Though isometrics can most commonly be seen these days as throwaway map screens, for a time it was the go-to default for anybody who wanted to go: "Look what we can do!".
Because, y'know, why not... here's a brief history of isometric graphics in the 1980s.
For some reason, I never played it, only ever seeing pictures of it in magazines, or lusting after the tie-in board game in my mother's catalogue. To my formative eyes, I could scarcely comprehend its 3D-ish visuals. Space Invaders suddenly looked very dated. The speed at which video game graphics were advancing gave many of us the "bends".
To wit: it is a game starring a foul-mouthed, flaccid, gingery whimsy, attempting to change the colours of an isometric pyramid, while being pursued by snakes, orbs, and purple menaces. True fact: the game was developed under the working title "Snots and Boogers".
The Atari 2600 version was notably shocking - the very definition of trying to force a heavily protesting Shakin' Stevens inside a traffic bollard.
Sandy White's Ant Attack turned many heads when it arrived on the ZX Spectrum. With its open world, choice of playing as a male or female character, and survival horror undertones, it was progressive for more than its visuals. Its empty, ruined, city location was also properly creepy in a way that few games manage these days.
Sandy White reused the game engine for the very similar Zombie Zombie. Unfortunately, by that time, White was left alone on the dance floor, waving his arms and shouting "Look at me, everyone! Look at my funny moves!", while everyone else descended on the buffet.
Famously, Knight Lore was completed and ready for release prior to Ultimate's Sabrewulf - but the company held it back, for fear its next gen visuals might damage sales of Sabrewulf. They knew they had a hit.
Looking upon it now, it's unrelenting to play, and thoroughly punishing... yet those graphics remain trouser-discoloringly extraordinary.
Being released in the wake of the US video game crash of 1983, the unique control method was a result of Atari's intended refocusing on games which offered distinctive control systems. All I remember is it being impossible, and wishing I hadn't wasted my 10p. Adjusting for inflation, I could've bought a small bungalow for that.
By the time its follow-up Gunfright was released later that year, the market was beginning to tire of Ultimate's peddling of the same wares. You know: like a friend you have who once made a good joke, and now won't stop repeating it.
How Batman-y was it though? Frankly, about as Batman-y as somebody playing the role of Macbeth while dressed as Batman.
The complex gameplay - the player controlled two characters, who could come together to combine their abilities - was tough as nails. However, it also delivered on the promise of the genre in ways which others failed to match. It was, from this point, mostly downhill.
It was, perhaps, a last hurrah for 8-bit isometrics. The following year, Peter Molyneux's Populous would do a lewd and mocking dance at its funeral.