There are a lot of superheroes running around the DC universe at any given time, and it often causes some headaches for its villains. If you’re a bad guy in that universe, how do you tackle that problem in 2024? With some evil super-robots.
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In DC’s big summer event Absolute Power (from the World’s Finest team of Mark Waid and Dan Mora, Amanda Waller takes center stage its big central villain. After forming a Trinity of Evil with the Brainiac Queen and Zur-En-Arrh (a split Batman personality inside an android named Failsafe), Waller finds a way to take powers from the Justice League and other metahumans to pass on to their Amazo androids. And in looking to get their powers back, Batman leads the now-depowered Leaguers in a resistance movement where they’ve all got some spiffy new threads, which you can see below.
Image: Dan Mora/DC Comics
While Waid and Mora tackle the main four-part story, there’ll be the standard deluge of event tie-ins, including the Absolute Power: Task Force VII miniseries focusing on the souped-up Amazos as they go hunting for superpowers. Foro the first three issues releasing in July, Leah Williams and Caitlin Yarsky kick things off with Last Son, who goes after the Shazam family; Depth Charge targets Aquaman’s entourage in John Layman and Max Raynor’s one-shot; and Jeremy Adams and Marco Santucci spin a tale of Jadestone pursuing the JSA. Finally, Waller gets her own origin story in a three-part miniseries from John Ridley and Alitha Martinez that digs into her longstanding beef with metahumans.
Absolute Power will begin with a Ground Zero recap issue on June 25—from writers Waid, Nicole Maines, Joshua Williamson and Chip Zdarsky, and art by Gleb Melnikov, V. Ken Marion, and Skylar Patridge—followed by its first issue on July 3.
The CW’s Arrowverse was once the talk of the superhero town, and arguably DC’s more successful live-action venture in the 2010s. But in recent years, the network’s superhero outings have all been shuttered, with Superman & Lois standing as the last Arrowverse hurrah for one more season.
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In a recent interview with TheWrap, CW’s entertainment president Brad Schwartz and overall company president Dennis Miller talked about keeping some shows from the old regime. Superman & Lois has apparently performed quite well in previous seasons, but it was allegedly Warner Bros.’ call to cap it at four seasons. “They don’t want a competing Superman product in the marketplace,” Schwartz explained, effectively laying the blame for the show’s end at 2025’s Superman: Legacyfrom James Gunn.
This isn’t the first time the Arrowverse has been put in this position: WB asked Arrow’s creators to put in several Suicide Squad regulars like Deadshot and Amanda Waller in its show to get audiences used to them before their silver screen debut. The show was also apparently keen to do something with Harley Quinn, but those plans had to be junked once she was a principal lead in the film. Both Deadshot and Waller, along with Katana, were killed off or disappeared. The same was true of Deathstroke, who was a recurring character on the show: when it seemed like he’d be getting a solo movie (or be the villain in a planned solo movie for Ben Affleck’s Batman), Arrow’s Deathstroke had to walk into the mist, never to be seen again.
It’s a weird situation DC has put the Arrowverse in, least of all because it let Grant Gustin’s version of the Flash stick around for Ezra Miller’s (possible) entire tenure as the Flash in the movies. Batman’s also been fairly exempt from this rule, since Gotham was on during Affleck’s Bat-tenure, and Robert Pattinson’s version is getting to co-exist with the evental Bats who’ll headline The Brave & the Bold.
However, it’s also worth noting that the new CW regime is about saving (and eventually making) money lost by the old bosses. Schwartz even admitted when he and Miller came onboard, the network had “lost a lot of money.” And like WB Discovery, it’s in a penny-pinching move: Superman & Loishas had to dump several longtime series regulars and writers for its final season, and the episode count has been slimmed down from a standard 13-15 range to just 10. Schwartz similarly told TheWrap other veteran shows like All American and Walker will stick around on the network…as long as their budgets stay relatively the same.
Either way, four seasons is a solid run for any show, and getting too long in the tooth has long been an issue with the medium (especially ones on this network). It’s not ideal, but at least Superman & Lois gets to go out on its own terms and deliver as much of an ending as it can.
After years of trailers, delays, controversy, and leaks, Rocksteady’s big, live-service, open-world, villain-themed, DC third-person looter shooter—Suicide Squad: Kill The Justice League—is finally out (for real). The narrative that has formed around this game over the last few years has grown as large and epic as a superhero movie. Some folks want Suicide Squad to crash and burn. Others want it to succeed, hoping Rocksteady has built something amazing, a game worth their money and time. Sadly, as with many modern superhero films, the ending to this saga is anticlimactic and won’t appease either folks hungry for blood or hopeful for fun. Instead, what we have here is something decidedly middle-of-the-road.
