A new way to swiftly eliminate micropollutants from water

A new way to swiftly eliminate micropollutants from water

“Zwitterionic” might not be a word you come across every day, but for Professor Patrick Doyle of the MIT Department of Chemical Engineering, it’s a word that’s central to the technology his group is developing to remove micropollutants from water. Derived from the German word “zwitter,” meaning “hybrid,” “zwitterionic” molecules are those with an equal number of positive and negative charges.

Devashish Gokhale, a PhD student in Doyle’s lab, uses the example of a magnet to describe zwitterionic materials. “On a magnet, you have a north pole and a south pole that stick to each other, and on a zwitterionic molecule, you have a positive charge and a negative charge which stick to each other in a similar way.” Because many inorganic micropollutants and some organic micropollutants are themselves charged, Doyle and his team have been investigating how to deploy zwitterionic molecules to capture micropollutants in water. 

In a new paper in Nature Water, Doyle, Gokhale, and undergraduate student Andre Hamelberg explain how they use zwitterionic hydrogels to sustainably capture both organic and inorganic micropollutants from water with minimal operational complexity. In the past, zwitterionic molecules have been used as coatings on membranes for water treatment because of their non-fouling properties. But in the Doyle group’s system, zwitterionic molecules are used to form the scaffold material, or backbone within the hydrogel — a porous three-dimensional network of polymer chains that contains a significant amount of water. “Zwitterionic molecules have very strong attraction to water compared to other materials which are used to make hydrogels or polymers,” says Gokhale. What’s more, the positive and negative charges on zwitterionic molecules cause the hydrogels to have lower compressibility than what has been commonly observed in hydrogels. This makes for significantly more swollen, robust, and porous hydrogels, which is important for the scale up of the hydrogel-based system for water treatment.

The early stages of this research were supported by a seed grant from MIT’s Abdul Latif Jameel Water and Food Systems Lab (J-WAFS). Doyle’s group is now pursuing commercialization of the platform for both at-home use and industrial scale applications, with support from a J-WAFS Solutions grant.

Seeking a sustainable solution

Micropollutants are chemically diverse materials that can be harmful to human health and the environment, even though they are typically found at low concentrations (micrograms to milligrams per liter) relative to conventional contaminants. Micropollutants can be organic or inorganic and can be naturally-occurring or synthetic. Organic micropollutants are mostly carbon-based molecules and include pesticides and per- and polyfluoroalkyl substances (PFAS), known as “forever chemicals.” Inorganic micropollutants, such as heavy metals like lead and arsenic, tend to be smaller than organic micropollutants. Unfortunately, both organic and inorganic micropollutants are pervasive in the environment.

Many micropollutants come from industrial processes, but the effects of human-induced climate change are also contributing to the environmental spread of micropollutants. Gokhale explains that, in California, for example, fires burn plastic electrical cables and leech micropollutants into natural ecosystems. Doyle adds that “outside of climate change, things like pandemics can spike the number of organic micropollutants in the environment due to high concentrations of pharmaceuticals in wastewater.”

It’s no surprise then, that over the past few years micropollutants have become more and more of a concern. These chemicals have garnered attention in the media and led to “significant change in the environmental engineering and regulatory landscape” says Gokhale. In March 2023, the U.S. Environmental Protection Agency (EPA) proposed a strict, federal standard that would regulate six different PFAS chemicals in drinking water. Just last October, the EPA proposed banning the micropollutant trichloroethylene, a cancer-causing chemical that can be found in brake cleaners and other consumer products. And as recently as November, the EPA proposed that water utilities nationwide be required to replace all of their lead pipes to protect the public from lead exposure. Internationally, Gokhale notes the Oslo Paris Convention, whose mission is to protect the marine environment of the northeast Atlantic Ocean, including phasing out the discharge of offshore chemicals from the oil and gas industries. 

With each new, necessary regulation to protect the safety of our water resources, the need for effective water treatment processes grows. Compounding this challenge is the need to make water treatment processes that are sustainable and energy-efficient. 

The benchmark method to treat micropollutants in water is activated carbon. However, making filters with activated carbon is energy-intensive, requiring very high temperatures in large, centralized facilities. Gokhale says approximately “four kilograms of coal are needed to make one kilogram of activated carbon, so you lose a significant amount of carbon dioxide to the environment.” According to the World Economic Forum, global water and wastewater treatment accounts for 5 percent of annual emissions. In the U.S. alone, the EPA reports that drinking water and wastewater systems account for over 45 million tons of greenhouse gas emissions annually.

