Business Behind ‘Suicide Squad,’ the Year’s Biggest Video-Game Flop - On May 9, during an earnings call, Warner Bros. revealed that it was taking a $200 million loss on Suicide Squad — making it one of the gaming world’s worst blunders.

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Suicide Squad: Kill the Justice League has been a critical and commercial failure for Warner Bros. Discovery
Photographer: Warner Bros. Games


David Haddad, the head of video games for Warner Bros. Discovery Inc., visited the London offices of subsidiary Rocksteady Studios in mid-February for an all-hands meeting. While previous gatherings with the executive had been peppered with tactful euphemisms, this time Haddad was blunt, according to two people briefed on his remarks. Weeks after its release, the studio’s latest game, Suicide Squad: Kill the Justice League, was tanking.

Haddad shared few details on the exact scope of the Suicide Squad misfire, said the people, who asked not to be identified discussing nonpublic information. But it didn’t take long for them to find out the extent of the damage.

On May 9, during an earnings call, Warner Bros. revealed that it was taking a $200 million loss on Suicide Squad — making it one of the gaming world’s worst blunders.

Behind the scenes, according to interviews with nearly two dozen people who requested anonymity because they weren’t authorized to speak to the press, the development of Suicide Squad: Kill the Justice League was a tumultuous affair, plagued by countless delays. The game failed for a number of reasons, said the people, including a constantly shifting vision, a culture of rigid perfectionism and a genre pivot that was ill-suited for the studio. A spokesperson for Warner Bros. Games declined to comment.

The costly miss could extend beyond Warner Bros. and “further deter investment in gaming by traditional media firms when they should be expanding,” said Joost van Dreunen, who teaches the video-game business at New York University.

The high-profile failure came at a particularly bad time for Warner Bros. Chief Executive Officer David Zaslav. The parent company of CNN, HBO, TNT and other cable networks was already grappling with challenges on multiple fronts, from plunging TV ad sales and struggling movie theaters to escalating sports rights fees and growing threats from AI. Over the past two years, the company’s share price had plummeted from $26 in April 2022 to a little over $8 the day of the call.

The games division was supposed to be a rare bright spot for Zaslav and his investors, particularly following the success of Hogwarts Legacy, an adaptation of the Harry Potter series, which was the best-selling title of 2023 and has sold more than 24 million copies. Instead, Rocksteady delivered a historic dud. For Warner Bros., it was a painful reminder that big, ambitious video games, like blockbuster-style movies, have the potential to amass both huge windfalls and gaping losses. On the call, Zaslav described it as a “disappointing release” that “overshadowed” the rest of the quarter.

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Warner Bros. revealed that it was taking a $200 million loss on Suicide Squad
Photographer: Warner Bros. Games


For years, Warner Bros. has been struggling to transform its DC Comics assets into a wellspring of recurring hits, much as the Walt Disney Co. has done with Marvel Comics. In August 2016, Warner Bros. released Suicide Squad, a gory sci-fi action movie based on the comic book series, which originated in 1959. The film, starring Will Smith and Margot Robbie, featured a platoon of villains strong-armed by the US government into a dangerous mission to save the world. It went on to generate ticket sales of $750 million on a budget of $175 million, a major boon for the studio.

Afterward, the company hustled to build on the momentum. At its gaming studio in Montreal, Warner Bros. already had a Suicide Squad video game that was struggling to gel. With the stakes heightened, Haddad pulled the plug and turned, instead, to the most prestigious of the company’s dozen video-game studios.

Founded in London in 2004, Rocksteady had grown into an industry darling thanks to Batman: Arkham, a series of games that was revered by critics and sold millions of copies. Following Rocksteady’s third and final installment, which came out in 2015, the studio’s co-founders Jamie Walker and Sefton Hill, eager to do something different, started working on a prototype of an original multiplayer puzzle-solving game, codenamed Stones.

Around the end of 2016, Walker and Hill told their staff there’d been a change of plans. Stones was out. Suicide Squad was in. According to people who attended the meetings, Hill explained that he saw it as a better opportunity than making something new from scratch and that the company hoped to release the game in 2019 or 2020. (Walker and Hill declined requests to be interviewed for this story.)