Suicide Squad: Kill The Justice Leagueis not only developed by Rocksteady, the makers of the popular Arkham games, but also set in that same universe. The game takes place a few years after the end of Arkham Knight. Batman faked his death, joined up with the Justice League, and headed over to Metropolis to be super pals with Wonder Woman, Superman, Flash, and Green Lantern. Things were going well, until Brainiac and his alien minions arrived, mind-controlled all of them—except Wonder Woman—and turned the powerful heroes against their own planet. Now, it’s up to Harley Quinn, Captain Boomerang, King Shark, and Deadshot—DC supervillains with bombs implanted in their heads—to save the world by, well, as the game’s name implies, killing the Justice League.
While the Suicide Squad’s story never truly surprised me or broke any new ground in the superhero genre, it’s still a well-written comic book adventure with enough twists and turns to keep you hooked. It also helps that every character in the game, even those barely involved in the action, are fleshed out, with their own goals, flaws, personalities, and feelings.
WB Games / Gamespot
As you might expect, Harley, Deadshot, King Shark, and Boomerang get the biggest spotlight. Rocksteady has done a fantastic job not just visually capturing these characters with some of the best-looking faces I’ve seen this generation, but also making them feel distinct. Each character in the squad also has their own arc and they all intertwine throughout the game so that by the end I was totally on board with these loser misfits coming together to save the day. It also helps that their dialogue—both in the game’s gorgeous cutscenes and out in the open world during gameplay—is peppered with solid jokes and genuine moments of reflection and growth.
But boy howdy, is this game talkative! I lost count of the number of times when up to three different conversations were happening all at once, sometimes overlapping each other or completely blocking out important or interesting lore. To the game’s credit, I didn’t hear many repeated chats, but sadly, I also missed a lot of stuff because while the squad was chatting about one thing, I’d shoot a drone and trigger a conversation about something else, ending the one that was already happening. Still, even overlapping dialogue isn’t too bad. What is bad is almost everything else between the dialogue and cutscenes.
Over and over and over…
Suicide Squad’s main campaign features a strong and impressive intro that quickly establishes the “heroes,” explains how the team’s boss—Amanda Waller—controls them, and sets up the stakes of the invasion. This confident and perfectly paced first few hours instantly won me over. However, once the game opens up more and lets you loose in its digital city, things quickly go downhill. Do you like guarding locations, shooting crystals, or saving people? Well, I hope so, because that’s basically all this game is outside of the intro and a few boss fights.
The structure of Suicide Squad goes like this: You watch a cool cutscene, learn what the next step is in the plan to save the world, and then do a type of mission that you’ve already done before but maybe in a new location or with some new enemies. Maybe. Repeat that for about 15 to 20 hours depending on how much of the game’s side content you check out. (Though, be warned, all the side content in this game beyond Riddler challenges are the same types of missions you do in the main campaign.)
It’s a credit to Suicide Squad’s fantastic and satisfying combat that during most of these missions, I wasn’t bored out of my mind. But I’d be lying if I said I was having fun guarding the same plants or destroying the same crystals over and over and over again. At one point, I was tasked with escorting a slow-moving vehicle through a dangerous area. Normally, escort missions aren’t anything to celebrate, but it was a completely new type of mission, after 10 hours of play. I was pumped! And then that same type of mission popped back up multiple times afterward. (And yeah, escort missions still suck.)
Worse, Rocksteady seems to understand how boring this might be, so some missions add annoying modifiers that force players to complete missions in specific ways. The problem is that sometimes these mods—like enemies only dying to grenades—didn’t fit with my character’s build. While you can switch between all four playable villains at any point in the open world when playing solo, during missions you are stuck with whoever you started the mission as. This made some missions extremely frustrating.
It’s a shame because, as I said, the combat in this game is awesome. Top-notch shit. Guns feel dangerous and loud. Blasting purple alien monsters with a sniper rifle that sets them and nearby baddies on fire remained fun even after I did it 200 times. Also, shout-out to the shotguns in this game. They destroy enemies and feel incredible. I also enjoyed how mobile each squad member is, even the big tank-like character King Shark. Zipping around as a giant shark with a chaingun or flying around with a jetpack as Deadshot during big firefights is fun, even if I’m doing the same missions I’ve done a number of times before.
Screenshot: WB Games / Kotaku
There’s also a lot to dig into with the game’s combat system. There are elemental afflictions, various stats that can be modded, perks that can be unlocked, attributes to improve, ways to earn back your shield, ways to counter enemy attacks using precisely timed special moves, and a host of other things to keep in mind during and outside of fights. At times it can feel overwhelming and I imagine most players will pick a few strong guns, upgrade them when needed, and do fine. But for folks who like to really get into a game and craft perfect builds with tons of synergy, Suicide Squad provides more than enough options.
Funnily enough, for the most part, at least, you can ignore that Suicide Squad is a live-service, always-online shooter. I played through the entire game solo and, with one exception, didn’t run into any server disconnects. The game also doesn’t bang you over the head with messages telling you to “Hop Online And Play With Pals,” or lock any content behind having a clan or playing with others. For a long time, it felt to me like a decent-enough game with some live-service stuff I could engage with if I wanted to, but that didn’t really interfere with my experience at all.
