Highlights

  • Fans are more receptive to Suicide Squad: Kill the Justice League after a new gameplay breakdown, but Rocksteady still has work to do to address initial concerns about the game.
  • The game's double-sized map compared to Arkham Knight's Gotham City could mean more content and expanded skill trees, giving players a more immersive experience.
  • However, the large map could feel empty if Rocksteady doesn't fill it with engaging content, side missions, NPCs, and enemy encounters to keep players interested throughout their journey.

After getting a year-long delay, Suicide Squad: Kill the Justice League has finally reemerged, releasing yet another lengthy gameplay breakdown. But this time, things seem to be shaking out a little differently for Suicide Squad: Kill the Justice League, with fans being a little more receptive to Rocksteady's ambitious superhero looter-shooter. In the first of a multi-part series leading into the game's launch in February, this latest Suicide Squad trailer gives fans a better look at the game's first few hours, showing the squad got their initial powerset, and the start of their journey to eliminate the brain-washed Justice League.

From a general overview of the game's story to a slew of intriguing traversal and combat mechanics, this Suicide Squad: Kill the Justice League trailer gave fans a much better idea of what to expect when the game drops early next year. And while it doesn't look as though Rocksteady is going to solve every problem fans had with the game's initial reveal, it's clear that the developer is still trying its best to deliver a complete and ambitious experience, but a map that's apparently twice the size of Arkham Knight's Gotham City might be taking things a bit too far.

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Suicide Squad: Kill the Justice League's Map Size Is a Double-Edged Sword

Suicide Squad: Kill the Justice League's Large Map Could Mean More Content

According to the most recent Suicide Squad: Kill the Justice League trailer, the game's Metropolis map will be roughly twice the size of Batman: Arkham Knight's Gotham City, which itself was already pretty huge to begin with. However, Rocksteady's ambition here might be a sign of confidence that the game desperately needs, and it could suggest that some great features are on their way. For instance, a larger map means that there's much more space that needs to be filled. Naturally, this would lead to more side quests, more collectibles, more random activities, and more boss fights in most open-world games, and generally, just more content for the player to enjoy over a longer period of time.

Additionally, a bigger map might also lead to some more expansive skill trees for each character. With a bigger map and more activities, players will likely be earning a ton of XP throughout their journey, and that in turn could lead to a bigger and more involved leveling system, giving players a slew of different abilities that make their time in Suicide Squad: Kill the Justice League feel more worthwhile. More specifically, some advanced traversal abilities would be a likely inclusion if Metropolis is truly twice the size of Gotham City, as players would need to get around it much quicker in later stages of the game once it's fully explorable.

Suicide Squad: Kill the Justice League's Large Map Could Feel Empty

However, Suicide Squad: Kill the Justice League's large map could easily end up feeling like a big waste of potential if Rocksteady hasn't gone above and beyond to fill it with genuinely engaging content. While the Batman: Arkham games have been known for their great side missions and infuriatingly addictive collectibles, the same type of gameplay structure isn't present in Suicide Squad, and that might throw Rocksteady off its usual game.

With a map twice the size of Arkham Knight, Suicide Squad: Kill the Justice League simply needs to ensure that it has plenty of side content, along with a ton of satisfying, advanced traversal mechanics for each playable character. Rocksteady also needs to make sure it populates Metropolis with plenty of NPCs and enemy encounters, because if players aren't running into at least one point of interest every few minutes then the world could run the risk of feeling empty.