At long last, it’s my opportunity to share my thoughts on the Suicide Squad: Kill the Justice League review! Given the turbulent path the Arkhamverse has taken, I initially hesitated to provide my commentary, recognizing that the gaming community has already had extensive discussions. However, it would feel incomplete not to add my insights on one of the most renowned franchises in gaming.
To kick things off, Batman ranks among my top superheroes. Thus, the anticipation surrounding every new Batman game always has me ready to jump right in as soon as the clock strikes release time. So, missing out on a sequel set after Arkham Knight was simply not an option.
I will sidestep mentioning Gotham Knights—while there are different opinions about its value, the general consensus seems to position it below the Arkham games. Thankfully, it exists outside the Arkhamverse continuity, allowing us to zero in on the main attraction: Suicide Squad: Kill the Justice League, which, unfortunately, remains tethered to the same Arkhamverse lore. At this point, I almost wish it hadn’t.

In this review, I’ll highlight my favorite elements along with the aspects that left me dissatisfied. Warning: spoilers are ahead, so if you’d like to avoid them, skip to the “Verdict” section for the final judgment!
Another Superhero Looter Shooter? Really?
My expectations stem from three legendary series: the Batman Arkham games, Marvel’s Spider-Man titles, and Marvel’s Guardians of the Galaxy —each engraved in my gaming memory like a glowing bat signal in the sky.

Now, if a new superhero game fails to ascend to the lofty standards established by these favorites, it’s unlikely to earn a permanent place in my Hall of Justice. Unfortunately, that’s what we encounter with Suicide Squad: Kill the Justice League. Let’s delve right into the downsides.
First, let’s tackle the looter shooter genre. While I have an appreciation for looter shooters, in this game, it came across as misaligned. It didn’t resonate with the enjoyment I had anticipated, which is disheartening given my passion for both looting and shooting.

In my opinion, Borderlands 2 is the gold standard for looter shooters, with many subsequent games attempting to mimic its success. Titles like Destiny 2 have embraced free-to-play models while others like Remnant: From the Ashes have created their own space. The successes and failures in this genre have been vast, from the successes of Tom Clancy’s The Division series to BioWare’s Anthem (2019) faltering commercially.
Then there’s Outriders (2021)—a game that gave me mixed emotions. It wasn’t a live service title, which was a breath of fresh air, as the developers, People Can Fly, presented it as a complete game. Now we arrive at Suicide Squad: Kill the Justice League, a game that feels unfinished, with a narrative that dangles like a cliffhanger awaiting future installments. While there’s a hint of more content to come, the live service elements seem misaligned with the players’ expectations, hitting all the wrong marks instead.

The Good, the Bad, and the Chaotic
The storyline is enjoyable, well-crafted, and captivating. However, the monotonous mission designs and the live-service endgame leave a somewhat unpleasant aftertaste. The more time spent in this ongoing loop, the more it feels like a poorly executed trick. Completing the single-player narrative doesn’t elevate it to the heights of its Arkham predecessors—those titles that were built by the same talented devs. It appears much of the talent from the original series may no longer be with the current iteration of Rocksteady. This isn’t quite the Arkham series revival fans had hoped for.

Eliminating pivotal characters within the confines of this narrative is reminiscent of the events in Injustice: Gods Among Us (2013), where the Joker sets off a catastrophic explosion—yet this time, it feels more detrimental to the Arkhamverse lore. This decision makes progressing the story quite challenging.
While it’s known from another universe that Joker joins the Suicide Squad in the first season, concluding the Arkhamverse—an experience that many fans cherished—creates a narrative stagnation regarding potential future Batman storylines set in what the Arkhamverse defines as Earth 1.
The passing of the legendary Kevin Conroy weighed heavily on the fandom. However, the choice to have Harley Quinn pull the trigger, labeling Batman as “useless” to draw out Superman, felt misplaced. There were many ways to redeem this moment for Arkhamverse enthusiasts, yet those opportunities remained unutilized. It seemed as though the studio merely aimed to conclude a single-player narrative to steer players toward their ‘infinite’ multiplayer seasonal elements. Witnessing that scene left me feeling powerless, as if something I cherished was slipping away like sand in an hourglass. There was nothing I could do as I observed Batman’s fate unfold in this game.

I had hoped Rocksteady would deliver yet another Batman-centric game in the Arkham series rather than explore the live-service landscape with Suicide Squad: Kill the Justice League, but alas, it’s too late for that.
Any future Batman title will feature a new voice actor, which isn’t impossible for me to accept. However, the manner in which they concluded the story for such a beloved character was unfortunate. Placing this game in an alternate universe could have preserved the legacy of Arkhamverse’s Batman, yet here we are, navigating through an abundance of Brainiacs sprawled across dimensions. It feels like a wasted opportunity.
Fortunately, Justice League: Crisis on Infinite Earths – Part Three is set to feature Kevin Conroy’s voice as Batman one last time. This provides a chance to honor his legacy. The influence of his iconic portrayal of Batman, which began with Batman: The Animated Series, will resonate through this animated film. As fans, we can look forward to this fitting tribute to the Dark Knight. Despite all this chaos within a Brainiac-ridden Metropolis, the game does have moments of excitement. Flying through the city as Captain Boomerang utilizing speed force never loses its thrill. Dodging lasers while flinging boomerangs and watching King Shark devour enemies with disturbing enthusiasm is genuinely exhilarating.
Groundhog Day in Metropolis
A significant issue that troubled me was the repetitive gameplay elements. There was little that felt handcrafted—rather, it was a collection of gameplay templates recycled constantly throughout the game, aside from a few scripted cuts. It resembled a Riddler riddle I’ve solved countless times. This repetition underwhelmed me and made the experience, at best, average—and ‘average’ should never be a descriptor when talking about a new Rocksteady release.

