Suicide Squad: Kill the Justice League was an incredibly unpopular game, a microtransaction-laden, feature-incomplete attempt at a live-service game from a well-regarded team that had never done one before.
To no one's surprise, the negative reception to Suicide Squad was immediately followed by murmurings from Rocksteady that they never actually wanted to do a live-service and that Warner Bros. heavily pressured them to include certain predatory elements.
In a recent interview with Bloomberg, two ex-developers from Rocksteady opened up about how soul-destroying the development cycle for Suicide Squad was for people within the studio.
Essentially, the longer the game took to develop, the bigger the budget became, and the more anxious Warner Bros became to recoup the money it had invested. This resulted in executive pressure on Rocksteady to monetise their game in obtrusive ways, which led to a lot of player backlash when the game finally launched.
"That's when I started feeling like I wasn't making games anymore," said Axel Rydby, who began the project as a lead designer before eventually becoming the game's director. "I was following a spreadsheet, some elusive marketing analysis spreadsheet that no one could present clearly. I...
