Rocksteady Games, long defined by the brooding solitude of its Batman: Arkham series, has turned toward something fundamentally different — a loud, colorful, cooperative chaos set not in Gotham's shadows but in the sunlit streets of Metropolis. Suicide Squad: Kill the Justice League asks what a studio does after its defining hero is gone, and answers with four misfits, dark humor, and the audacity to send ordinary criminals against gods. It is a deliberate shedding of one identity in search of another, arriving in 2022 as both a continuation and a contradiction of everything Rocksteady built.
Suicide Squad: Kill the Justice League trades Arkham's darkness for colorful chaos
Batman is dead. The seriousness died with him.
Why does the shift from darkness to color matter so much? Isn't it just aesthetic?
It's not just how it looks—it's what the game is willing to be about. Arkham was about obsession and control. This is about chaos and collaboration. The color is the signal that the rules have changed.
But doesn't that risk losing what made Arkham special?
Maybe. But Rocksteady seems to understand that you can keep the challenge without keeping the grimness. The difficulty is still there. You're still fighting Superman. The difference is you're allowed to laugh while you do it.
Four characters with different abilities—is that just a way to hide easier difficulty?
It's actually the opposite. It's a way to make difficulty more approachable. If you get stuck as Deadshot, you switch to King Shark and try a completely different approach. The game isn't easier; it's more flexible.
What about the humor? Can a game about killing gods really be funny?
If you're willing to be genuinely twisted about it, yes. The scene with Penguin and the neural implant—that's not trying to be cute. It's dark and absurd at the same time. That's harder to pull off than pure darkness.
So this is a game for people who found Arkham too serious?
It's a game for people who want the challenge but don't want to suffer for it. Who want to play with friends. Who are tired of grey and ready for color.
Le Pouls
- Rocksteady's tonal pivot is total — the grey restraint of Arkham is replaced by saturated chaos, purple alien skies, and a squad of criminals cracking jokes over convulsing bodies.
- Four wildly distinct characters — Harley Quinn, Deadshot, King Shark, and Captain Boomerang — each carry their own mechanics, forcing players to rethink strategy depending on who they choose.
- The shift to four-player co-op directly addresses the punishing isolation of the Arkham games, making even encounters with Superman and the Flash approachable through teamwork and AI support.
- Replayability is baked into the design — swapping squad members, leveling different skill trees, and experimenting with team compositions means no two runs need feel the same.
- The game lands in 2022 carrying the weight of a beloved legacy and the risk of alienating fans who came for darkness — Rocksteady is betting that honoring the past means being willing to leave it behind.
Rocksteady Games, long defined by the brooding solitude of its Batman: Arkham series, has turned toward something fundamentally different — a loud, colorful, cooperative chaos set not in Gotham's shadows but in the sunlit streets of Metropolis. Suicide Squad: Kill the Justice League asks what a studio does after its defining hero is gone, and answers with four misfits, dark humor, and the audacity to send ordinary criminals against gods. It is a deliberate shedding of one identity in search of another, arriving in 2022 as both a continuation and a contradiction of everything Rocksteady built.
Rocksteady Games built its reputation on darkness. The Batman: Arkham series was a grim, focused descent into Gotham's criminal world — grey stone, shadow, and the singular weight of one man's mission. Batman is dead now, in the universe Rocksteady created. And with him, apparently, died the need for seriousness.
Suicide Squad: Kill the Justice League is the studio's answer to what comes after. It is, by every measure, the opposite of what came before. A trailer makes the shift visceral: we begin in the familiar grey of Arkham Asylum before the camera carries us into daylight — Metropolis spreads out bright and saturated, stained with Brainiac's purple hues across a city that has never known Gotham's perpetual night.
Players choose from four characters — Harley Quinn, Deadshot, Captain Boomerang, and King Shark — each assembled by Amanda Waller as Task Force X with one objective: kill the Justice League. These are not cosmetic differences. Each character carries a distinct skill tree, distinct strengths, and a distinct way of approaching every problem. Deadshot has a jetpack. Harley wields Batman's old grappling gun. King Shark brings brute force and a massive machine gun. Boomerang has tools for every moment.
This is where the game departs most meaningfully from its predecessor. The Arkham series was notoriously difficult, designed to punish hesitation. Many players never finished it. Here, Rocksteady has built something more flexible — you can chase the Flash, tackle Superman, and do it all with three friends beside you, or with AI filling the gaps. Characters can be swapped mid-mission, strategies rebuilt, approaches reinvented across playthroughs.