Then I reached the end of the game, and things changed.
Suicide Squad hides its true identity until the end
Before the credits even rolled, as the game built toward a climactic encounter with Brainiac, I was told that, actually, there are 13 Brainiacs across the multiverse and I’ll need to kill all of them to save the day. To do this, players will need to engage in Suicide Squad’s endgame which consists of repeated missions and boss fights that award you a currency that lets you challenge new Brainiacs in different universes. When you arrive, guess what? You have to do a few more of those same missions you’ve been doing for hours and hours already before you get to fight Brainiac. Oh, and the final fight against Brainiac (spoilers) is a reskinned boss fight from earlier in the game against Flash. Womp womp. Credits roll.
Instead of ending on a triumphant note with our squad proving they are more than just dirtbags, Suicide Squad ends by going, “You need to play for months and months to truly finish your mission. Get ready to play even more of the same shit over and over again, too.” It robs the game of a dramatic, satisfying ending and reveals its true nature to all: This is a forever game. A live-service shooter. WB and Rocksteady want you to play this game for a long time, all the while hoping you buy up skins and battle passes to make this extremely expensive bet pay off. It’s an extremely sour note to end the game on.
Screenshot: WB Games / Kotaku
Sure, the combat is some of the best third-person shooter action I’ve played in years. And the story, cutscenes, and writing are as compelling as anything in the Arkham games.
Yet, unfortunately, Suicide Squad just had to be something bigger than another 12-15 hour single-player adventure. It had to be a live-service video game that could support months or even years of content. The game does a good job of hiding this fact for a large chunk of its runtime, but by the end, it’s laid bare and impossible to ignore. That’s assuming you even reach the end and don’t get bored by the same six missions being copied and pasted around the city to pad things out and make Suicide Squad feel bigger than it really is.
In the end, Suicide Squad is just…okay. Fine. Not amazing. Not a trainwreck. Folks wanting this game to be a complete disaster will be disappointed to discover a totally fine shooter that only succumbs to live-service corruption at the end. And for folks wanting something they can play for years, well, I hope you like shooting purple crystals over and over.
Suicide Squad is a poster child for the kind of games that live between great and awful. While that might be enough for some, I can’t imagine the devs who worked hard on Suicide Squad (or publisher WB, who footed the bill for the game) wanted it all to end with what amounts to a shrug emoji. Yet, here we are. At least the shotguns are cool.
Suicide Squad: Kill the Justice League, the upcoming online co-op action shooter from Rocksteady, has officially been delayed from its planned May release to February 2024. This follows a report of a previous delay in March and the release of new gameplay footage in February that was met with a flood of negative reactions from fans and critics alike.
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First revealed way back in August 2020, Rocksteady’s Suicide Squad game stars popular DC villains like Harley Quinn and Captain Boomerang and is based on a long-running series of comics about villains being recruited by government agent Amanda Waller to take on wildly dangerous threats and complete ethically dubious missions. It’s also connected to the Arkham games, unlike 2022’s previous DC co-op flop, Gotham Knights. But if you were still excited to play Rocksteady’s next big game, you’re going to have to wait nearly a year.
On Thursday, following a March report about a possible delay from Bloomberg, WB Games and Rocksteady officially confirmed that their Suicide Squad game has been delayed until February 2, 2024.
We have made the tough but necessary decision to take the time needed to work on getting the game to be the best quality experience for players. Thank you to our amazing community for the continued support, patience, and understanding. There is so much more to share in the months ahead and we look forward to seeing you in Metropolis next year.
What this might mean for the Suicide Squad game
In March, Bloomberg reporter Jason Schreier explained on Twitter that the then-reportedly short delay was likely not intended to “overhaul the core gameplay” and instead would be just about “polishing” what was already present. However, the delay announced today turned out to be much lengthier than first reported, and it seems that the devs are going to have a lot more time to possibly rip out some of the live-service aspects prospective players reacted cooly toward.
While I’m not sure you can expect WB and Rocksteady to rip out all the live-service crap, multiple currencies, or the game’s always-online requirement, I wouldn’t be shocked if some of that stuff got cut or streamlined by the time the game finally comes out in 2024. (Assuming no further delays, of course.) Fully expunging all live-service aspects seems unrealistic, and would require a much longer and more expensive delay.
Also, keep in mind, this isn’t the first time Rocksteady’s DC shooter has slipped. Suicide Squad: Kill the Justice Leaguewas originally scheduled to ship last year, but in early 2022 it got delayed until spring 2023. Now the troubled shooter will miss that planned release date, too. And while it’s not nearly as much of a saga as Ubisoft’s oft-delayed pirate game, it’s starting to feel like Suicide Squad might be the next AAA video game cursed to be forever stuck in development hell. Let’s hope it gets out soon for the sake of all the folks working on it.
Update 4/13/2023 4:35 p.m. ET: This post was originally published on March 9, 2023. It has been updated and expanded to account for the official announcement of the game’s delay into 2024.