spending decades in it.
Photo: Mark Davis (Getty Images)
The demands of game development
“I’m gonna go on record saying I think I’m the oldest person who isn’t running stuff or on the business side,” Spector, who is 68, proclaims early on in the conversation. He’s referencing the phenomenon by which former developers transition to the business side of game dev, which many chalk up to the intense demands of video game development cycles.
Spector started in the board game world before moving to digital games in 1989, Miller (who pioneered gaming’s episodic release format) shipped his first in ‘85, Kuperman has been involved in games since 2001, and Bleszinski joined Epic Games in ‘92. Of the four, Spector is the only one solely working on the development side, while the rest are now mostly focused on the business end or, in Bleszinski’s case, out of games almost entirely.
I ask if the volatility and demands of the industry, which has seen more than 6,000 layoffs in the first month of 2024 alone, are why companies can’t or won’t retain older talent. “Some people find an ever-changing environment invigorating,” Spector suggests. “That’s one of the reasons I’ve lasted this long…things change so rapidly that you’re constantly acquiring not only new knowledge but new skills.”
But he acknowledges how competitive and tough the games industry can be. “The difficulty of the work, the low pay, drives even young developers away,” he points out while suggesting that, in his experience, the average “lifespan” of a programmer is about five to seven years due to the intense nature of their work.
“There’s a certain type of developer that’s a kind of self-flagellating monk that lives for that [intense] work ethic,” Bleszinski says during our conversation. “And then there’s a certain amount of peer pressure where you have deadlines and then someone goes home at six o’clock at night to their family, and then the other people are still at their desks—they don’t say it, but deep down they’re thinking, ‘I’m gonna be here until midnight, fuck that guy.’ A lot of that comes from the top…my producer on Gears, Rod Ferguson, I believe is one of the best in the business, but he lives for the work. He’s just an absolute workaholic.”
With crunch becoming an increasingly popular issue within the industry, and workers campaigning for union protections and a better work/life balance, can studios expect their developers to work the way they once did?
“The industry thrives on hungry game developers that are just happy to get an okay salary and free Mountain Dew and Doritos,” Bleszinski says. “If crunch is enforced, they’ll do it, but they’re gonna be very resentful towards the company…plus you get to a certain age where you hit the point where you’re like, ‘fuck you, pay me’.”
Image: Apogee Entertainment
The promise of indies, the problem of layoffs
Though Spector, Miller, and Kuperman don’t hesitate to disagree on the topics we cover (they playfully throw barbs about the validity of the games-as-a-service business model), they wholeheartedly agree on one thing: The nuts and bolts of game development have dramatically shifted since they started their careers, and much of that shift can be attributed to the availability and approachability of today’s game engines.
“We used to have to create engines from scratch, and that limited access,” Spector points out. “Now, youngsters right out of school, in their garage, can actually make games without learning Assembly, like Richard Garriot [the creator of the Ultima series] had to. So I think that’s a large reason why you don’t see as many older developers, because the youngsters are using those available tools.”
Miller, who is still “deeply involved” in making games, concurs: “We’re in the era now where two people can do what 20 people did back in the ‘90s.” He brings up last year’s action game, Turbo Overkill, which Apogee published. “95% of that game was made by one guy. We helped him up with the music and voiceover, but this is a game that would’ve taken 25 to 30 people back in the ‘90s. It’s just a remarkable piece of work.”
And for them, in today’s game economy, innovation like that can only be found at indie studios. “I like being at the indie level,” Miller says. “I think we can all agree on that,” Kuperman chimes in. “There’s just so much innovation going on at the indie level that you’re not seeing at the big boy level because it’s too costly to take a risk,” Miller suggests.
What about those “big boy” studios, and the thousands of layoffs they’ve doled out in the last month alone? How do industry mainstays feel about the layoffs, and the future of the industry? For Spector, there’s no fear in gaming’s future, just apprehension towards those leading it: “It sounds like [companies] just over-hired during the early days of the pandemic, and it’s bad management that’s resulting in overstaffing. That doesn’t mean there’s a fundamental flaw. It means we have some bad managers at the top of companies.”
