![]() ![]() For when a character enters the room, they bring with them an entire life, a life that all characters already present must face and attempt to make sense of. However, I choose to believe that the developers were trying to do more here than give players a few more hours of gameplay (more than 2.5 hours, for sure, if you pursue the various side objectives /collectibles strewn about the available districts). The player, at least in the beginning, will feel more like the “World’s Greatest Detective” than the “Caped Crusader”. Indeed, with the introduction (and removal) of some game mechanics (gadgets, enemies, etc.) the developers have managed to change the dynamic not considerably, of course (the game still ends up as a mindless slug fest), but just enough that, at least in the initial stages of the DLC, a fair amount of strategy needs to be utilized in order to figure out the most optimal way to encounter the new enemies and their resultant clusters. ![]() ![]() Cold, Cold Heart proves no exception in this respect, offering players great new gadgets such as the Extreme Environment (XE) Suit and new batarangs as well as all of the perks that come along with them: new environmental obstacles, new ways to encounter enemies through these obstacles and new Freeze-happy enemies with which to encounter. However, there is a common sense wisdom within theatre (I, myself, coming from a theatre background) that whenever a person (be they known or unknown) enters a room that person automatically changes the dynamic of the room, changes the very ways in which the characters already present can and do interact with one another. As a DLC, as an add-on, Cold, Cold Heart was designed such that it would adhere to the formula already set out by the main game. ![]()
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