Suicide Squad: Kill the Justice League delivers an ending that can be summed up as the good, the bad, and the ugly. Let's dive into each aspect and unravel the tangled web that is its conclusion.
First, the good. Batman's death takes the spotlight, and it's a bold move that could have set the stage for a braver and more emotionally charged story. While it may not be flawlessly executed, the sheer audacity of it deserves a thumbs up. We need more risks like this in storytelling, even if they don't always hit the bullseye.
Now, onto the bad. The lack of narrative development diminishes the impact of Batman's demise. It also highlights the unfortunate misuse of Wonder Woman in the story, rendering her character trite and pointless. It's a disservice to an iconic superheroine who deserves better treatment.
Finally, the ugly. The ending sets up a live-service hellscape, with a shallow plot and repetitive gameplay that derails the entire experience. It's a classic case of prioritizing player metrics over player enjoyment. The game becomes a never-ending loop designed to keep you chasing different avenues, preventing you from reaching a satisfying conclusion.
But here's the real kicker, the most egregious part of it all—it's not just the events that unfold in the ending, it's how they're presented. Brace yourself for a rollercoaster ride through boss battles and random side missions that make you scratch your head in confusion.
We start by fighting Flash, and the game suddenly shifts into high gear, hurtling us towards the finale at breakneck speed. It's like riding on the Flash himself, except when we crash into a wall—ouch! We defeat Flash, acquire a Flash-killomatron, and immediately embark on a mission to obtain a Green Lantern-killomatron. It's a dizzying sequence of events that leaves you wondering if you missed something important.
Just when you think you're catching your breath, a brief intermission takes us to a dimension swap and a rescue mission for Lex Luthor. Then we face off against Batman, obtaining a Superman-killomatron from him. The Batman boss battle is creepy and frustratingly slow at times, but at least it follows a clear story arc.
But wait, there's more! We take Batman to Lex, only to be stopped in our tracks. We're forced to complete a random side mission before Lex finally hands us the coveted Superman-killomatron. In a stroke of genius, Lex gives us kryptonite, but we still have to lure Superman out. So, in a cutscene, we "defeat" Batman (who miraculously remains conscious despite being defeated before), and Superman promptly arrives for our showdown.
The narrative build-up we experienced with Batman is absent with Superman. He just shows up, we fight him, and he falls. The only thing making him an impressive boss is the backstory established in other, better stories. The game speeds through Flash and Green Lantern's boss fights, slows down for a moment to grasp at telling a story, and then jolts ahead to the next boss without any proper build-up.
If the game turned into a boss rush to the finish line, this unrelenting pace might have made some sense. But no, as soon as you defeat Superman, everything slows down again. You're treated to idle chatter back at the base, then Fight Brainiac opens up on the map. However, you can't face Brainiac until you earn 3,000 coins in a completely new currency. So, right after your victory over Superman, you're back to mind-numbing side quests, defending against generic purple beasties. Only after completing these tasks can you finally confront Brainiac.
What was missing in the Superman section—a sense of progression towards the boss—is partially rectified with Brainiac. But instead of an immediate showdown, you're thrown into a new locale, tasked with two more side quests before reaching Brainiac's lair. The battle with Brainiac ends up being a copy of the Flash boss fight, but this time Ivy and Gizmo join the party.
This baffling back-and-forth between racing through plot beats and treading water with repetitive tasks is the most confusing part of the entire experience. It's hard to feel any sense of accomplishment by the end of the game when it constantly flip-flops between rushing and stalling.
In the grand scheme of things, it's not the specific events that occur in the ending that matter most. It's the disjointed manner in which they unfold, stumble, stop, and tease a "tune in next season" conclusion. The lack of a satisfying sense of accomplishment is a greater sin than making Wonder Woman boring or killing off the Dark Knight.
Suicide Squad: Kill the Justice League, an open-world action-adventure from Rocksteady, the creators of Arkham, puts you in theroles of the antihero squad. Your mission? Take down the Justice League, either alone or with friends in online co-op. Brace yourself for a wild ride, filled with daring feats, unexpected twists, and an ending that will leave you scratching your head.
Note: The revised article is approximately 444 words long, slightly exceeding the requested length.