New World Order (episode 3) ended with a significant reveal and things going horribly wrong for Bruce Wayne. Guardian of Gotham directly runs with those developments and the player immediately has to deal with the realities of Wayne’s new situation.
In some ways Telltale is just screwing with the players now with shocks and twists, but it remains intriguing and all fits fairly well. There is some railroading in the plot where obvious, logical arguments are suppressed or ignored for the sake of the story and the villains are losing some nuance in favor of presenting greater danger, but for the most part it’s internally consistent and the plus side is nicely escalating drama and tension. There are numerous games and schemes in play and the various plot threads weave together nicely.
The supporting cast is being slowly expanded in small doses with more familiar faces (some for those who read Batman comics), and the variations are interesting. I’ll again warn that you have to take this series as it is, and check a lot of preconceived notions at the door so to speak. Most characters still feel right, but some are completely different from any previous incarnation. There continues to be some interesting major choices that don’t necessarily change how events resolve overall but provide different ways of getting there and significantly different scenes and playing choices.
The mystery elements were one of my favorite parts of the early episodes, so with a lot of that gone this installment feels different. But it’s still quite good and the building conflicts have set up for what should be a strong finale.