At the time, the broader industry was growing increasingly fixated on “games as a service” — such as Destiny and League of Legends — which generate sales long after their initial release, continuously reengaging players with endless updates and raking in fresh profits year after year. Armed with a battery of presentations, Warner Bros. executives traveled to London and made the case that the growing category was the industry’s future.

It was a field in which Rocksteady had no prior experience. The Batman: Arkham games were all single-player. Even so, Rocksteady executives soon decided that, in keeping with their parent company’s newfound enthusiasm, Suicide Squad would become an online multiplayer game with live-service content.

As it set out to master a new set of skills, Rocksteady expanded. Over the next seven years, it would swell from roughly 160 to more than 250 people — a size that grew unwieldy for managers yet still remained far smaller than the enormous teams behind similar games, such as Destiny.

During the early days, the studio kept its work on Suicide Squad a secret, even from potential hires. Several people who came on board during this era said they were surprised when they first arrived at the offices to learn that they would be working on a multiplayer game, not at all what Rocksteady was known for. Many would depart as a result.

Over time, the leaders’ vision kept morphing, most notably switching from an emphasis on melee combat to heavily focusing on guns. The change left some staff members wondering why protagonists such as Captain Boomerang, known for fighting with his namesake weapon, would suddenly pivot to gunplay.

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Critics panned the overall experience with a 60 out of 100 on Metacritic
Photographer: Warner Bros. Games


In August 2020, after three years and multiple delays, Rocksteady finally revealed its plans, telling fans Suicide Squad would be released in 2022. But additional frustrations kept piling up. The project’s massive world and four playable heroes were a significant increase in complexity from the Arkham games. Engineers, under the impression they were rushing toward an immutable deadline, prioritized short-term fixes that later proved to be hindrances as the release date kept getting pushed back.

Staff members sometimes waited weeks or months for Hill, the studio’s perfectionist co-founder and director of the game, to review their work, said the people familiar, creating a bottleneck that further slowed development. He scrapped big chunks of the script and struggled to convey his evolving ideas, they said, confessing that he hadn’t spent much time with competing games such as Destiny. The constant delays hurt morale and led staff to fret that they were discarding too much and failing to make real progress.

At one point, Hill pitched an elaborate system of vehicles that would allow players to deck out cars with weapons and navigate through the game’s alien-infested streets. But each of the four playable characters were already outfitted with modes of traveling, leading to more doubts among staffers. Why, they wondered, would players using Deadshot or King Shark bother with a motorcycle when they could just soar through the air? After months of experimentation and prototyping, the vehicle system was scrapped.

One of the biggest issues, said people familiar, was that the battles, levels and bosses in a live-service game needed to be designed so players could tackle them over and over again, while Rocksteady was accustomed to telling stories that were only experienced once. Hampered by bloated code, the team struggled to find ways to make these activities feel less tedious and repetitive.

Multiple people who worked on the project say their growing concerns were often met with promises from management that Suicide Squad would eventually coalesce at the last minute, just as the Arkham games had. Several employees adopted the term “toxic positivity” to describe the culture of the company, which discouraged criticism. Leadership didn’t seem worried, they say, even as other traditionally single-player game studios that chased the live-service trend were delivering abysmal results with games such as Anthem (which earned a lowly score of 59 out of 100 on Metacritic), Marvel’s Avengers (67 out of 100) and Redfall (56 out of 100).

Despite the internal concerns among frontline workers, executives from Warner Bros. kept reviewing demonstrations of the game and sending laudatory feedback, praising the graphics and saying they expected Suicide Squad to become a billion-dollar franchise.

Whatever the outcome, the studio’s co-founders wouldn’t be there to see it through. In the fall of 2022, Warner Bros. announced that Hill and Walker were leaving Rocksteady to work on “a new adventure” and that a pair of longtime employees, Nathan Burlow and Darius Sadeghian, were being promoted in their wake. The change in leadership shocked the Rocksteady staff, and Hill and Walker said little in public to elaborate on their reasons for leaving. Later, when they started a new studio called Hundred Star Games, they told potential recruits from Rocksteady that they would have the opportunity to make a game free of the mandates and pressures from a corporation like Warner Bros.

