Bloomberg’s Jason Schreier has been able to put together much of what went wrong during development with Warner Bros. Games and Rocksteady Studios’ Suicide Squad: Kill the Justice League. It all more or less happened how you’d expect, but some of the scrapped content was a bit of a head-scratcher.
The report goes into detail about the trend-chasing feedback coming from Warner Bros. Games and the hurdles that devs at Rocksteady had to overcome to deliver something just cohesive enough after several delays. By now, we know the publisher is disappointed with the financial performance of the game, which was mostly met with cold shoulders by gamers and press alike, but learning more from sources close to (if not directly involved with) the development is always illuminating.
I reviewed the game back in February, highlighting its positives (of which there are many, actually), but also confirming our suspicions that it was yet another bunch of separately cool elements trapped inside the wrong type of game, one that the studio likely didn’t want to make. Unsurprisingly, Schreier’s report confirms as much, with sources stating that the traditionally single-player studio had to grow “from roughly 160 to more than 250 people.”