The humor is deliberately grotesque. In one trailer scene, Waller electrocutes Penguin through a neural implant; when Harley reports he's still moving, Waller hits him again. King Shark asks if she can blow up his head instead. It is funny and awful in equal measure — the kind of joke that only lands when no one is pretending to be serious.
That is the fundamental shift. Where Arkham asked you to inhabit a man obsessed with control and responsibility, Suicide Squad asks you to embrace chaos and laugh at the absurdity of misfits sent to kill gods. Rocksteady promises the difficulty will remain — Superman will still be formidable — but you won't face it alone, and you won't face it in silence. The game arrives in 2022 for PlayStation 5, Xbox Series X and S, and PC.
Rocksteady Games has spent years building a reputation on darkness. The Batman: Arkham series was a masterclass in restraint—a grim, focused descent into Gotham's criminal depths, all grey stone and shadow and the weight of a single man's mission. Batman is dead now, at least in the universe Rocksteady created. And with him, apparently, died the need for seriousness.
Suicide Squad: Kill the Justice League is the studio's answer to what comes after that darkness. It is, by every measure, the opposite of what came before. Where Arkham was singular in purpose, this new game is chaotic and plural. Where Arkham whispered, this one shouts. The trailer alone makes the shift visible: we begin in the familiar grey confines of Arkham Asylum, surrounded by the visual language of the previous games, before the camera pulls back and carries us into daylight. Metropolis spreads out in front of us, bright and saturated, with Brainiac's purple hues bleeding across a city that has never seen the perpetual night of Gotham.
You will play as one of four characters: Harley Quinn, Deadshot, Captain Boomerang, and King Shark. Amanda Waller, played by Debra Wilson, has assembled them as Task Force X with a single objective—kill the Justice League. Each character brings a distinct toolkit to the mission. Deadshot carries a jetpack capable of igniting enemies. Harley Quinn wields her baseball bat and a repurposed grappling gun borrowed from Batman's old arsenal. King Shark brings a massive machine gun and the kind of brute strength that comes with being, well, a shark. Captain Boomerang has his boomerangs, each one a different tool depending on the moment. These are not cosmetic differences. Each character has its own skill tree, its own strengths, its own weaknesses. The way you approach a problem changes entirely depending on who you've chosen to be.
This is where Suicide Squad departs most meaningfully from its predecessor. The Arkham games were notoriously difficult, their boss battles and puzzle sequences designed to punish hesitation and reward mastery. Many players never finished them. But Rocksteady has built something more forgiving here, or at least more flexible. You can tackle Superman. You can chase the Flash. You can do these things with three friends beside you, all of you controlling different members of the squad. If you don't have friends available, the game will fill those slots with AI companions, though a human teammate will always be more reliable than code. You can swap between characters mid-mission, experimenting with different approaches to the same problem. Each playthrough becomes a different experience depending on which character your friend chose, which abilities you've leveled up, which tools you've decided to prioritize.
The tone throughout is deliberately twisted. In one scene from the trailer, Amanda Waller activates a neural implant in Penguin's head, sending electrical current through his body as he attempts to escape. His corpse jerks with the voltage. Harley radios in to report he's still moving. Waller, with perfect deadpan delivery, says she'll hit him again. The body convulses. King Shark, watching this unfold, asks Waller if she can blow up his head instead. It is grotesque and funny in equal measure, the kind of humor that only works when you're not taking yourself seriously.
This is the fundamental shift. The Arkham series asked you to inhabit the mind of a man obsessed with order, with control, with the weight of responsibility. Suicide Squad asks you to embrace chaos, to laugh at the absurdity of four misfits being sent to kill gods. It is lighter in tone but not necessarily lighter in challenge. Rocksteady is promising that the difficulty will remain, that Superman will still be formidable, that the Flash will still be fast. But you won't face these challenges alone, and you won't face them in silence. You'll face them with friends, with humor, with the knowledge that if you fail, you can try again with a different character, a different strategy, a different approach entirely. The game arrives in 2022 for PlayStation 5, Xbox Series X and S, and PC. By then, we'll know whether Rocksteady has truly managed to build something that honors what came before while becoming something entirely new.
Citations marquantes
Amanda Waller activates a neural implant in Penguin's head, sending electrical current through his body. When Harley reports he's still moving, Waller responds with perfect deadpan seriousness: 'Hitting him again.' King Shark then asks if she can blow up his head instead.— Scene from Suicide Squad: Kill the Justice League trailer