Not long after the pair left, Suicide Squad was shown to the world for the first time in a digital PlayStation showcase that revealed 10 minutes of footage. Fans were largely unimpressed and slammed the preview for looking generic and repetitive. One Forbes writer described it as “live service hell.”

Shortly after the showcase, Warner delayed the release again, leading fans to wonder if Rocksteady might pivot away from the uninspired “looter shooter” genre to something else entirely. But it was too late.

In February 2024, Rocksteady released Suicide Squad. Employees were hopeful that players might enjoy individual pieces, such as its beautiful graphics or clever banter. But critics panned the overall experience, ranking it alongside other live-service flops with a 60 out of 100 on Metacritic, and the game failed to reach a wide audience despite a pricy marketing campaign that included network TV commercials.

Despite the painful setback, Warner Bros. isn’t giving up on video games, a $262 billion global industry, according to PwC, that will grow to $312 billion in 2027. During the February meeting in London, Haddad said that Warner Bros. Games was looking to do more collaboration between its dozen studios and that the company was understaffed compared to competing publishers, so job cuts at Rocksteady wouldn’t make sense.

Many of the studio’s employees are now helping to develop a new “director’s cut” version of Hogwarts Legacy. At the same time, according to people familiar, the studio leaders are looking to pitch a new single-player game, which would return Rocksteady to its roots.

“I think they’ll definitely get another at-bat,” said TD Cowen analyst Doug Creutz. “Hopefully with something more aligned with their demonstrated talents.”

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Isn't that the one where one of Sweet Baby Inc's self-insert nobodies pisses on the dead Flash's corpse? Can't possibly fathom why this one didn't fly well with the Justice League fans.
This is that game yes.


It's a strange decision they didn't just use the most popular superheroes for a live service game and instead went with Harley Quinn and her band of relatively obscure villains. Warner Bros. has had an obsession with her and the term "Suicide Squad" for the past decade.
 
Of people who reviewed this on YT, their biggest complaints were that the gameplay was outdated, repetitive to the point of tedium, the motion of the characters felt floaty, and the entire thing seemed to be a bad mobile game port.

Now layer on top of that the Sweet Baby Inc bullshit mind control plot - the most egregious example being everyone else gets disrespected but Wonder Woman - and the end result is a tiresome slog.

The devs won't learn anything from this debacle, as fundamentally they do not know how to craft gameplay. If this had been a good game, people could have tolerated the cut scenes. This is not unique to these devs, either.
 
This is that game yes.


It's a strange decision they didn't just use the most popular superheroes for a live service game and instead went with Harley Quinn and her band of relatively obscure villains. Warner Bros. has had an obsession with her and the term "Suicide Squad" for the past decade.
The scene is at least tolerable if you can headcanon it as Ezra Miller Flash.

Also Warner Bros. is desperately obsessed with trying to make the 'Suicide Squad' into a mainstream franchise name but its been a losing battle ever since. They'll never be as famous as the Justice League nor even the Bat Family because who the fuck cares?

People don't give a shit aboit the SS because it almost always ends up as being Harley Quinn and her Super Friends. No one important actually dies in a Suicide Squad story because people want to have characters they can stay invested in, which is like a requirement in any in a long-form narrative but then that sullies the premise that anyone could die and all of the villains in the SS are supposed to be fodder-but-actually-wait-they're-not.

They've been trying to flip the SS into both the DC equivalent of SHIELD, Guardians of the Galaxy and also sorta doubling as a their designated 'Rated 18+ Mature and Gritty franchise' ever since GOTG came out back in 2014 and they never had much success aside from the fact that it railroaded James Gunn into now helming the new DCU.
 
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The game is a perfect microcosm of everything wrong with AAA gaming and the wider publishing/studio industry these days.

It's full of things that nobody asked for or enjoy.

