Is Suicide Squad: Kill the Justice League a salvageable live-service game? That question was top of mind as I reviewed the latest DC Arkhamverse game from Rocksteady Studios.
The antihero game is a co-op multiplayer shooter, and Rocksteady and WB have already committed to seasons of post-launch content. It’s set to follow a live service approach with its endgame and in-game store. Historically, games like this have gone both ways after a rocky launch. Titles like Anthem and Marvel’s Avengers stand out as notable failures. They both seemed initially promising, launched in a rocky state, failed to garner the needed support through post-launch updates, and eventually shuttered.
Some initially-maligned games have recovered, though. Most famously, the launch versions of No Man’s Sky and Final Fantasy XIV weren’t well-received but eventually flourished as their developers fixed their games’ biggest issues and brought the experience to new heights. Although I have plenty of problems with Suicide Squad, there is something worth fixing here if its developer and publisher are truly committed to Suicide Squad long-term.
RelatedRight now, the worst things about Suicide Squad are its user experience, mission design, and content variety. Unfortunately, those are three of the most important elements of live service games. You need to have enough original, varied content to keep players engaged for hours upon hours, and it needs to be presented in a seamless way. At times, Suicide Squad is a joy to play when I’m flying around as Deadshot, taking advantage of the intricacies of the affliction and combo systems to deal maximum damage to enemies. It’s an enthralling loop that I think fans of multiplayer shooters like The Division or Remnant II wo
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