Suicide Squad: Kill the Justice League
Rocksteady's Arkhamverse swan song wore a live-service costume nobody asked for. The story is genuinely great; everything built around it is a cautionary tale.
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My first thought booting this up was that it felt like two separate games stapled together under a Warner Bros. deadline. The campaign at the center of Suicide Squad: Kill the Justice League is legitimately compelling. Harley Quinn, Deadshot, King Shark, and Captain Boomerang have tremendous chemistry, the banter lands more often than it misses, and the cutscenes feature some of the best facial animation in any game from that year. The late Kevin Conroy's final turn as Batman carries real weight, and the story's treatment of the Arkhamverse continuity is handled with more care than the game's reception suggested. If you played through Arkham Asylum, City, and Knight, the narrative payoffs here will hit. That part of the game earns its existence. The problem is everything wrapped around it. This is a looter shooter with a live-service skeleton grafted onto what should have been a focused action-adventure. Missions recycle through a handful of templates: protect the truck, destroy the incubators, clear the zone. Repeat. Each of the four characters moves differently across Metropolis, which is genuinely fun. Harley swings on a bat-drone, Boomerang uses the speed force to blink across rooftops, King Shark launches himself in cannonball leaps, and Deadshot has a jetpack. The traversal system, paired with the moment-to-moment gunplay and a shield-recharge mechanic tied to melee attacks, gives the combat more texture than it first appears. But the mission design squanders it by asking you to do the same tasks twenty times over with incrementally better loot numbers as the reward. The Justice League boss fights are where the game's identity crisis becomes impossible to ignore. The cutscenes build these characters into genuine threats; the actual fights are bullet-spongy arena shootouts with anticlimactic endings. The Joker, added post-launch as an ostensibly free character, required grinding roughly 35 repeated missions to unlock without paying extra, which damaged the community's goodwill beyond repair. Rocksteady ended all post-launch support in January 2025 after four seasons, less than a year after release, and an offline mode was added so the content that exists remains accessible. The live-service ambitions are now fully dead. What you see is what you get. For buyers arriving today, that context actually changes the calculus a little. The always-online anxiety is gone. The full seasonal story, including post-launch characters like Joker and Deathstroke, is in the game. Online co-op with up to four players still works. If you accept this as a flawed 12-to-15-hour action shooter with a strong story and weak mission variety, rather than the live-service marathon it was designed to be, there is a real game here. It is not the Rocksteady follow-up anyone wanted. But players willing to judge it on its own, narrower terms, and especially those who want Arkhamverse closure, will get something out of it at the right price point.

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Requisitos del sistema
Mínimos
- OS
- Win 10 (64 bit)
- Processor
- Intel i5-8400 or AMD Ryzen 5 1600 3.20 GHz
- Graphics
- NVIDIA GTX 1070 or AMD Radeon RX Vega 56
- DirectX
- Version 12
- Storage
- 65 GB available space
Recomendados
- OS
- Win 10 (64 bit)
- Processor
- Intel i7-10700K or AMD Ryzen 7 5800 X3D
- Graphics
- NVIDIA RTX 2080 or AMD RX 6800-XT (16GiB)
- DirectX
- Version 12
- Storage
- 65 GB available space
DLC y complementos de Suicide Squad: Kill the Justice League2
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Información del juego
- Desarrolladora
- Rocksteady Studios
- Distribuidora
- Warner Bros. Games
- Fecha de lanzamiento
- 2 feb 2024




