In this new story, Brainiac, the traditional Superman villain, has hatched an evil plan to take over Earth and remake it in his own image. As part of his scheme, he plans to control the minds of the Justice League members. The Suicide Squad is called in to eliminate the Justice League by any means necessary. What initially seems like a straightforward premise—one fans have seen before—takes an interesting turn halfway through. This shift is largely due to the phenomenal character design and scriptwriting, which bring each member of the cast to life while balancing between being charming and insufferable.

Just picture it: Harley Quinn kills the Justice League. Now, with her boyfriend gone, the sidekick has something to prove. But wait—sidekick? Oh, honey, that’s not quite the case. The late, great Kevin Conroy shines in one of his final performances as the Dark Knight, bringing a darker side to Batman than we’ve seen from him before. “Let their corpses strike fear into those who resist,” he commands. Tara Strong is pitch-perfect as the anarchic Harley Quinn, and Joe Sanoa (aka Samoa Joe) delivers King Shark’s one-liners with dry humor that hits just right.

Playable characters like Harley Quinn, Deadshot, King Shark, and Captain Boomerang are fun to control, each bringing unique weapons and abilities to the table. From boomerangs to massive hammers, sniper rifles to sharp-toothed chomps, the characters are visually exciting. However, it’s disappointing that despite the opportunity for more varied gameplay styles, the characters often feel reduced to the same basic blueprint. They all seem to love nothing more than firing guns and occasionally tossing grenades. While each has a signature melee or traversal move—like Harley’s sweeping baseball bat hits or Boomerang’s enemy-chaining boomerang—the focus remains on shooting and collecting an increasingly powerful arsenal of guns.

In comparison to the more methodical combat of the Arkham games, Suicide Squad speeds things up significantly, with you zipping around and unloading bullets in rapid succession. This can be undeniably thrilling at times, especially when chasing combos and stylish takedowns while avoiding damage. Some moments remind me of other great action games, such as Doom or Control, where the best defense is to keep attacking relentlessly.

As typical in a class-based game, each character specializes in different skills, which can be customized through skill trees. For me, the most important factor in choosing a character was testing their movement abilities, as many felt clunky at first. After some experimentation, I settled on Captain Boomerang with his teleporting Speed Force gauntlet, which allowed me to flank enemy hordes with ease. I eventually crafted a close-combat Boomerang build, boosting damage to enemies within a 5-meter radius, paired with a freezing melee attack and a legendary shotgun that obliterated everything in its path. It was satisfying, but by the time I reached the midpoint of the campaign, I had acquired most of the gear needed to breeze through encounters on normal difficulty, rendering the crafting and looting systems largely unnecessary for me.

As a looter-shooter, Suicide Squad offers guns in various rarity tiers, from common and rare to unique, high-powered, notorious, and infamous weapons, many themed around DC villains. However, despite the cool concept, the guns themselves are largely disappointing. While the world and characters are filled with charm and color, this doesn’t translate to the weapons, which mostly consist of bland rifles, SMGs, and pistols. The modifications you can make to your weapons are limited to standard boosts like increased critical damage or faster cooldowns, none of which really capture the wild, unpredictable essence of superheroes and villains.

What I had hoped for were more imaginative weapons—like a Joker-themed gun that fires exploding, chattering teeth, or a Clayface cannon that turns the ground and enemies into clay, immobilizing them. But after finishing the campaign and grinding through some post-game content, I was left disappointed by the lack of creativity in the weaponry. There’s potential here for an exciting loot and combat system, but it’s hidden behind solid yet unspectacular gunplay and weapon designs.

The core problem isn’t the combat itself, but rather the repetitive encounter design. Metropolis is overrun with Brainiac’s purple energy spots and monsters, most of which are placed atop buildings, guarding Brainiac’s weapons or causing other nuisances. This means a lot of my time was spent hopping between rooftops, taking out moles in a repetitive cycle: cutscene, rooftop, battle, repeat. The majority of the campaign’s 10-hour runtime is filled with uninspired encounters, and there’s little ambition in crafting memorable side missions or unique encounters. Unlike the Arkham games, where every environment felt carefully designed for action, Suicide Squad keeps most of the action above the city, moving at high speed, and rarely offers creative, contained action spaces.

While Suicide Squad has a few standout boss battles, most of the encounters take place in circular arenas where you’re just waiting for an opening to attack. A prime example is the Flash fight, where you must quickly time counter-shots before dealing damage. The Green Lantern fight stands out, offering a custom arena with high vantage points that can also be used as cover—this is one of the few moments that successfully combines spectacle with excitement. The heroes are challenging, but never too unfair, with most attacks signposted well to avoid frustration, even if the overall strategy boils down to shooting them in predictable ways.

