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KILL THE JUSTICE LEAGUE — GeekTyrant

rmtsa by rmtsa
March 7, 2024
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KILL THE JUSTICE LEAGUE — GeekTyrant
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While the actual combat and movement can be very exciting (even if it is so similar between the four of them), it feels like it goes to waste because of how unintelligent the enemies are. But it’s not just bad AI enemies that makes this combat feel underwhelming, it is also the objectives and missions that players go on. Like I said at the beginning, I am used to playing the same game modes, killing the same enemies and running through the same missions for years and years in a variety of games (I’m talking easily over 7,000 hours in live service games in the last 6 years). But Suicide Squad: Kill the Justice League feels like a new level of generic and uninspiring. Move the slow payload while enemies attack, gather the missing objects and dunk them in the middle while enemies attack, kill all the enemies in an area, and one or two more like that are all the mission variety you get in this game. All these missions are fine for exploring the world and generic grinding, but when they are also exactly what you do in the story line and end game (with bigger health bars and some time limits), it really makes you wonder what on earth the developers were actually developing for so long. The best way I can explain this empty phenomena is if you had crazy abilities, somewhat interesting guns, and unique mobility, but the whole game took place inside a training simulator. No, not like a Star Trek holodeck, more like a generic target range to try out your builds and weapons. The “training area” might look beautiful, but its targets cycle the same patterns and just get bigger health bars at the same rate that you get stronger. The game ultimately gives you all these powers and options with no genuinely fun/engaging/challenging encounters. 

This lastly brings me to the end-game, the live service aspect of Kill The Justice League. To not spoil anything, I’ll say that the end game is 110% baked into the main story’s ending, making it feel more like you are playing a long winded tutorial with some cool story beats that might/should lead to something more grand a long time from now in a later season. The actual end-game consists of players expected to play the same missions they have been since the beginning to gain a currency that they spend on special missions (same types as before with some difficulty modifiers) which get more and more difficult and reward “special” gear. I like that there are specific and slightly more creative challenges in these special missions, but the facts that they are just slightly altered versions of the campaign/general missions make them feel bland and boring 99% of the time.



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