Hands On Suicide Squad Takes a Lot of Getting Used to and It May Not Be Worth It
Our thoughts after three hours of play.
If making you feel like a speedrunner was Rocksteady's intention as it put together the opening hours of Suicide Squad: Kill the Justice League, then it at least nailed that aspect. Forcing one slapdash mission after another onto your HUD, the story introduction is told at such a breakneck pace that it can be difficult to parse what is actually going on and find the proper time to even get to grips with its four playable characters. It's a lot to take in and none of it's especially basic, so you're left still reading pop-up tutorials hours into the experience. There are flashes of brilliance in amongst it all, but you're going to need to work to see them.
It's difficult to feel any differently, as we pen our initial impressions following just over three hours of play. The situation surrounding release day review code means we are starting to work towards our verdict at the same time everyone else can begin playing. It is not ideal, but the one benefit is we can share impressions such as these right after our first play session.
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