Rocksteady basically changed everything with Arkham City. It wasn't just about making the map bigger than the Asylum; it was about the feel of the world. But honestly? The most underrated masterstroke was how they handled Selina Kyle. Catwoman Batman Arkham City isn't just a side thought or some tacked-on DLC that doesn't matter. She is woven into the very DNA of the experience, offering a completely different perspective on the chaos of Hugo Strange’s super-prison. If you played it back in 2011, you probably remember that jarring, brilliant moment when the game just... shifts. One minute you're Bruce, the next you're Selina breaking into a safe. It was risky. It worked.
Most games treat secondary characters like weaker versions of the lead. Not here. Selina feels dangerous in a way Bruce doesn't. While Batman is a tank—a literal wall of muscle and high-tech armor—Catwoman is fluid. She’s glass-cannon energy. You can't just dive into a group of twenty thugs with shields and stun batons and hope for the best. You’ll get shredded. Playing as her requires a predatory mindset that actually makes the "Predator" sequences feel more earned.
The Mechanical Brilliance of Selina Kyle
Movement defines Arkham City. Batman glides. He’s majestic, soaring over the neon-soaked Gothic architecture with his cape spread wide. Catwoman? She crawls. She climbs. She uses those claws to literally tear her way up the side of a building. It’s tactile. You feel the grit. Her whip isn't just a weapon; it’s a traversal tool that requires more precision than the Grapnel Boost.
Her combat kit is stripped down but arguably more lethal in the right hands. You’ve got the whip, the caltrops, and the bolas. That’s basically it. No Explosive Gel, no Disruptor, no Freeze Grenades. This forced simplicity makes the combat dance feel more intimate. You have to rely on the "Freeflow" system’s purity. When you’re playing as Catwoman Batman Arkham City, the rhythm changes. Her strikes are faster. Her counters are more acrobatic. She doesn't just punch a guy; she uses his own momentum to flip him into a brick wall while stealing his wallet.
The "Thief Vision" is another highlight. While Batman’s Detective Mode is all about structural analysis and heart rates, Selina’s vision highlights the loot. It’s a subtle narrative nudge. She isn't there to save the city. She’s there to get paid. This fundamental difference in motivation is what keeps the campaign from feeling repetitive. Just when you’re getting tired of being the stoic savior, the game lets you be a self-interested thief for twenty minutes. It’s a palate cleanser.
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That Infamous Choice in the Third Act
We have to talk about the vault. Without spoiling it for the three people who haven't played a fifteen-year-old game, Catwoman faces a choice near the end of her specific storyline. It’s one of the few times the game gives the player actual agency over the outcome of the plot. You have the loot. You have the exit. Batman is in serious trouble.
What do you do?
If you choose the "selfish" path, the credits actually start rolling. It’s a "Game Over" that feels like a punch to the gut. It’s one of the best uses of meta-commentary in the 360/PS3 era. It proves that Selina isn't just a female Batman. She has a different moral compass. Even though the game eventually forces you to go back and do the "right" thing to progress, that moment of hesitation defines her character better than an hour of cutscenes ever could.
Stealth with No Cape
Stealth is harder with Selina. There's no way around it. Batman can retreat to a gargoyle in a split second. Catwoman has to scramble. She can cling to ceilings, which is a cool trick, but it leaves her incredibly exposed if a guard looks up. This creates a genuine sense of tension. In the Museum or the TYGER base, being Selina feels like being an intruder. When you’re Batman, you’re the apex predator. When you’re Catwoman, you’re a survivor.
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The Controversy of the "Catwoman Bundle"
It's easy to forget now, but Catwoman was actually the center of a massive PR firestorm at launch. Warner Bros. implemented what they called an "Online Pass." If you bought the game used, you didn't get the Catwoman content. She was locked behind a code. It was a move designed to kill the second-hand games market, and fans were livid.
Honestly, it was a mess.
Imagine buying a game called "Arkham City" and realizing that 10% of the story—and one of the most fun playable characters—is missing because you bought a pre-owned copy from GameStop. Eventually, they walked this back in later editions like the Game of the Year Edition and the Return to Arkham remaster. But it’s a weird stain on the game's legacy. It framed Selina as "extra" rather than "essential," which is the exact opposite of how she feels when you're actually playing.
How to Master the Catwoman Gameplay
If you're jumping back into Arkham City in 2026, you'll notice the controls are still incredibly tight. To really get the most out of Selina, you need to lean into her speed.
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- The Whip Trip: Use this constantly. It knocks enemies down from a distance without committing you to a jump.
- Ceiling Pounce: Don't just sit on the ceiling. Use it to bypass armored guards and drop directly behind them.
- Caltrops: These are your best friend during the "Loot" missions. Thugs in Arkham City are aggressive; the caltrops give you the three seconds of breathing room you need to reset your combo.
- Verticality: Batman glides down; Selina climbs up. Always look for the pounce prompts on the undersides of walkways.
The Riddler trophies are also different for her. There are 40 specifically for Catwoman, and they usually require more "platforming" logic than Batman's "gadget" logic. It forces you to look at the map differently. You aren't looking for a wall to blow up; you're looking for a gap you can squeeze through.
The Visual Evolution
Rocksteady's design for Selina in Arkham City is arguably her most iconic look in gaming. It’s functional. The goggles actually flip down when you use Thief Vision. The suit looks like it’s made of heavy-duty ballistic material, not just spandex. It fits the "gritty realism" of the Arkham-verse perfectly. Compared to her look in Arkham Knight, which felt a bit more polished and sleek, the Arkham City version feels raw.
Actionable Next Steps for Fans
If you want to experience the best version of this character today, you have a few options. The Return to Arkham collection on modern consoles looks great, but the 60fps patch on PC is still the definitive way to play. The fluid movement of Catwoman shines when the frame rate is uncapped.
- Grab the PC version and install the community high-res texture packs. It makes the leather on Selina's suit and the grit of the city look like a modern title.
- Complete the physical challenges. Don't just do the story. Selina’s combat challenges in the Riddler’s Revenge mode are significantly harder than Batman’s. If you can get three medals on her "Extreme" maps, you’ve officially mastered the combat system.
- Track down the Arkham City digital comic. It fills in the gaps of what Selina was doing right before the game starts, specifically her rivalry with Two-Face.
Selina Kyle isn't just a guest star in Arkham City. She’s the heart of it. She provides the contrast Batman needs to seem like a hero, and in turn, his rigid morality makes her "gray" choices feel meaningful. Whether you’re whipping through the Bowery or pouncing on TYGER guards from the shadows, she remains the most kinetic, stylish, and satisfying part of the entire Arkham trilogy.