Four hours into Suicide Squad: Kill the Justice League, I'm already feeling more confident about the game now than I did before playing it. Following up on the phenomenal Batman: Arkham Knight was always going to be a tall order, so Rocksteady decided to pivot away from that task in favour of making this frenetic, fast-paced looter shooter with a style of its own - a style that not always works but in my experience with the game's story so far, it's been an unexpected blast.
The story of Suicide Squad: Kill the Justice League starts off very strong. After getting accustomed to each of the four character's traversal and combat capabilities in a short tutorial - you can choose between King Shark, Deadshot, Harley Quinn and Captain Boomerang - you're thrown into a familiar scene. Amanda Waller forces four of society's worst wrongdoers to work together to stop an invasion by Brainiac, who has not only taken Metropolis hostage via giant mechanical ship, but also brainwashed the Justice League into doing his bidding. Thus, the Suicide Squad is formed and sent off to, well, kill the Justice League.

First and foremost, the presentation is outstanding. The visuals are industry-leading and top-notch, character models look fantastic, Metropolis is a well-designed playground with Brainiac's looming colossal ship always watching, and the cutscenes and overall quality of the cinematics are terrific. The sarcastic banter between the Suicide Squad members is also great, managing to get more than a few laughs out of me. Rocksteady understands DC characters well and it shows here in how surprisingly well-written the snappy dialogue is without becoming too annoying.
Four hours into Suicide Squad: Kill the Justice League, I'm already feeling more confident about the game now than I did before playing it.


It definitely feels like repetition is starting to sink in and it's not because of the combat, but rather the mission structure.

Writer. Enthusiast of all things geek. Legend has it he completed Final Fantasy VII without a memory card.
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I was going to (cynically) suggest that, maybe Rocksteady had originally conceived of an entirely different vision for this game, before their publisher stepped in and forced them to introduce the GaaS elements, buuuut...the review's description of the mission structure leads me to believe that this kind of gameplay was what Rocksteady had intended all along, out of their own volition. This is probably what disappoints me the most, that the less desirable elements aren't tacked onto the game after the fact, but are embedded in its DNA.
Even if a few aspects of the gameplay may be fun for a while.
Thus the trendsetters became trend chasers.