There are impactful moments filled with wonder, but they pass by in a flash. At around 10 to 11 hours, the main campaign is not especially short, but it feels underwhelming when you consider that fans have been waiting almost nine years for a new Rocksteady game. The ending, which mainly sets up future seasonal updates, leaves much to be desired. Still, despite the underwhelming gameplay in between the rewarding cutscenes, the campaign remains engaging due to its surprises and twists. However, the lack of imaginative encounter design and the repetitive nature of the gameplay ultimately holds the game back from being the thrilling experience it could have been.

Metropolis is a sun-soaked city where superheroes are treated like gods, and monuments to them line the streets. It’s visually stunning, and without the small issue of a massive brain hovering overhead causing widespread chaos, it could probably be a lovely place to spend a weekend. The art direction is superb, with a rich mix of architectural styles that combine to create a uniquely inviting skyline. However, despite its beauty, the city feels oddly lifeless, like a meticulously crafted diorama gathering dust. Much like in the Arkham games, there’s a noticeable lack of civilian activity that would make Metropolis feel like a real, vibrant place in need of protection.

Once the story is finished, the post-game content exposes the live-service nature of Suicide Squad: Kill the Justice League. Although the studio has insisted it is not a “Games as a Service” title, it’s hard to ignore the telltale signs. Immediately, my worst fears were realized when I was handed recycled missions that I had already played during the campaign, all with the same tired assortment of tasks. This immediately brought back memories of Marvel’s Avengers, and I couldn’t help but think, “I just can’t do this again.” Honestly, even Crystal Dynamics’ attempts at a similar model offered more variety and better endgame goals.

The post-credits activities are called Incursions—short, rinse-and-repeat missions set in the Elseworlds, which were featured in the main story. Stop me if you’ve heard this one before: Superhero Multiverse. As you might expect, these missions consist of defending objectives and killing as many enemies as possible within a time limit—tasks I had already grown tired of in the campaign. The lack of imagination here is staggering, and it feels like the game doesn’t respect your time. The only real incentive is to compete with other players’ times or to grind through the same encounters on higher difficulties for marginally better weapons. The reward? Guns with bigger damage numbers, which you’ll presumably use in some vague future update.

Once you max out a character at level 30 and complete their unique talent tree, all future XP goes into squad skills. But these aren’t exciting new abilities that inspire cooperative play. No, they’re more mind-numbing stat boosts, like a 0.1% damage reduction or a 0.5% assault rifle damage boost. It’s a bland, repetitive post-game that stands in stark contrast to what made Rocksteady’s previous games so engaging.

Thankfully, there is one redeeming feature in the post-game: challenges borrowed from the Arkham series. Yes, Riddler trophies have made their way to Metropolis. These puzzles and challenges, scattered around the map, offer a welcome break from the tedious missions. While they’re never overly difficult, they at least encourage you to take a closer look at the city that you often zip past in a blur.

That said, building out your character and sifting through the many menu screens for incremental stat boosts can be a chore, especially with the five—yes, five—different crafting currencies the game uses. You’ll feel like you’re working part-time at the Metropolis Bureau de Change, as each currency is used to craft mods, weapons, and augmentations, completely separate from a premium currency used for cosmetics. And those cosmetics? Not exactly fashionable. There’s only one or two new skins available per character, and they’re priced at £7.99 or $9.99 each. That’s not cheap, especially when you realize that’s just for the basic look, with up to $40 needed to unlock all the different color variations for each skin. The cosmetics may be costly, but at least Suicide Squad is offering all seasonal gameplay content for free.

I can only review what’s in front of me, but Rocksteady has teased a roadmap for the future, promising new playable characters and environments based on the Elseworlds. It’s unclear how much the upcoming episodic missions will advance the story, but expect remixed activities, enemy variants, and more cosmetic drops. While I do enjoy the combat, I’m not sure it’s dynamic enough to carry Suicide Squad on its own, especially if the promise of new story content doesn’t materialize.

The campaign’s unsatisfying cliffhanger ending heavily hints at the direction of future seasons, and while I hope each update moves the story forward, I have my doubts. I suspect I’ll wait until much later to revisit the story, checking in after several updates to see how much has been added, rather than logging in monthly for each small addition. This raises the biggest question about Kill the Justice League: Why is this a live-service game with seasonal content?

So far, I’m not convinced that Rocksteady has a wealth of story to tell in this universe. It feels more like Warner Bros. believes it can make more money by drip-feeding cosmetics to the store. This is an unsatisfying model for players, who feel short-changed by an unfinished story at launch. It must also be frustrating for a studio with Rocksteady’s pedigree in creating compelling single-player narratives to operate in this way. In the end, much like a world without heroes to defend it, everyone ends up losing.

Suicide Squad: Kill the Justice League is a thoroughly frustrating game. There are things to enjoy, particularly the snappy combat, which, combined with a genuinely good DC Comics story and high production values, keeps you engaged. But everything else falls apart. Mission design is nearly non-existent, the looter-shooter mechanics are tired and uninspired, and the grotesquely repetitive post-game offers little to no real incentive. The result is a game that never impresses with its many ill-conceived ideas. It’s not a bad game, but it’s certainly disappointing coming from Rocksteady.