8 hours in, Suicide Squad doesn't seem like the disaster some were waiting for

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Morgan has been writing for PC Gamer since 2018, first as a freelancer and currently as a staff writer. He has also appeared on Polygon, Kotaku, Fanbyte, and PCGamesN. Before freelancing, he spent most of high school and all of college writing at small gaming sites that didn't pay him. He's very happy to have a real job now.

It's not every day that a videogame's grand reveal goes so poorly that it gets delayed a year.

Every member of the Suicide Squad plays like they were plucked out of a different sandbox. When I'm King Shark crossing 300 foot gaps in a single leap, I'm whisked back to collecting agility orbs in the original Crackdown. When I'm Deadshot taking to the skies to get the high ground on everybody at once, I feel as untethered as the best moments of Anthem.

But like traversal, Suicide Squad's quirky combat took hours to click. I wasn't initially on board with the basic combo of meleeing baddies with canned animations to pop them in the air and then shooting at close range for guaranteed crits. It's the total opposite of the Arkham games, which focused entirely on melee with some auto-aiming ranged gadgets. Snapping my reticle to meleed enemies was jarring, and every enemy could be dealt with the same way.

 

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