I’ll be the first one to admit that Batman: Arkham Knight hooked me. I was cautiously optimistic when I picked it up, but I fell for it more than I imagined I would. Playing through the game and beating it twice (New Game Plus), I’ve come to realize that the best part of Arkham Knight isn’t a boss fight, or a witty line, it is one that players could theoretically miss entirely.
My favorite part of the game is tucked away at GCPD. That room? The Evidence Room. For those of you who don’t know what I’m talking about, the Evidence Room is a place where you can go to see items from different villains across the games and learn a bit about them as well.
As someone who doesn’t study the Batman comics, but loves to learn about the lore and enemies, this is right up my alley, and ever since I’ve found it, I’ve loved going through and exploring.
It’s not a huge room, but it gets more and more items as you apprehend Gotham’s Most Wanted and, in some cases, small little rooms fill up to create mini scenes you can walk in.
I know this doesn’t have to do with the game play, or the story, or character dialogue, but it’s a fun room to look around and learn some of the Batman lore and history behind certain villains.
What I think is so neat about it is that if you’re not exploring the GCPD when you get the electric charge gun, you don’t get the full effect. You can run in, grab the gun, and call it a day, but that really robs you of the experience.
To think that such a deep and fun area could go unseen by someone just doing the main story, or just knocking out a few side missions, really intrigues me. I think it’s a ballsy move by Rocksteady to put the work into something that the average player might not even look into and see.
Like I said earlier, this is a huge thing, but it’s just a very interesting room that you can spend 15-30 minutes looking around, and learning. If you haven’t explored it yet, be sure to do so and if you have already, tell me your thoughts in the comments below.