3 months ago
If there's a sense of burning injustice at Rocksteady Studios, it's probably understandable. Suicide Squad: Kill the Justice League is filled with little moments of brilliance: humour, style, expression, that signature rhythmic, flow-state approach to combat. There's no question - as there rarely is with any video game - that its team was remarkably dedicated to making it as good as it could be. It's just that for each upshot there's a matching, crashing downturn, and in looking for a cause it's difficult to see beyond the ambitions that this game has been asked to juggle.
All at once, Suicide Squad: Kill the Justice League must be a live service game that pays for its extraordinary, almost nine-year run-up time after 2015's Batman: Arkham Knight, plus the support of those live services beyond launch. It must feature multiple main characters that not one, but two distinct Hollywood films - plus Birds of Prey - have failed to generate any kind of public good will towards (or even mild interest in). And it must deliver, or at least seem to deliver, on its promise of making antagonists out of and subsequently killing the Justice League - a group of beloved, decades-old icons that have in part earned their iconic status from not dying. (And which come with a subsection of fans - emphasis on the subsection - known to be as toxic as they are dedicated). All together, it means the question that arose for most onlookers the moment Suicide Squad: Kill the Justice League was revealed in 2020 remains the same now, and even well into its perpetual grind of an endgame: why?