Kuperman steps in, pointing out that “Scott [Miller] has been kinda leading the way in hiring back up people from kindred companies.” Miller reiterated Spector’s talking points, suggesting that “games suddenly were selling 30 to 50% better than normal” during covid, and studios went on a hiring spree.
The conversation circles back around, once again, to the promise and allure of indie studios in the modern financial climate. “I don’t have 150 or 200 employees to lay off…but the layoffs are coming at Mega Corp,” Kuperman says. “And in the meantime, there are lots of indie developers that are not only thriving, but are looking to scale up.”
Variety
Ageism and diversity in the video game industry
Though we laugh a bit about how we all came together—thanks to Bobby Kotick (himself a 61-year-old man) allegedly partaking in ageism—the tone does get somewhat serious when discussing the issue of age discrimination. Miller and Spector deny facing any sort of ageism during their decades in the industry, but Kuperman has a personal anecdote that’s stayed with him for years.
After working remotely for GameStop for two years as a business development manager, he was let go at 57 years old. “There I was, with a great resume, you know, successful in games, I had worked with every major company, my client list went from Activision to Zenimax…I sent out my resume, my applications to all of these companies that I had worked with—they all knew what I could do and my capabilities. And they all turned me down,” Kuperman recalls. “And the one that was the most offensive—I won’t say who it was—but they took the time to explain to me that I was not a ‘cultural fit.’ I got this explanation that I was not a cultural fit while I was working from home wearing a Ramones T-shirt. I knew what they meant, right? That I was not gonna fit in with their twenty- and thirty-somethings.”
Bleszinski believes older members of the industry are still in it either because they didn’t get “fuck you” money or because they genuinely love what they do—from our convo, it’s clear that his time churning out AAA games left him somewhat jaded. “Talking about ageism—once a person gets married and has kids and whatnot, you know, they’re going to put in their eight hours and they’re gonna go the fuck home,” Bleszinski says. “I tell people, get ‘fuck you’ money, and then get the fuck out.”
Spector, Miller, and Kuperman are all now indie darlings, so their experience is vastly different from Bleszinski’s, who had to be the face of a massive AAA franchise while still actively working on it. But all of them still agree that game development can often feel like a young person’s, well, game. Part of that has to do with the demands of the work, sure, but there’s an accessibility problem, as well.
“My twitch skills are not what they used to be,” Spector points out. “People don’t believe me that there are physical changes in your body as you get older. But there are, and I am physically not able to work the kinds of hours I used to. I am physically not able to keep up with 12-year-olds, 34-year-olds [referencing my age] playing games anymore. So I need to find a somewhat different role in development, and I’m lucky enough that I’ve been able to carve out a different role. But a lot of people might just say, ‘I don’t want to do that anymore’ and self-select out.”
Image: Naughty Dog
“The thing is, for me, my vision,” Kuperman says. He struggles with contrast in games, and can get frustrated when he can’t see important features like doors. “But I’m lucky because [my studio] NightDive is now part of Atari, so I now have support mechanisms that I didn’t have before.”
But how does the industry, as a whole, do when it comes to accessibility and diversity?
“It’s not just age and it’s not just physical—divergent thinking is not very well-supported,” Spector says. “Every way you can think about diversity, we do a bad job…we don’t get a lot of resumes from older developers or people who think differently or people of color…that’s an area where I think younger developers are going to have to lead the charge.”
He continues. “I’m only speaking for myself but, I like the past when I was able to work until three in the morning and sleep under my desk and drive home and have no idea how I got home. I kind of miss those days of comradery in the foxhole. Younger developers don’t wanna do that, and it’s a good thing ‘cause I can’t do it anymore. So it’s good that they’re thinking that way…the world has changed for the better.”
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Two decades ago, Omair Tariq survived a nightmarish ordeal that left him with deep trauma. But it also gave him something exceptional. And he used it to funnel his ambitions into cofounding Cart.com.