“We need to develop methods which have smaller climate footprints than methods which are being used industrially today,” says Gokhale.

Supportign a “high-risk” project

In September 2019, Doyle and his lab embarked on an initial project to develop a microparticle-based platform to remove a broad range of micropollutants from water. Doyle’s group had been using hydrogels in pharmaceutical processing to formulate drug molecules into pill format. When he learned about the J-WAFS seed grant opportunity for early-stage research in water and food systems, Doyle realized his pharmaceutical work with hydrogels could be applied to environmental issues like water treatment. “I would never have gotten funding for this project if I went to the NSF [National Science Foundation], because they would just say, ‘you’re not a water person.’ But the J-WAFS seed grant offered a way for a high-risk, high-reward kind of project,” Doyle says.

In March 2022, Doyle, Gokhale, and MIT undergraduate Ian Chen published findings from the seed grant work, describing their use of micelles within hydrogels for water treatment. Micelles are spherical structures that form when molecules called surfactants (found in things like soap), come in contact with water or other liquids. The team was able to synthesize micelle-laden hydrogel particles that soak up micropollutants from water like a sponge. Unlike activated carbon, the hydrogel particle system is made from environmentally friendly materials. Furthermore, the system’s materials are made at room temperature, making them exceedingly more sustainable than activated carbon.

Building off the success of the seed grant, Doyle and his team were awarded a J-WAFS Solutions grant in September 2022 to help move their technology from the lab to the market. With this support, the researchers have been able to build, test, and refine pilot-scale prototypes of their hydrogel platform. System iterations during the solutions grant period have included the use of the zwitterionic molecules, a novel advancement from the seed grant work.  

Rapid elimination of micropollutants is of special importance in commercial water treatment processes, where there is a limited amount of time water can spend inside the operational filtration unit. This is referred to as contact time, explains Gokhale. In municipal-scale or industrial-scale water treatment systems, contact times are usually less than 20 minutes and can be as short as five minutes. 

“But as people have been trying to target these emerging micropollutants of concern, they realized they can’t get to sufficiently low concentrations on the same time scales as conventional contaminants,” Gokhale says. “Most technologies focus only on specific molecules or specific classes of molecules. So, you have whole technologies which are focusing only on PFAS, and then you have other technologies for lead and metals. When you start thinking about removing all of these contaminants from water, you end up with designs which have a very large number of unit operations. And that’s an issue because you have plants which are in the middle of large cities, and they don’t necessarily have space to expand to increase their contact times to efficiently remove multiple micropollutants,” he adds.

Since zwitterionic molecules possess unique properties that confer high porosity, the researchers have been able to engineer a system for quicker uptake of micropollutants from water. Tests show that the hydrogels can eliminate six chemically diverse micropollutants at least 10 times faster than commercial activated carbon. The system is also compatible with a diverse set of materials, making it multifunctional. Micropollutants can bind to many different sites within the hydrogel platform: organic micropollutants bind to the micelles or surfactants while inorganic micropollutants bind to the zwitterionic molecules. Micelles, surfactants, zwitterionic molecules, and other chelating agents can be swapped in and out to essentially tune the system with different functionalities based on the profile of the water being treated. This kind of “plug-and-play” addition of various functional agents does not require a change in the design or synthesis of the hydrogel platform, and adding more functionalities does not take away from existing functionality. In this way, the zwitterionic-based system can rapidly remove multiple contaminants at lower concentrations in a single step, without the need for large, industrial units or capital expenditure. 

Perhaps most importantly, the particles in the Doyle group’s system can be regenerated and used over and over again. By simply soaking the particles in an ethanol bath, they can be washed of micropollutants for indefinite use without loss of efficacy. When activated carbon is used for water treatment, the activated carbon itself becomes contaminated with micropollutants and must be treated as toxic chemical waste and disposed of in special landfills. Over time, micropollutants in landfills will reenter the ecosystem, perpetuating the problem.

Arjav Shah, a PhD-MBA candidate in MIT’s Department of Chemical Engineering and the MIT Sloan School of Management, respectively, recently joined the team to lead commercialization efforts. The team has already piloted the technology through a number of commercialization programs at MIT and in the greater Boston area.

