ROCKSTEADY is known for the excellent Batman: Arkham Trilogy, and so hopes for Suicide Squad: Kill the Justice League were high.

However, rumours that higher-ups kept changing their minds about the game means it had a rocky development with a number of delays.

Killing the Justice League is just a small piece of the main game

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Killing the Justice League is just a small piece of the main gameCredit: Rocksteady

Unlike the Batman: Arkham games where there is a tight single-player narrative, the main story is short, with a focus on multiplayer and live service elements.

Focusing on the main game with some side content we were finished in around 15 hours, which is okay for a game like this.

However, it feels like it wants to be so much more, and the ending feels like it’s full of filler.

Focusing on the live service elements means that Suicide Squad ultimately has an end date when the servers will be cut and the bulk of the game will disappear.

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There are still elements of Rocksteady’s expertise that can clearly be seen here, particularly in the dialogue writing, which is often full of laughs.

Jokes have some excellent comic timing, and the voice acting and general visuals are of a very high standard.

Surprisingly, it’s the cutscenes where the game shines, and you can tell that the team has a passion for the characters.

The gameplay is another issue. Some boss fights are quite inventive, but there are some that will definitely upset fans.

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You gun Superman down with an assault rifle, which is not exactly the epic battle we were hoping for.

The control scheme is the worst offender, though, with tutorials triggered throughout, and each character having controls that are opposed to the others.

When it comes to traversing the world, we found a clear bias for Deadshot as other characters could feel jerky and slow.

You will likely find the character you want to play with, and then quickly abandon all the others.

The enemies can often be bullet sponges too, and we found ourselves drifting off while holding the trigger.

There is also a lack of mission variety, as most quests boil down to a number of generic tasks that are repetitive and in no way memorable.

The RPG system feels like an afterthought, with points going into traits but you can’t see the improvement.

Loot that you gather around the world doesn’t give you an obvious boost, so there’s little reason to change it up.

In the end, you have to complete tasks to earn a new currency to unlock battles, and you do this fifteen times.

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This pretty much sums up our time with Suicide Squad: Kill the Justice League – there are just better things you can do with your time.

If you want to read more about gaming releases, check out our Silent Hill: The Short Message review.
Written by Georgina Young on behalf of GLHF.

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