Gotham Knights came out a week ago and I’ve found it exceedingly difficult to find anything to love about the open-world loot brawler. Red Hood’s snickerdoodle recipe, maybe? The latest Batman game borrows from a ton of other, mostly better rivals, and struggles to craft a clear identity in the process. Kotaku’s Levi Winslow also spent the last week trying to save Gotham city from feuding gangs and supervillains, and the two of us sat down to try and hash out what the game does well, what it does poorly, and all the ways it left us confused.
Levi Winslow: Ok. So, like, I feel Gotham Knights is a bifurcated game, something that has two separate identities living within itself. First, there’s the narrative action-adventure stuff where you’re solving crimes, meeting the villains, beating up goons before getting a cutscene taking you back to The Belfry. That is a solid gameplay loop. Then you hit the open world. I don’t dislike it, There’s some enjoyment in grapple-hook-jumping from one rooftop to another, but the RNG RPG-ness of it, the Diablo-like nature to the unnecessary loot grind, makes for some of the most tedious parts of the whole game. What do you think? How do you feel about the linear narrative juxtaposed with the open-world grind?
Ethan Gach: I’m incredibly underwhelmed by both so far. Everything just fits together so awkwardly, and I mean everything. The individual scripted cutscenes? Great. Love ’em. Completely fine. But everything else, going room-to-room in a story mission, crime-to-crime in the open world, and even enemy-to-enemy during the big brawls, all just feels rough and uneven and not good. Like you could describe the back-of-the-box bullet points of this game, and I’d go, sure, that sounds fine. It’s not the new Arkham I want, but I love the Batman comics, I love the universe, lets go jump off some rooftops and solve some mysteries. And yet almost nothing in this game feels actually good to do in my opinion.
Screenshot: Warner Bros. Games / Kotaku
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Levi: Can’t argue with you there. The gameplay is especially clunky and imprecise. I don’t mind the combat. It isn’t as smooth as Marvel’s Spider-Man or as impactful as the Arkham games, but it definitely carries more weight and feels way better than Marvel’s Avengers, which is the closest comparison I could give. Like you said, something about it all just feels off and awkward. I really can’t stand the stealth and how sticky and slippery the characters are. You wanna open this chest after busting some skulls, but you gotta stand in this exact spot to trigger the contextual button input. Deviate from it just a little bit, like barely even a centimeter, and the prompt will disappear. Or you’re perched on this ledge to scope the area, looking for some stealth takedowns but, whoops, you accidentally flicked the left stick forward and now your vigilante has just jumped off and lands in front of the enemies you were trying to stealth. It’s frustrating.
Ethan: Yeah I basically haven’t even bothered with stealth for that reason, especially because the rest of the incentives feel like they are pushing me toward just complete chaos. Who have you been playing as? I’ve rotated every mission, but so far I think Red Hood is my favorite, mostly because he feels the most substantial and least slippery. Batgirl is a close second.
Levi: Lol, I’m just a perfectionist who wants to complete all the challenges. So when it’s like “Perfect whatever number stealth takedowns,” I’m like, “Bet.” But yeah I started with Nightwing, then switched to Batgirl, who’s been my main ever since. She’s just so OP, it’s insane. I’ve heard Red Hood is pretty good so I’m gonna have to give him a try. What do you think of Robin? Considering how frustrating stealth is, I couldn’t imagine playing him because of how stealth-focused he is. His bo staff’s looks cool.
Screenshot: Warner Bros. Games / Kotaku
Ethan: There are too many big enemies and dudes that will come at you from off-screen, to the point that I just didn’t want to bother with Robin after the first time I tried him. I also really don’t like Gotham Knights’ version of the character. I’m a huge fan of The Animated Series’ take on Tim Drake, and this feels more like a weird cross between Spider-Man’s Peter Parker and Star Wars Jedi: Fallen Order’s Cal Kestis, if that makes any sense.
I also don’t really feel any compulsion to grind, which is weird, but I think mostly stems from just how diffuse everything is. There are not nearly enough villains in this world to beat up to sustain an entire upgrade and crafting loop.
