I Hope Suicide Squad Kills the Cursed Looter Shooter Trend
09.02.2024 - 19:18
/ ign.com
/ James Ohlen
For me the disappointment of Suicide Squad: Kill the Justice League isn’t just about its quality. It's about what it’s not as much as what it is. There’s very little of what made developer Rocksteady’s games so great in the past – near-unparalleled superhero power trips that sit alongside Insomniac’s critically acclaimed Spider-Man series. It’s also the latest in a frustratingly long line of beloved single-player-championing studios delving into unwelcoming loot-infested live-service waters. It’s been a perilous leap for many to make, with success limited to very few not called Bungie, and I hope we’re now at the end of this detrimental trend that’s plagued so many.
In recent years, BioWare abandoned the comfort of its trademark deep RPG writing in favour of Anthem’s cold, hollow, RNG-fuelled exosuits. It was the first real notable example of this happening; a studio ripping apart from its roots to chase high-risk trends popularised by the likes of Destiny. “Anthem was the ultimate expression of that,” BioWare veteran James Ohlen told Rock Paper Shotgun. “It got away from everything. It’s kind of like the anti-BioWare game.”
There have since been others chasing these online looter shooter trends that have rapidly gone out of fashion with each passing year. Arkane brought none of its best-in-class level design to the empty, vampiric streets of Redfall. Crystal Dynamics promised much in its Marvel’s Avengers campaign, but lost its way completely regarding its live-service offerings. And most recently, Rocksteady traded in their expertly designed Gotham for a shallow Metropolis.
Suicide Squad’s main problem isn’t in its art direction, character design, or storytelling (although mileage may vary on that last one). These are all things we’ve come to expect and enjoy from Rocksteady, masters of their craft when it comes to creating superhero open worlds. But while it has largely delivered on that trio of creative disciplines, the studio's other notable strengths – best-in-class campaign design, genre-leading combat systems, and engaging open worlds – are the areas in which Suicide Squad has stumbled. And that faltering is rooted in the pivot to creating a long-term content delivery machine – AKA a live-service shooter.
In the nine years it has taken the London-based studio to finish work on Kill the Justice League, numerous examples of exactly the same kind of pivot project failing have come and gone, yet no change of direction has seemingly been plotted. That’s likely because of the weight of the AAA machine; like a heavy cruise liner, it can be difficult to change the course of all those resources and staff when the journey begins. But the result of that is a wholly incongruous mess of a looter shooter where
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