It’s a little scary when you see so much self-congratulation in marketing; it usually masks a bad result.
Darius Sadeghian told Play magazine, “It’s still full of the DNA of the Batman: Arkham series – those fundamentals of story and character are absolutely central to our process. Story-wise, this is easily our biggest game.” (Gameplay-wise, no?)
The game has been delayed for almost a year, and will unfortunately feature Live Service elements. The mission structure doesn’t look very good, although some of the gameplay looks promising. However, the traversal could put Rocksteady’s game in a similar role to Batman: Arkham Knight. That was also a bit disappointing (the port of the PC version was awful, it had to be recalled at first!), and the Batmobile was there for the first time in Rocksteady’s Arkham games. It had a somewhat redundant or out of place role in the story and mission structure, and was mainly seen in many side missions (or in the fight against Deathstroke).
In the second part of Suicide Squad Insider, it was announced that Gizmo, an auxiliary member of Task Force X, can help the squad in more ways than one. For example, he can drop a vehicle on the player’s location (won’t it break when it lands?). It can basically fly, with missiles on the front and a machine gun on top that can be operated by a second player. But what’s the point of that when the marketing for Suicide Squad: Kill the Justice League tells us that the four characters can traverse in unique ways? It seems more like a power-up that you use for a short time when you don’t have a better option, and then forget about after a while.
Suicide Squad: Kill The Justice League will be released the same day as Apple Vision Pro, which is in the news today, on February 2 for PlayStation 5, Xbox Series and PC.
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