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Fact check: Suicide Squad Kill the Justice league was a dogshit game, with dogshit mechanics and a dogshit story. Of course, none of this should be a surprise as a dogshit company Sweet Baby Inc was involved.
1. Summary of the results
The game indeed faced significant challenges and was poorly received, though the original statement's harsh language oversimplifies a complex situation. Suicide Squad: Kill the Justice League was developed by Rocksteady Studios as a genre-bending action-adventure shooter [1], but ultimately resulted in a $200 million revenue loss for Warner Bros. [2]. The game received widespread criticism for its repetitive gameplay, lackluster story, and was considered "doomed to fail" by some critics [3]. A particularly controversial aspect was the ending, which revealed that the Justice League members were actually clones - a twist delivered through a brief animated comic that left many players dissatisfied [4] [5] [6].
2. Missing context/alternative viewpoints
The original statement's criticism of Sweet Baby Inc. requires important context:
- Sweet Baby Inc. is primarily a narrative consultation company that works with major game studios in a consulting capacity, not as full game developers [7]
- Their role typically involves "finetuning" narrative coherence, similar to book editors, rather than complete story creation [8]
- The game's development faced multiple challenges beyond narrative issues, including:
- Live service elements that were poorly received [5]
- Development controversies [3]
- Subsequent layoffs at Rocksteady Studios [2]
3. Potential misinformation/bias in the original statement
Several aspects of the original statement show potential bias or oversimplification:
- The statement incorrectly attributes the game's failure entirely to Sweet Baby Inc., when they were only consultants on the project [7]
- While some sources are highly critical of Sweet Baby Inc.'s involvement, these sources show clear editorial bias [9]
- The statement ignores the complex development process and multiple factors contributing to the game's poor reception, including:
- Live service implementation issues [6]
- The controversial clone storyline twist [4] [5]
- Overall development troubles at Rocksteady Studios [2]
The reality appears to be that while the game was indeed poorly received and commercially unsuccessful, attributing its failure to a single consulting company oversimplifies a complex development situation involving multiple stakeholders and challenges.