Suicide Squad: Kill The Justice League - impressive tech but the full package isn't quite there

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An American living in Germany, John has been gaming and collecting games since the late 80s. His keen eye for and obsession with high frame-rates have earned him the nickname 'The Human FRAPS' in some circles. He’s also responsible for the creation of DF Retro.

Baldur's Gate 3, Street Fighter and Lost Ark developers discuss.Read our editorial policyWith an extended development cycle, plenty of controversy, multiple delays, and a rocky preview period, it's fair to say that Suicide Squad: Kill The Justice League isn't making the smoothest landing.

The range of expressions used throughout really do a great job in selling the characters. They come to life especially around the eyes - the way they dart around and change based on what the character is looking at feels exceptionally convincing. There's a realism to the eye rendering that is really difficult to pull off and Rocksteady has done a solid job. As over the top as the Squad may be, their rendering is meticulous.

The fact that the world is this dense is impressive for an Unreal Engine 4-based game, I would say, and Rocksteady's material and lighting artists largely did a solid job. However, at the same time, there is the feeling that it's all a little bit uneven and cluttered. By that I mean, as you look out across the landscape, buildings and lighting sort of blur together creating a somewhat noisy image.

There's more, of course, but my basic feelings are this: Suicide Squad is not a mindblowing game but it's a handsome one with very impressive cutscenes mixed with a good looking but not stunning open world environment. The VFX work is quality too. I feel that pre-release media may have negatively coloured the viewer's impressions of these visuals, unfortunately, as its busy nature means that YouTube basically destroys most of the detail. It looks a lot nicer 'in person'.

Suicide Squad is using the deadly combo of aggressive FSR2 upscaling working in combination with some other kind of performance-saving measure, which presents a lot like Tier 1 variable rate shading, but turns out to be an issue in the. The result is a barrage of fizzling and disocclusion artefacts. The game is bright and busy resulting in an unstable, noisy image.

Which brings us to the next platform - PC and this is where things start to get a little dicey. Proceedings kick off with a shader compilation screen, which is typically a good sign. After this, you're given the option to configure your settings - much like the other versions but with PC specific options as well. The graphics options menu has a fair few things available for adjustment including optional ray tracing.

 

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