It shouldn't be a relief when you see the credits roll at the end of a video game. You want to feel satisfied with the experience you've had, not just glad that it's over so you can move onto other things.
Heck, in the best circumstances, you might even feel an urge to jump back in and hoover up post-game objectives.
With Suicide Squad: Kill the Justice League, it felt like a weight had lifted off my shoulders when the credits came down and I could turn the damned thing off.
I had seen the game's bland story, and all the repetitive gameplay that threaded it together, through to its predictable conclusion.
And even though the game quickly served up a massive pile of post-game challenges for me, as well as threatening multiple seasons of DLC to follow, the thought of engaging in that held no appeal whatsoever.
This feels particularly sad to me on a personal level, as I have a lot of affection for Rocksteady's work in the Batman: Arkham trilogy. Those were terrific single-player, story-driven games with fun combat that blended brawling and stealth to great effect.
In fact, I only bought a PS4 back in the day when I found out that that Rocksteady's trilogy capper Arkham Knight wouldn't be launching on the older consoles. It was literally a system seller for me.
Imagine my disappointment, then, when the next major game from Rocksteady turned out to have one of the thinnest stories in recent AAA memory.
The premise itself could've been fun — DC heroes including Batman, Superman, Green Lantern and The Flash have all been brainwashed by an invading alien big bad, and it's down to the crooks on the Suicide Squad to take them down — but the delivery is just naff.
The game starts and the alien invasion has already neared completion. You don't get to see Kevin Conroy's Batman turning bad, even though he was the main character in the previous Rocksteady games.
You don't get to meet the maniacal mastermind Brainiac until much later. You don't get to know Superman, Flash or
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