Many open-world games claim to offer vast, open environments, but often impose restrictions that limit true exploration. These restrictions can be implicit, like difficulty scaling in different areas, or explicit, with hard boundaries that confine players within specific mission parameters. This calls into question the true openness of these supposed 'open-world' games.
Suicide Squad: Kill the Justice League is no exception, as it also features explicit boundaries. Wrangling four playable characters in such an ambitious open-world design is a challenging feat, and Rocksteady has implemented a unique way to warn players of out-of-bounds areas, making the experience both immersive and gratifying.
Suicide Squad Redefines Open-World Boundaries
Immersive Warning System
Even in non-open-world games, hitting hard boundaries or being pestered by NPCs for exploring even slightly can shatter the illusion of immersion. In Suicide Squad: Kill the Justice League, boundaries are expected, given its always-online, live-service nature with four-player co-op in a vast open world. Whether engaging in missions or free-roaming, limitations are evident. Straying off scripted paths during missions leads to the thrilling consequence of Task Force X members being killed, as warned.
Consequences of Disobeying Boundaries
When players stray too far, the screen glitches, and ARGUS warns them to return, or risk the implanted neck bombs detonating. Unflinchingly, Suicide Squad: Kill the Justice League gruesomely decapitates the player's character if they remain out-of-bounds, enforcing ARGUS' strict orders and reinforcing the game's boundaries without breaking immersion.