Suicide Squad: Kill the Justice League exists at a strange intersection of gaming hype. On the one hand, obviously, we are and should be excited for Rocksteady's return to the Arkham Universe that it popularized through some of the greatest superhero games of all time. Obviously. But on the other hand, Suicide Squad: Kill the Justice League deviates from so many of the conventions that made Arkham Asylum, Arkham City, and Arkham Knight so beloved. And so many of those conventions that Kill the Justice League embraces – such as a team-based, co-op infrastructure, and a live-service-inspired post-launch content plan – have crashed and burned in other superhero games, most notably Crystal Dynamic's ill-fated 2020 Avengers title.
These factors come together to make it so I, quite frankly, don't know how I should feel about this game. So when Warner Bros. and Rocksteady invited me to Burbank, California, to spend a day playing the game and talking to the developers, I jumped at the chance to finally piece together how much hype I should or shouldn't feel for Suicide Squad: Kill the Justice League now that it's less than a month from launch.
Much like its predecessors, Suicide Squad: Kill the Justice League gives you a cinematic adventure within Rocksteady's DC Universe. Five years after Arkham Knight's events, the Justice League – including Superman, Batman, Wonder Woman, The Flash, Green Lantern, and presumably others – has been keeping order on the planet. Those five years were clearly eventful, as we now have a whole suite of heroes instead of just Batman, but we don't have a game to explain all of those moments.
Instead, players can find clues about the state of the world since Arkham Knight. «There are a few different
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