Warner Bros' Next DC Game Needs to Learn From Suicide Squad: KTJL's Biggest Mistakes

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Warner Bros' Next DC Game Needs to Learn From Suicide Squad: KTJL's Biggest Mistakes

Warner Bros. Interactive Entertainment is at a crucial point. Despite impressive graphics and a famous cast, the game's poor performance Suicide Squad: Kill the Justice League overshadowed his future plans for DC games. The game's negative reviews and declining player numbers highlight the dangers of focusing too much on trends rather than solid gameplay. Losing over $200 million in this game is not just a setback; It's a clear warning about the risks of prioritizing a live service approach over a well-designed single-player experience.

Suicide Squad: KTJL is coming to an end after season 4. Now the main question is how Warner Bros. can learn from these mistakes to shape the future of DC games by focusing on what players really want. Just avoiding the problems with live games won't be enough. The company's next game needs to return to the core elements that made it Batman: Arkham hit series: an engaging story, great gameplay and a strong respect for the original comics. THE Arkham The games thrived because they provided a carefully crafted experience, and Warner Bros. needs to rebuild this base.

Suicide Squad: Kill the Justice League Failure, Explained

What went wrong here?

Suicide Squad: Kill the Justice League had a rocky launch that deviated drastically from the praise Rocksteady Studios received for its Batman Arkham games. Released in February 2024, the game presented did not have the quality and care that players expect from the series. Although many troubles can be forgiven, the lack of understanding of the Batman character and the poor writing were the tip of the iceberg, thanks to live service issues.

Critics gave it low scores, with Metacritic scores around 60, mainly due to repetitive gameplay and a problematic live service model. Gamer interest has also dropped significantly after an initial boost, with Steam showing a sharp decline from over 13,000 players at launch to just a few hundred in the fall. This lack of continued player involvement emphasized that the game did not offer a fun, long-term experience. While other Arkham games had single-player replayability, KTJL there was a story that Screen Rant pointed out was missing from our review.

Warner Bros. financial reports Discovery confirmed the game's poor performance, stating that it “fell short of expectations” and negatively impacted its quarterly revenue. The company reported a loss of $200 million, highlighting the game's flaws. All of these issues clearly show how the game missed the mark, showing that Warner Bros. need to learn from these problems for future DC games.

What did Warner Bros. you can learn from KTJL

Warner Bros has to do better

Different Suicide Squad: Kill the Justice LeagueRocksteady Arkham The series is a great example of how to create character-based action games. The studio has made Batman games that looked straight out of the comics and were undeniably fun. Rocksteady paid close attention to details like character motivations and level design, making games more immersive and emotionally engaging rather than just mindlessly mashing buttons. This success was rooted in a strong understanding of what players want: A well-crafted single-player experience.

However, Kill the Justice League took a different approach by trying an active service modelwhich didn't work well. The main lesson from Warner Bros. is not just avoiding the problems with live service games, but remembering that compelling gameplay should always focus on a strong story that respects the characters, fun gameplay that doesn't rely on repetitive tasks, and a smooth player experience without elements unnecessary online and money-making schemes.

THE Arkham Games have succeeded by focusing on providing a high-quality experience. Warner Bros. need to return to this approach. Live service is good when the gameplay and story are great too; Fortnite is a great example of that. Future DC projects should learn from this mistake. They should prioritize creating a strong game before adding live service features to it.

2024 was a tough year for live services

It's hard to sell live service when it's so bad

Suicide Squad: Kill the Justice League wasn't the only live service game to fail in 2024. One of the biggest disappointments was Sony's Concordia. It took eight years to develop and cost around US$400 million, with the aim of being a major title that could compete with gaming IPs like Star Wars. However, when it was launched, it fell to the ground. The game struggled to stand out from other hero shooters and didn't offer unique gameplay or interesting characters.

It faced even more challenges with its $40 price tag in a market full of free-to-play options. Concordia it had a major sales failure, a quick shutdown just two weeks after launch, and the complete closure of its developer, Firewalk Studios. The collapse of Concordia shows a serious lack of foresight and reliance on marketing hype rather than solid gameplay.

The gaming industry should give some thought to these flaws and rethink its approach to live service games. The tendency to focus on this model instead of creating well-made and complete games seems to be unsustainable. This is how it seems Suicide Squad: Kill the Justice League also.

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