-SBI-style forced-diversity and political messaging that only serve to make activists happy.
-Pissing all over characters and medium legacy to own the non-activist chud-fans as the eternal need to avenge GamerGate marches on.
- Talentless hacks churned out of diversity programs in Universities stroke their egos by approving all of their dangerhair-buddy developer's stupid below-high-school-quality narrative choices.
- Every game mechanic is tuned to please investors with money making potential for turning an otherwise benign play function into a possible monetization point.
- All on top of the knowledge that it will eventually not exist/be playable because the cost of running the servers will be unjustifiable, possibly in as little as 3 years, if the gaming public doesn't keep paying them tribute.... you are not buying a game, you're buying an abusive gold digging girlfriend who will leave you for something hotter someday, but you should still be grateful she gave you 5 minutes, nerd!

I'm not shocked it failed.

I am, however, impressed it was rejected this hard and this fast.
 
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The game is a perfect microcosm of everything wrong with AAA gaming and the wider publishing/studio industry these days.

It's full of things that nobody asked for or enjoy.

-SBI-style forced-diversity and political messaging that only serve to make activists happy.
-Pissing all over characters and medium legacy to own the non-activist chud-fans as the eternal need to avenge GamerGate marches on.
- Talentless hacks churned out of diversity programs in Universities stroke their egos by approving all of their dangerhair-buddy developer's stupid below-high-school-quality narrative choices.
- Every game mechanic is tuned to please investors with money making potential for turning an otherwise benign play function into a possible monetization point.
- All on top of the knowledge that it will eventually not exist/be playable because the cost of running the servers will be unjustifiable, possibly in as little as 3 years, if the gaming public doesn't keep paying them tribute.... you are not buying a game, you're buying an abusive gold digging girlfriend who will leave you for something hotter someday, but you should still be grateful she gave you 5 minutes, nerd!

I'm not shocked it failed.

I am, however, impressed it was rejected this hard and this fast.
Don't forget always online bullshit.
 
1. Harley Quinn, not Deadpool. Fuck WB/DC trying to turn her into a girl Deadpool with zero sex appeal that made her popular in the first place.
2. No one gives a fuck about king shark. King shark is not groot. King shark will never be the new Groot. Stop trying to make King shark a thing. It’s not happening.
 
If there ever was to be a Suicide Squad game, then it should've been a roguelike+simulator+strategy game where you play as Amanda Waller (OMFG wow black KWEEN girlboss amirite) running Task Force X out of Belle Reve or ARGUS HQ. It's a simple premise, you use send the titular 'Suicide Squad' out on missions where you DGAF if they live or die, but get the mission done.

You have RNG fodder villains who are actually expendable and can chuck into the meatgrinder of whatever mission you send them to. Gameplay would be trying to effectively manage Task Force X's budget and lobbying ARGUS for more money and making sure you're getting a stable supply of fresh meat out of Belle Reve.

Later as the game progresses and the more you get missions done in an efficient manner, Waller can 'level up' so she can lobby ARGUS better and have better relations with Belle Reve where they'll eventually trust her with their more stronger villains to use (aka named villains from across the DC universe) but they have perma-death so you still have to be very careful with them and gradually the missions you undergo will evolve as time goes on.

First missions would be doing some glownigger shit in some African/SEA/Middle Eastern shithole whose beat weapons are Toyotas and AKs, but would scale into proper operations against worst villain threats to even (small) alien invasions and potentially beyond. I'd say it caps out at being tasked to send a SS team to kill someone who's a good few degrees lower than Superman but no more than that.

The tone of the game would be a mix of Helldivers 2's campy jingoism and XCOM: Enemy Unknown's bureaucratic ways of saving the world. It wouldn't exactly be zany millennial humor (God forbid) but there's definitely a lot of black humor in a game where you're just an apathetic bureaucrat who solves all of their problems by sending countless villains to their doom because the alternative would be to just die anyways. You sent out thirty SS teams and had over 300+ in casualties in just an hour alone? Oh brother.

But of course that would never happen. Because that would actually be a fun game that actually uses its premise! :'( and the ONE fucking time they can have a good excuse to have a sheboon as a protagonist.
 
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Also Warner Bros. is desperately obsessed with trying to make the 'Suicide Squad' into a mainstream franchise name but its been a losing battle ever since. They'll never be as famous as the Justice League nor even the Bat Family because who the fuck cares?
I'd go so far to say that it's less that they want Suicide Squad to succeed and more that they want to further push Harley Quinn as a cultural icon. The other characters in the team are secondary to that goal.
 
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