Suicide Squad (2022...no wait 2023... delayed to late 2023(2-2-24) )

radio rahiem

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How long do I have to keep repeating these incursion missions to advance the story?! :gucci:
Level 35 to get Joker. But that’s it as of right now. I think the loop is gaining mastery levels.

Sidebar, even though Deadshot is my main, Captain Boomerang is pretty fun.
 

Jaguar93

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  • Jason was not able to find out the budget for the game or how much it's made since release, but chose to focus on debunking a lot of the misinformation being spread about the game's development.
  • The 200 million dollar lost reported by WB is NOT due solely to the game like others are saying, it's due to ALL of their games during the quarter.
  • WB isn't as responsible for the game's failure as much as people want to believe. The game did not fail because of "evil" publishers chasing trends and forcing devs to do things they don't want, it failed because of bad studio leadership and management.
  • Originally Sefton Hill and Jamie Walker, the beloved studio directors and founders of Rocksteady, did NOT want to make another superhero game, and instead wanted to do something different after Arkham Knight. So they started working on a multiplayer puzzle-solving game, codenamed Stones. The game sounded mediocre, and according to Jason, people working on the project felt the same way.
  • WB eventually approached Rocksteady with a pitch to make a Suicide Squad game to capitalize on the movie.
  • Sefton and Jamie pivoted to make the Suicide Squad game, but in an unprofessional way. They neglected to tell new hires what exactly they were working on. Because of this, many were shocked to eventually find out they were doing a live service multiplayer game, and would quit as a result.
  • Devs would have to wait weeks or months for feedback from Sefton and Jamie on their work, which slowed development.
  • People working at the studio claim Sefton would scrap big chunks of the script and struggled to convey his ideas into the actual game, partly due to Sefton not having spent much time playing other games in the genre.
  • Constant delays led to staff morale being hurt and made them feel they were discarding too much work and failing to make real progress.
  • People at the studio described the workplace as a place of "toxic positivity", where criticism of any kind is not allowed.
  • Management constantly told staff the game would turn out great in the last minute, similar to the Arkham Games.
  • Staff claims Sefton and Jamie did no research on other live service games, and would often pitch terrible ideas like a vehicle system, that eventually got scrapped after months of work.
  • Hill pitched an elaborate vehicle system that would allow players to equip their vehicles with weapons and navigate the streets, even though the Squad members ALREADY had their own means of traversal, which led to doubt among staff members. Staff wondered why would players use vehicles when they could already soar through the skies. After months of experimentation and prototyping, the vehicle system was scrapped.
  • Popular theory on the internet was that Sweet Baby Inc. was partly to blame for some of the decisions in this game. Jason completely debunks this and reiterates the troubled management.
  • The game's story 100% came from Sefton, who was inspired by Avengers: Infinity War and Endgame.
  • Overtime, the leaders vision for the game kept shifting, most notably shifting from an emphasis on melee combat to focusing heavily on gunplay. This change left lots of staff members confused on why a character like Captain Boomerang would choose to fight with a gun instead of his namesake weapon.
  • Despite the failure of the game, WB is NOT shutting down Rocksteady and are going to continue investing in the studio and gaming in general.
  • WB considers Rocksteady understaffed compared to other studios, so it doesn't make sense to lay anyone off.
  • Some of the studio is now assisting with the development of the Directors Cut of "Hogwarts Legacy", while the new studio leaders are looking to pitch a new single player experience.
 
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