Highlights

  • Suicide Squad: Kill the Justice League is receiving both criticism and praise for its characters, writing, and gameplay mechanics.
  • A major issue with the game is a severe lack of variety in missions, with players completing the same few mission types repeatedly.
  • The lack of variety also extends to the enemies and shooting/traversal mechanics, as most enemies have similar designs and mechanics don't evolve over time.

Maybe the hottest topic in gaming right now, Suicide Squad: Kill the Justice League is out, and it's pretty divisive. A game that tries to continue the legacy of the Batman: Arkham series while also making some pretty radical departures from that series, Suicide Squad: Kill the Justice League is being met with a horde of criticism, some completely valid, and some a bit more hyperbolic. But Suicide Squad also has its fair share of defenders, many of whom are actively praising the game's characters, writing, and gameplay mechanics.

While there are some good moments and mechanics in Suicide Squad: Kill the Justice League, there are some undeniably disappointing aspects as well—aspects that fall twice as hard considering Rocksteady Studios' impressive lineage. And by far one of the biggest issues that pervades just about every aspect of Suicide Squad: Kill the Justice League is a severe lack of variety.

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One of Suicide Squad: Kill the Justice League's Biggest Issues Is Its Lack of Variety

Suicide Squad's Missions Lack Variety

On paper, Suicide Squad: Kill the Justice League is home to a healthy number of missions, all of which are given to the player by an iconic DC character. But underneath the surface, Suicide Squad is actually only home to a mere handful of mission types, and it's those same few mission types that players will be completing over and over again during their Suicide Squad adventure. Whether it's collecting Data Shards for Toyman, rescuing civilians for Rick Flag, or escorting various vehicles across Metropolis, these same mission types keep occurring with very few differences between each instance.

Unfortunately, this problem doesn't just belong to Suicide Squad: Kill the Justice League's side missions. The vast majority of Suicide Squad's main story missions follow these same aforementioned mission structures, just with some slightly different narrative contexts behind the objectives.

For instance, rather than escorting Lex Luthor to a portal, players will be escorting Amanda Waller to the Hall of Justice, but both missions see the player escorting a slow-moving vehicle through the city streets. Boss fights are the only proper time Suicide Squad: Kill the Justice League shakes up its mission structure, and even then, boss fights blur into one due to their similar mechanics and objectives.

Suicide Squad's Enemies Lack Variety

Suicide Squad: Kill the Justice League's mission structure wouldn't feel nearly as repetitive if the game's enemies didn't lack so much variety as well. For the vast majority of Suicide Squad's runtime, players will be mindlessly gunning away at Brainiac's purple-hued soldiers, purple-hued shields, and purple-hued artillery. While a Flash-inspired Speedster enemy type is introduced, along with snipers and hulking brutes, the visual design of each enemy is pretty much the same, as is how players take them down, with most enemies having obvious, glowing weak spots.

Suicide Squad's Shooting and Traversal Mechanics Lack Variety

While Suicide Squad: Kill the Justice League's shooting and traversal mechanics are by far two of the game's major saving graces, they're not free from a lack of variety either, unfortunately. Though these shooting and traversal mechanics start out quite complex, Suicide Squad does little to evolve them over time, with players having seen just about every ability and unique mechanic that they have to offer within just a few hours. Though Suicide Squad has three dedicated skill trees per character, many upgrades simply increase the player's stats as opposed to adding any truly new mechanics or features.