The combined strengths of each member of the team continue to drive the project forward in impactful ways, including undergraduate students like Andre Hamelberg, the third author on the Nature Water paper. Hamelberg is a participant in MIT’s Undergraduate Research Opportunities Program (UROP). Gokhale, who is also a J-WAFS Fellow, provides training and mentorship to Hamelberg and other UROP students in the lab.

“We see this as an educational opportunity,” says Gokhale, noting that the UROP students learn science and chemical engineering through the research they conduct in the lab. The J-WAFS project has also been “a way of getting undergrads interested in water treatment and the more sustainable aspects of chemical engineering,” Gokhale says. He adds that it’s “one of the few projects which goes all the way from designing specific chemistries to building small filters and units and scaling them up and commercializing them. It’s a really good learning opportunity for the undergrads and we’re always excited to have them work with us.”

In four years, the technology has been able to grow from an initial idea to a technology with scalable, real-world applications, making it an exemplar J-WAFS project. The fruitful collaboration between J-WAFS and the Doyle lab serves as inspiration for any MIT faculty who may want to apply their research to water or food systems projects.

“The J-WAFS project serves as a way to demystify what a chemical engineer does,” says Doyle. “I think that there’s an old idea of chemical engineering as working in just oil and gas. But modern chemical engineering is focused on things which make life and the environment better.”

Xbox Developer Direct Will Feature Updates On Indiana Jones, Avowed, Hellblade 2, And Ara: History Untold

Microsoft has announced the return of its Xbox Developer Direct next Thursday, January 18. The presentation will provide updates on several of its most anticipated upcoming games.

The Developer Direct will air at 12 p.m. Pacific/3 p.m. Eastern. It will spotlight a few of Microsoft’s various third-party studios, which will provide an “in-depth look” at their games. Specifically, the Xbox Wire post lists Indiana Jones by Machine Games, Senua’s Saga: Hellblade II by Ninja Theory, Avowed by Obsidian, and Ara: History Untold by Oxide Games as the highlighted projects. 

Indiana Jones will receive its first gameplay trailer and feature 10 minutes of gameplay with developer commentary revealing the game’s story and setting. Avowed and Ara: History Untold will receive a deep dive into their gameplay as well. For Hellblade II, Xbox is touting a behind-the-scenes look at Ninja Theory’s Cambridge studio where the team will provide insight into how its bringing the sequel to life. It’s unclear if this will include any new gameplay footage.

Xbox Developer Direct Will Feature Updates On Indiana Jones, Avowed, Hellblade 2, And Ara: History Untold

Avowed

Microsoft also states that Direct will not include any updates on games from Activision Blizzard but to expect more news from those teams later this year. Microsoft officially completed its acquisition of Activision last year. 

The Direct will run for one hour. Shortly after it concludes, ZeniMax Online will host The Elder Scrolls Online Global Reveal at 1 p.m. PT/4 p.m. ET.

Xbox has several big projects we haven’t seen in a while, so it’ll be nice to learn more about even some of them. Indiana Jones was announced in 2021 with only a teaser video and we’ve yet to see gameplay. Avowed, Obsidian’s first-person fantasy RPG, was revealed in 2020 and is slated to launch this year. The game’s latest trailer premiered at last year’s Game Awards. 

Ara: History Untold is a turn-based strategy RPG that debuted during a 2022 Xbox Showcase. Senua’s Saga: Hellblade II was the first Xbox Series X/S game announced back in 2019 and most recently popped up during the last Game Awards.

LiveU: 5G, IP and Cloud Driving Sports Production in 2024 – Videoguys

LiveU: 5G, IP and Cloud Driving Sports Production in 2024 – Videoguys

The blog post “Cloud, IP, and 5G: Three themes shaping live sports production in 2024 according to LiveU” by SVG News explores the evolving landscape of live sports production and broadcasting, highlighting three pivotal themes that are influencing the industry. As the sector grapples with challenges stemming from shifting viewer preferences, economic uncertainty, and societal expectations, it finds itself at the intersection of advancements in cloud-based workflows, IP video transmission technologies, and the widespread implementation of 5G.

