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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.

Checked on January 16, 2025

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.

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