Suicide Squad: Kill the Justice League isn’t as dead in the water as you think – review-in-progress

Disastrous live service launches have sadly become a too common occurrence in recent times, and I’ve personally experienced lots of them. Going into Suicide Squad: Kill the Justice League, everyone was bracing for the worst, but coming from catastrophes such as Anthem or Marvel’s Avengers, this one hasn’t bored me to tears… for now.

After 10 hours or so of campaign progression and open-world mayhem, Rocksteady’s long-in-the-works, unexpected follow-up to 2015’s Batman: Arkham Knight doesn’t justify such an excruciatingly long development (though I suspect it’s been rebooted to hell and back). However, it’s hard to deny the studio excels in certain areas, infusing the whole package with a degree of charm and polish that you don’t see very often.

The (still on-going) review period has been nothing but a bumpy ride given the non-existent early start press have been given, plus a couple of sudden server outages that should anger those who paid for the noticeably more expensive deluxe edition of the game. And yet, I’ve found myself enjoying the experience well enough and being surprised by the overall presentation and tight feeling of the moment-to-moment gameplay.

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