One major focus is on catering to younger audiences who gravitate towards platforms like TikTok, YouTube, and Instagram. The demand for short-form, readily accessible content has prompted sports rights owners and broadcasters to adopt innovative approaches. Examples include Paris Saint Germain (PSG), Free Ligue 1, and the FIA World Rally Championship (WRC), all of whom are leveraging cloud-native live video production solutions and IP bonding to engage global audiences with diverse, language-specific content.

Cost efficiency is another critical aspect discussed in the post. It challenges the notion that cutting costs must entail compromising on quality. The European League of Football (ELF), for instance, employs affordable IP video solutions for full cloud production, streaming multiple live games on its digital platform. Premium sports rights owners, such as Sky Deutschland, are exploring technologies like 5G and IP bonding to balance budgetary constraints while maintaining high production standards.

Environmental, Social, and Governance (ESG) standards emerge as a third key theme. The post underscores the changing perception of ESG compliance, shifting from a checkbox exercise to a crucial aspect of industry practices. Examples, such as Eurovision Sport’s Proof of Concept at the International Ski Mountaineering Federation World Cup Finals, demonstrate the industry’s commitment to sustainable production solutions, even in remote locations.

Looking ahead to 2024 and beyond, the post concludes by posing three fundamental questions that will shape the industry’s strategies: How to adapt to younger audience preferences and control costs? How to leverage innovation for greater cost efficiency? And, how to meet rising ESG standards? Proactively addressing these themes is deemed essential for ensuring the continued success and longevity of live sports production and broadcasting.

Read the full blog post by SVG News HERE


OpenAI: Copyrighted data ‘impossible’ to avoid for AI training

OpenAI made waves this week with its bold assertion to a UK parliamentary committee that it would be “impossible” to develop today’s leading AI systems without using vast amounts of copyrighted data. The company argued that advanced AI tools like ChatGPT require such broad training that…

Suicide Squad: Kill The Justice League Preview – A Lengthy Hands-On Session – Game Informer

Suicide Squad: Kill the Justice League exists at a strange intersection of gaming hype. On the one hand, obviously, we are and should be excited for Rocksteady’s return to the Arkham Universe that it popularized through some of the greatest superhero games of all time. Obviously. But on the other hand, Suicide Squad: Kill the Justice League deviates from so many of the conventions that made Arkham Asylum, Arkham City, and Arkham Knight so beloved. And so many of those conventions that Kill the Justice League embraces – such as a team-based, co-op infrastructure, and a live-service-inspired post-launch content plan – have crashed and burned in other superhero games, most notably Crystal Dynamic’s ill-fated 2020 Avengers title.

These factors come together to make it so I, quite frankly, don’t know how I should feel about this game. So when Warner Bros. and Rocksteady invited me to Burbank, California, to spend a day playing the game and talking to the developers, I jumped at the chance to finally piece together how much hype I should or shouldn’t feel for Suicide Squad: Kill the Justice League now that it’s less than a month from launch.

The Setup

Suicide Squad: Kill The Justice League Preview – A Lengthy Hands-On Session – Game Informer

Dawn of Justice

Much like its predecessors, Suicide Squad: Kill the Justice League gives you a cinematic adventure within Rocksteady’s DC Universe. Five years after Arkham Knight’s events, the Justice League – including Superman, Batman, Wonder Woman, The Flash, Green Lantern, and presumably others – has been keeping order on the planet. Those five years were clearly eventful, as we now have a whole suite of heroes instead of just Batman, but we don’t have a game to explain all of those moments.

Instead, players can find clues about the state of the world since Arkham Knight. “There are a few different avenues that the kind of space between the two games is filled in,” production manager Jack Hackett says. “Some are in major setpiece moments during the story where details are revealed or otherwise explained. There are also a whole bunch of collectibles and details in the city which give you further information. I think, for the really dedicated story fans of the Arkham Universe, they’ll spend some time when the game’s out unpacking exactly what went on for each character. I think you’re also going to find out what happened to some characters you might not expect to pop up in this game again, but there are some pretty deep cuts from the Arkhamverse that will pop up and say hello.”

When I ask Hackett about the 100-percent ending of Arkham Knight, he tells me it is considered canon and will play a role in Suicide Squad: Kill the Justice League. “It did set up something, didn’t it?” he says with a chuckle. “I won’t say anything more than the word ‘yes.’ But you’ll know the canon ending of Arkham Knight once you’ve played Suicide Squad: Kill the Justice League.” 

