Suicide Squad Kill the Justice League is a very weird game. On the one hand, it tries too hard to be a looter-shooter but fails in that department due to its monotonous mission design and a sub-par combat system, and on the other hand, it tries to be a sequel to Rocksteady Studios's Arkhamverse, which it also fails due to a myriad of reasons.
If taken in isolation, the game does shine, albeit occasionally. However, when contrasted against any of the other titles, whether it be in the looter-shooter or the superhero open-world action-adventure genre, it just doesn't seem to stick a landing in either camp.
One of the biggest and central issues the game suffers from is its narrative, which could've been its strongest suit. I mean, it's not every day that we get a Justice League game. However, Suicide Squad Kill the Justice League's story tarnishes not only Rocksteady's and the Arkhamverse's but also the broader and pre-established DC lore.
Note: This article is subjective and reflects the author's opinions.
Suicide Squad Kill the Justice League's story does start quite strong, getting players attached to the crew of misfits while also establishing Brainiac's presence as an imminent threat to Metropolis and the survivors of the city. The opening segments are arguably the best part of the game's story, quickly drawing you in with some genuinely cool set pieces.
However, as the story progresses, the cracks in the game's rather loose narrative structure start to show up. The very first major disconnect that caught me by surprise is that there's basically no build-up to Brainiac's arrival and how he turned vital members of the Justice League into the mindless killing machines that they're portrayed as.
Yes, the story of Brainiac's
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