We’ve been skipping the Catwoman sections in this write-up because things are easier to analyze when you cut out the extraneous parts. But now let’s circle back and talk about her subplot.
Catwoman’s story involves her efforts to steal from the Arkham City vault. Apparently Hugo Strange stores confiscated things there, and Catwoman wants them. It doesn’t ever say what the loot is. It’s just a couple of silver suitcases with some unspecified valuables inside.
She’s also got a couple of ongoing feuds with Two-Face and Poison Ivy that complicate things for her. When Batman gets knocked out or otherwise incapacitated, we sometimes cut back to Catwoman and play as her for a while.
Cat Movement

I enjoy playing the Catwoman sections. From a mechanical standpoint, she works as a great counterpoint to Batman. She has strikes, counters, stuns, and takedowns just like Batman, and they’re all mapped to the same buttons so that your muscle memory can get you through the fights. At the same time, she’s different enough that her sections of the game feel really distinct. She’s very fragile compared to No-Parents Man but she’s also faster, which makes her a bit of a glass cannon.
Her controls for traversing the city are this timing-based deal where you have to tap the jump button with the right rhythm to move efficiently. In all my hours with the game, I’ve never been able to get the hang of it. There’s this metallic impact sound when she locks her claws into the wall, and my instincts make me want to press the jump button in time with this, but as far as I can tell you’re supposed to press in between these sounds. It feels like playing a version of guitar hero where you’re supposed to hit all the notes exactly half a beat late. You’re not so much fighting against the game as your own instincts.
Batman can launch himself off the top of a tall building and then glide halfway around the city. He can soar overhead and ignore all the freaks and hazards below. But Catwoman gets around by scaling buildings, which means she’s sometimes obliged to engage the inmates on the way to her destination.
This is probably for the best. If Catwoman was as mobile as Batman, I’d never want to stop playing her. After playing as Catwoman for a while, Batman’s fights feel sort of ponderous.
Continue reading 〉〉 “Arkham City Part 17: Catwoman”
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