As I opined in a previous article here, Telltale Games continually impresses me with their titles. This absolutely includes Telltale’s latest, Batman: The Telltale Series. My first write-up details my experience making mostly wise decisions as Bruce and Batman. However, out of pure curiosity and entertainment value, I played Batman: The Telltale Series‘ first episode again, but executing antagonistic dialogue choices and actions instead. You can see me play this entire episode as “jerk” Batman on the Sub-Cultured YouTube channel. Here, let’s dissect how these contrasting playthrough experiences differed, not excluding SPOILERS.
The Handshake
In the opening city hall heist sequence, Batman’s actions changed very little. I stopped the thugs and encountered Catwoman, but this Batman chose different words when conversing with her. I made Batman inform Catwoman that he wears the suit for the thrill, instead of any honorable intention. In true Telltale fashion, the game only states “Catwoman will remember that,” without revealing those consequences in this episode.
After the heist, which ended in Batman still recovering the stolen hard drive from Catwoman, Bruce proceeded to the private fundraiser being held for his friend Harvey’s mayoral campaign. This fundraiser, occurring in the Wayne Manor, gives many diverse dialogue options with the varying guests. I portray Bruce as rather dodgy with a fellow famous rich family, instead of inviting. When I encounter Vicki Vale this time, I tell her to leave. She surprisingly understood and walked away as criminal overlord Carmine Falcone crashed the party.
In this instance when Falcone offers his hand to Bruce, I shake his hand, disregarding every single eye watching me. Once Falcone and Wayne talk privately, the conversation nevertheless unfolds similar to my “good guy” playthrough. Falcone ends with some combative statements, to which Wayne promptly kicks him out.
The Press Conference
After the fundraiser concludes, Bruce meets an old friend, Oswald Cobblepot, at the once-prestigious Cobblepot Park. During this verbal exchange, I make Bruce respond to Oz’s veiled threats with threats of his own. Telltale again says “Oz will remember that,” but we do not see how in this episode. After this reunion, Bruce co-hosts a press conference with Harvey regarding the new Arkham Asylum building, where you’re presented an opportunity to verbally spar with the press.
When the press reveals Bruce’s parents had connections with the mob, I chose the more affronted dialogue options for Bruce. He slammed the press for believing flimsy sources, then still left abruptly after hearing the police are searching his mansion. When arriving at Wayne Manor, Bruce again confronts Lieutenant Gordon, but regardless of how argumentative Bruce is with Gordon, Gordon responds with calm “I’m here to do my job” replies.
Vicki Vale again intrudes in Wayne Manor uninvited, and again I have Bruce respond coldly to her presence. Bruce calls her out on her consistent trespassing and I refuse to give her a quote when asked. Before leaving, Vicki still offers words of encouragement, which befuddles me since this Bruce has constantly rebuked her.
The Warehouse
Bruce pays Harvey a visit at a restaurant, where I play Bruce as accusatory, stating Harvey withheld information about the search warrant. Harvey claims not to know, but I have Bruce refuse to believe that. When Selina Kyle approaches, she and Bruce recognize each other as their costumed counterparts due to their battle wounds. Harvey steps away and I continue Bruce’s streak of snark as he insists he’s a “better person” than Selina/Catwoman.
Selina suggests Bruce could help her, and I have Bruce refuse to work with the likes of her. Nonetheless, Selina still discloses a warehouse where a chemical weapon exchange was occurring. Once again, the lack of consequences Bruce’s bad attitude has to the story puzzles me.
When Bruce as Batman arrives, the warehouse remains in bloody disarray, just like my first playthrough. After the game requires ace detective work, you find the nearby sniper who killed everyone. Instead of simply intimidating, I opt for Batman to break the sniper’s ribs with a pipe then break the sniper’s arm after obtaining the necessary information.
Because my Batman doesn’t give a damn, I stay when Gordon finally enters, who sees the damage I did to the sniper and responds with disgust. The cop with Gordon threatens Batman more than my “good guy” run, which is a nice touch. When the cop claims she’ll shoot me, I have Batman reply “I dare you.” This is probably the most gratifying, fun response I gave the entire “bad guy” playthrough. However, nothing comes of that right now, as I inform Gordon that the chemical weapons belonged to Falcone.
The Luxury Suite
The stolen hard drive again decrypts at this time, which is evidence on Falcone’s criminal empire. I still choose to provide this evidence to Gordon, although I admit I should have given it to Vicki since this was intended to be my “bad decision Batman” experience. When Bruce hands the drive to Gordon, Gordon emphasizes his intent to thoroughly investigate the Wayne family allegations. “Everyone has a price,” my surly Bruce replies.
After this scene, the finale occurs where Bruce as Batman raids Falcone’s luxury suite. After fighting through Falcone’s henchman, Batman comes face-to-face with Falcone, who accuses the Wayne family of being behind all the criminal activity lately. Despite this “confession,” I elect for Batman to brutalize Falcone by shoving his leg through an exposed pipe. A nearby news chopper and the police see the damage I’ve done, which surely influences them into thinking of the Bat as an unstoppable menace.
The episode ending remains unchanged, with Bruce returning to the Batcave completely shocked and repulsed by his family’s legacy being tarnished. This cliffhanger always sends chills down my spine in pure excitement for what’s to come in this series.
After 2 contrary playthroughs, Batman: The Telltale Series certainly includes enough disparate conversation choices, but could use more consequence. Vicki and Selina insisting on aiding Bruce regardless of my choices are baffling, yet the story couldn’t unfurl too drastically different for each player. There’s a concrete narrative Telltale intends on following, and it’s solid enough to currently hover in my top 10 games of this year, as long as the follow-up episodes deliver similarly.