While initial hours may provide fun, cracks quickly emerge in the foundation. The live-service looter shooter gimmick feels akin to attaching a loot box to a superhero game. Repeating side missions, facing off against identical enemies with slight variations, and a quick hero costume swap for one of the “boss encounters,” coupled with the lurking shadow of “seasonal content,” drains enjoyment rapidly.
Grinding for gear shifts from being an empowering quest for power to feeling like a mundane task, diminishing the story’s allure and leading to an ending that feels like a betrayal against beloved characters.
The plot twists appeared to be crafted to dazzle, yet the delivery left a bitter taste. I understand how ludicrous this sounds—the twists were well-conceived but felt undercooked. Some storytelling choices left me more bewildered about Rocksteady than Harley flirting with a philosophical debate against the Joker.
Boss Brawls, Not Boss Battles
Now, let’s shift focus to the boss fights. Brawling against former heroes—Superman, Batman, The Flash, and Green Lantern—should have been a standout. Yet it felt more like a pandemonium at a Metropolis street carnival. The unimaginative mechanics and absence of unique strategies (other than executing more counters) made me long for credible intensity.
Brainiac, the game’s principal antagonist, was an opportunity for an epic clash. However, the encounter resembled a lackluster minigame of “swing, jump, laser beam, duck, aim, counter, shoot.” His attack sequences were all too predictable, and the fight lacked the electrifying intensity expected from a final showdown.

Reflecting on the aspects I appreciated for this Suicide Squad: Kill the Justice League review, I genuinely enjoyed the storyline (minus the ending), the co-op mode, the character artistry, the voice performances, witty dialogues, and the depiction of the four main characters. The chemistry among squad members during gameplay adds to the experience. The animation sequences were a joy to behold. If this had been a standalone animated movie without ties to the Arkhamverse, it might have received a warmer reception and been enjoyable to watch.
Brainiac’s Multiverse
The narrative thrusts players into a thrilling escapade, featuring a band of misfit villains battling against the world-threatening Brainiac. While the developers aimed for surprising twists and turns, the ending felt somewhat lacking.
The character designs were impressive—Deadshot’s cybernetic eye, King Shark’s toothy grin, Harley’s formidable mallet—each epitomizes “anti-hero styling.” As for Captain Boomerang? He’s the guy turning a boomerang into his weapon of choice. The synergy among the four protagonists felt like a rollercoaster: thrilling, unpredictable, yet remarkably enjoyable.
The cinematic segments? Absolute gold. The animation seamlessly integrates into every scene. I reiterate, had this been an animated film, it’d surely be a must-watch with chaos generously sprinkled in. With Harley’s lively quips and Deadshot’s cool demeanor, the voice acting truly brings these iconic figures to vibrant life. It’s reminiscent of spending time with a chaotic superhero family, each character boasting their own distinct personality and abilities.

Suicide Squad: Kill the Justice League Verdict
Suicide Squad: Kill the Justice League delivers an action-packed adventure, yet it falters due to inconsistencies. The core gameplay, marked by unique traversal skills and gratifying combat, provides moments of pure chaos. Soaring through Metropolis as Deadshot or swinging between rooftops as Harley Quinn is undeniably thrilling. Nevertheless, the excitement wavers as repetitive missions, an inconsistent narrative, and questionable design choices become evident.
What I liked:
- Dynamic traversal: Each character’s unique movement style keeps exploration stimulating and fun.
- Explosive encounters: Combat is an exhilarating mix of frantic action, especially in co-op play.
- Compelling concept: The underpinning idea of flipping the script on the Justice League holds substantial promise.
What could be improved:
- Monotonous missions: Most objectives quickly become repetitive, undermining long-term interest.
- Pacing struggles: The narrative suffers from pacing issues and characters that feel underdeveloped, failing to utilize its unique premise effectively.
- Technical glitches: Performance drops and bugs occasionally disrupt gameplay fluidity.
- Live service dilemmas: The emphasis on post-launch content raises concerns about its initial value proposition.

Suicide Squad: Kill the Justice League ultimately presents a flawed yet enjoyable experience. If you’re after a fun, mindless action adventure to share with friends, you may find excitement here. However, those seeking a deeper story or more refined gameplay may find themselves disappointed. This chaotic mix suggests promise, but its uneven execution creates a somewhat sour aftertaste.
Do I recommend it? Take your gaming preferences into account and what you expect from a title of this nature before diving in. As a Rocksteady enthusiast, if you anticipate anything similar to the Batman Arkham series, you won’t find that here. Conversely, if you’re not expecting grandiosity, then Suicide Squad: Kill the Justice League takes a stride in delivering cinematic experiences for single-player modes.

Overall, it offers a thrilling narrative, engaging voice work, and stunning visuals. Nevertheless, it struggles with repetitive mission designs and a convoluted blend of combat mechanics. While there are enjoyable moments, the game’s potential feels underwhelmed by the live-service endgame elements.
The optimal choice would be to purchase this game when a good deal arises for a physical copy or if the digital version becomes discounted. I can’t wholeheartedly endorse it at the current price unless Rocksteady enhances it by adding varied gameplay to break the monotony and improve the experience.
Ultimately, Suicide Squad: Kill the Justice League doesn’t live up to its potential. With a concluding rating of 6/10, it’s an enticing experience that fails to deliver on all fronts.