If you’ve played LEGO Batman: Legacy of the Dark Knight, it’s probably clear to you by now that TT Games wanted to craft a slightly different experience from their previous LEGO titles. Gotham is much larger here, the combat is handled far more seriously, and Batman’s narrative attempts to encompass a massive chunk of his history. Still, no matter how much Batman is in the spotlight, we all know Gotham is never quite as fun with the Dark Knight around until his greatest villains decide to unleash utter chaos. That is exactly the premise behind the upcoming Mayhem Collection DLC, which we had the chance to test out at Gamescom.

Right off the bat, the most important thing: this DLC lets you play as the Joker and Harley Quinn. The duo gets an entirely new storyline kicking off with a breakout from Arkham Asylum, after which they set out to wreak havoc across Gotham. Alongside this new mission, the DLC introduces Mayhem Mode, a dedicated mode where this less-than-dynamic duo teams up to cause as much destruction as possible across the city. Before we get into the nitty-gritty, the Mayhem Collection drops on September 18th. It is included in the Deluxe Edition of the game, while Standard Edition owners will be able to grab it as a standalone purchase on PC or their respective consoles.
What I personally loved right away is that Joker and Harley aren’t just lazy reskins of Batman and Robin. You can clearly see that TT Games tailored their abilities to fit their personalities, meaning playing as them is geared much more toward causing trouble than traditionally saving Gotham. Harley, as expected, wields her massive hammer, which isn’t just an excellent melee weapon but also serves as a tool for clearing specific environmental obstacles. When you encounter something too large or sturdy for a standard character, Harley simply does exactly what you’d expect her to do: swings her hammer and smashes everything to pieces. Joker is even more interesting. His kit includes a boxing-glove gun and a paint gun, perfectly matching his persona. While Harley mostly solves problems with blunt force, Joker utilizes his gadgets to weaponize the environment or scheme a getaway from the chaos he creates. It’s not something that completely reinvents the LEGO Batman formula, but it’s distinct enough that you immediately feel TT Games didn’t just swap character models over the existing framework.
The most fascinating part is Mayhem Mode itself, which we also got to try. Unlike the standard missions in the main game, the goal here isn’t just to follow the story and finish the level. Instead, you are given a strict time limit to unleash as much chaos across Gotham as possible, collect as many LEGO studs as you can, and complete various challenges before scrambling back to a designated extraction point. The premise is simple, but it perfectly complements the well-known LEGO formula, both in games and in real life, right? You smash things, collect bricks, find activities, and try to rack up the highest score before the clock runs out. That time pressure gives Mayhem Mode a distinctly different rhythm. In a regular LEGO game, you can stop, explore every nook and cranny, and hunt for that very last destructible object. You simply don’t have that luxury here. Every second counts, forcing you to decide whether to immediately rush to the next objective or burn a few precious moments hunting for extra studs. It’s a simple system, but it successfully triggers that “just one more run” itch, making it perfect for shorter gaming sessions.
Of course, Joker and Harley aren’t alone on the streets of Gotham. Batman and Robin are hot on their heels, joined by A.R.G.U.S. agents and members of Task Force X. During our Gamescom session, it became clear that enemies don’t just act as standard fodder to beat up; they genuinely complicate your race against the clock. This might be the most engaging aspect of the entire mode. TT Games could have easily just made a time trial where you run through Gotham collecting studs, but throwing in relentless pursuers creates constant disruption to your plans. When Batman is breathing down your neck, it isn’t exactly easy to casually stand by a storefront and smash everything inside. And when a Task Force X member blocks your path, you have to make a split-second call: do you fight, try to bypass them, or simply keep running?
The real beauty lies in the gameplay synergy between the two new characters. Joker and Harley complement each other, and their distinct abilities must be combined to access certain parts of the environment. For example, Harley might pry open a heavy container, allowing Joker to use his unique skills to unlock whatever is inside. Similar combo mechanics exist during exploration, meaning Mayhem Mode isn’t solely about how fast you can run and punch. There are also various activities that actively encourage vandalism. One of the more entertaining ones is spray-painting graffiti on billboards. You approach a spot, hit a button, and use the analog stick to draw whatever the game asks of you. For Joker, naturally, the result is his signature grinning smile. It’s not a revolutionary mini-game, but it’s exactly these little touches that give Mayhem Mode that unmistakable LEGO charm, preventing it from devolving into a generic score-attack mode.
What is genuinely refreshing is that the DLC doesn’t try to frame Joker and Harley as some sort of misunderstood heroes. They are villains, and the game fully embraces that. Instead of saving citizens, you are tearing the city apart. Instead of solving problems, you are causing them. Instead of fleeing from the cops, Batman and Robin are the ones trying to shut you down. It’s a simple perspective shift, but it works flawlessly precisely because LEGO Batman has always known how to poke fun at its own characters.
Naturally, the Gamescom demo was too short for us to definitively say how engaging Mayhem Mode will remain in the long run. That will heavily depend on the volume of content, the variety of challenges, and how well the randomized enemy encounters and situations hold up across repeated runs. But I have to admit that what we played looks incredibly promising. Even if it just offers enough variety per run, this mode could be a fantastic addition for anyone who has rolled the credits on the main game and wants something tailored for quick, chaotic bursts of fun. If it quickly boils down to the exact same routine of smashing stuff and sprinting to the finish line, it might, just might, get a little stale over time. But honestly, I think this is going to be an absolute blast!