YOU HAVE TO ADMIRE Rocksteady Studios for committing so thoroughly to the bit; for the ruthless efficiency with which the developer has burned down a corner of the DC Comics universe that it had spent a decade building up. The Arkhamverse has been torn asunder, its greatest heroes are gone, and its most memorable surviving villains locked inside the Hall of Justice as weapons vendors. A Crisis on Infinite Earths leaves surprisingly little room for the carnage to be undone in a Lazarus Pit as part of the ongoing live service story, or whatever new adventures may eventually lay beyond it.
It’s captivating to see a prominent studio take such a wild swing with a licensed intellectual property. Suicide Squad: Kill the Justice League tasks you with completing an impossible mission: to assassinate Earth’s mightiest heroes with little reflection or remorse, or die trying. But despite all of its promise and potential, Suicide Squad lacks the ambition or imagination to execute such a creative concept with any real confidence.
At the core of the problem is the gameplay. The cooperative framework forces a homogenized approach to action, progression, and character definition. Repeating enemy encounters are the only real point of interest across an otherwise empty, sprawling open-world Metropolis, with checklist challenges fuelling trips to a single instanced hub—a claustrophobic space where you’re free to catalog mountains of looted items, while static NPCs bark empty platitudes back in your direction.
This story is from the March 2024 edition of Maximum PC.
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This story is from the March 2024 edition of Maximum PC.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.
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