Warner Bros and Rocksteady have released the first of a series of development diaries for troubled comicbook schloot-me-do Suicide Squad: Kill The Justice League. And it looks... OK?
The game's fundamental conceptual hang-up remains - they've taken four DC supervillains with different powers that lend themselves to different kinds of story, and smurged them all into one big live-servicey open world spaff 'em up, strongly defined by guns. It still requires an online connection, even when playing in single player, and as far as we know, it'll still have a battle-pass with cosmetic items. But this is a lot more convincing than the first gameplay footage, mostly because it walks you through the opening sections of the game and shows you how King Shark, Boomerang, Deathshot and Harley Quinn acquired their open-world-friendly traversal abilities (they stole them from a Justice League museum), rather than springing them on you and expecting you to cheer at how CRAZY everything is.
We also learn about how those abilities differ, at least in theory. Harley gets a grapple gun and a Bat drone that serves as a mobile grappling point, a neat answer to the perennial Spider-Man game question of whether Spider-Man is really swinging from buildings or hooking onto thin air. Boomerang gets a gauntlet that lets him throw his boomerang and teleport to its location, a bit like Sombra in Overwatch, while also conferring bursts of super-speed on level surfaces. I quite like the sound of that.
Deathshot gets a jetpack, for less fancy 360 degree flight, and King Shark can, er, jump really high. I feel like all these techniques will blur together in practice, but there's just enough suggestion of variety to hold my interest. The same can't
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