Levi: Very that, both on Robin’s timidity and the unsatisfying number of villains in the open world. Gotham here truly feels lifeless. Sure, there are citizens wandering the streets and GCPD patrolling their headquarters (or getting bullied by some dudes), but there’s no energy to the city. I know I compared Gotham Knights to Marvel’s Avengers—which I admittedly did like for a hot minute—but I can’t help but wanna play Marvel’s Spider-Man every time I’m protecting Gotham. There’s something about the bland color palette and the sameness of the districts that strips Gotham of its character.
Ethan: I think the city itself looks cool, and I like the way they tried to play off the four heroes’ iconic color palettes with the neon lights and how steam and fog hang on the skyline. But I also kept thinking of Spider-Man, mostly because I was always frustrated I couldn’t chain the grappling hook together like I was web slinging.
Screenshot: Warner Bros. Games / Kotaku
I think a large part of that is how much space you have to cover because of how scattered the actual things for you to do are. I would have preferred a much smaller but denser section of the city than having to hopscotch around all the dead space. Usually, open-world games thrive on constantly finding things on the way to your objective that distract, intrigue, and send you down an entirely separate rabbit hole. Here it really does feel like moonlighting as an Uber driver in the worst-paved metropolis in the world.
Levi: Yeah, like, there really isn’t a whole lot to do in this world. And what’s available to do is incredibly repetitive: Go here, beat up some guys, check out a clue, escape before GCPD shows up, rinse and repeat. Don’t get me wrong, I’m having fun dominating dudes as Batgirl. But the fun isn’t as satisfying as in other, better superhero action games that have come out recently.
Ethan: I also feel like the game is in a very weird place tonally. Batman’s family is left to figure out what their relationships are without him to orient them, but they are all pretty unfazed by the actual fact that he’s dead. And despite the dramatic premise, things get off to a very slow start. I will say I prefer aspects of Gotham Knights’ gameplay to Marvel’s Avengers’—whose combat felt indistinct and very much in the licensed game bucket—but the way the latter was shot felt like a much better approximation of the feel of the MCU than Gotham Knights is for the DCU.
Screenshot: Warner Bros. Games / Kotaku
As a Destiny guy who loves a mindless gameloop I can sink into at the end of the day, I thought I was primed to see the glass half full in Gotham Knights, but that’s just not what’s happened.
Levi: Same. I really wanted a mindless loop that offered solid gameplay with an intriguing story, and Gotham Knights misses the landing. There are good elements here, don’t get it twisted. The combat is fine, serviceable actually. And the sometimes tender, sometimes tense moments between characters during cutscenes is captivating. But the actual meat and potatoes of the game, the core gameplay loop, just isn’t as satisfying as I was hoping. I’ll finish it, though. I’ve completed Nightwing’s Knighthood challenges to get his Mechanical Glider, so I gotta do the same for Batgirl. And I wanna play some co-op to see just how untethered the experience is, but I can’t imagine thinking too much about Gotham once I finished the story. It isn’t sticking in the same way Marvel’s Spider-Man did.
Maybe that’s an unfair comparison, but truly, in my head canon, Gotham Knights is somewhere between Marvel’s Spider-Man and Marvel’s Avengers. It’s fine, but I don’t know if that’s necessarily a good spot to be in.
Screenshot: Warner Bros. Games / Kotaku
Ethan: I’m still only about halfway through the game, but feeling much less generous. It’s an indecisive mix of a bunch of games without any one solid thing to hold onto. The co-op that I’ve tried so far is very decent overall, and I think certainly sets a kind of standard for games like Far Cry—which have traditionally struggled with multiplayer that feels consistent and rewarding—to aim for.
But man, every aspect of the Batman mythos recreated here feels like it’s done better elsewhere. Maybe when the four-player mode comes out it’ll be closer to the 3D brawler it should have been. At this point I almost wish it were a live-service game. At least then there might be a shot at a better 2.0 version a year from now.
Levi: Right? Gotham Knights certainly feels like it could’ve been a live-service game. I’m hoping that four-play co-op mode Hero Assault extends to the open-world stuff too. There are four heroes. This game should be chaotic as hell, kinda like that underground Harley Quinn mission with that punk rendition of “Livin’ La Vida Loca.” That, so far, has been the most memorable part of the whole game.