Suicide Squad: Kill the Justice League isn’t quite what anyone expected to follow up the revered Arkham trilogy. In fact, it’s steadily become a controversial release, as terms like “endgame” and “post-launch content” have understandably riled up the fanbase. From Arkane’s disastrous Redfall to the now-canned Naughty Dog Factions multiplayer, we’ve seen many single player developers fall for the seductive appeal of live service games. But has Rocksteady really sold its soul? Or has it managed to strike that fine balance? What is clear is that the studio has gambled big on Suicide Squad: Kill the Justice League, and the pay off has been worth it… mostly.
So what exactly is Suicide Squad: Kill the Justice League? Well first and foremost it’s another expansive story experience set within the Arkhamverse. Five years after the Dark Knight hung up his cowl, Task Force X is sent into Metropolis — a city occupied by the alien Brainiac — with a mission to take out the now brainwashed Justice League. It’s one hell of a concept, and we lapped it up across the roughly 12 hour campaign. In many ways this is another traditional Rocksteady experience, with industry leading cinematics and facial animations, plenty of twists and turns, and some goosebump-inducing moments with its iconic roster of superheroes-turned-villains.
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