Suicide Squad: Kill The Justice League

Regardless of the events of Arkham Knight’s ending and everything involving Superman, Wonder Woman, and the Justice League in the time since, the order the world had experienced thanks to the superhero team comes to a screeching halt when Brainiac invades Metropolis and enslaves much of humanity, including several members of the Justice League. 

Naturally, it’s up to the Suicide Squad, comprised of detained criminals, to save the day. Amanda Waller masterfully manipulates them (by planting a remote-denotation explosive device in each of their heads) to get them to take on this daunting task. After an appropriately funny introductory cutscene, the adventure opens up. Metropolis plays on the strengths of Rocksteady by delivering a vertical open world. However, this time, the city is bigger than ever before; this is the largest city the studio has ever created, and you have four unique traversal styles to help you get through it.

Single-Player

Suicide Squad: Kill The Justice League

Play the Hits

Going into each gameplay session, you choose which member of Task Force X you want to control. At launch, players can control Harley Quinn, Deadshot, King Shark, and Captain Boomerang. Each character plays completely unique, and even if it doesn’t make sense for them to engage in the extreme vertical traversal required for this game, they give them an in-universe reason for it. For example, King Shark’s strength and leaping ability give him natural ways to quickly move through Metropolis with little loss of momentum, but what about humans like Deadshot, Harley, and Boomerang? 

Early on, a visit to the vacant Hall of Justice allows Task Force X to ransack some gadgets from the now mind-controlled heroes. Boomerang grabs Doctor Sivana’s Speed Force Gauntlet that lets him fly through the air in super-speed bursts, while Harley grabs a grappling hook and Bat-Drone to serve as a grappling point, and Deadshot snags Gizmo’s jetpack. 

Suicide Squad: Kill The Justice League

“When we first start, we want to see what’s fun in traversing the space of something like Metropolis; it’s not just horizontal travel, it’s very vertical as well,” advanced combat designer Noel Chamberlain says. “We wanted to think of four different ways of achieving this – four very unique traversal styles – and then how would these characters then do it. It’s kind of a mix of both the kind of gameplay side and what the player is doing mechanically and then also being able to give a very rich narrative reason that fits the character. Like, Boomerang stealing his version of the traversal feels very on-brand for him.”

In this opening section, which I experienced in single-player, I choose Deadshot. His arsenal of weapons allows him to fight at mid or long-range, with an automatic and sniper rifle at his disposal. I use his jetpack to reach the roof of the building and get a good view of what Brainiac has done to the city. The devastation is evident, and clearly not what the members of the Force thought they signed up for. After Captain Boomerang yells at Waller for sending them into a warzone, an unphased Waller congratulates them for being the first to make it into Metropolis alive.

Task Force X’s first mission is to activate a transponder in the middle of the city. I fly off the roof and over to the transponder. Of course, it can’t be that easy; Brainiac’s forces beam in, surrounding the Squad. Using Deadshot’s automatic rifle, I pick off a few, then fly up to a rooftop with his jetpack for some close-range combat. This is where Rocksteady has shined in the past – after all, it’s not like Batman was spending too much time blowing enemies away with a rifle in the Arkham games – but don’t expect the Arkham-style Freeflow Combat. 

Suicide Squad: Kill The Justice League

According to Rocksteady, this shift resulted from looking at how the characters of Task Force X should control instead of what the developer has specialized in through its past games. “Freeflow, as a combat style, worked really well for Batman because he’s tactical; he’s thinking, he’s always got the solution, he’s the master martial artist,” Hackett says. “For the combat in [Suicide Squad: Kill the Justice League] to match the personalities and tactics – or lack thereof – of the Squad, it has to feel really different. It has to be bombastic. It has to be fast-paced. It has to be kind of mad. It has to be loud and vivid. The game is so bright and colorful, and the abilities of the Squad are colorful; that wouldn’t have suited Batman any more than the Batman combat would have necessarily suited the Squad. We tried to figure out what we think suits the way those characters would move, the way they would fight, the way they would engage enemies, and then drive design from there.”

When you’re up close, you can pull off melee attacks, though they’re much more straightforward action-oriented than the thoughtful combat of the Arkham Freeflow Combat. When enemies exist in various damage states, you can also pull off a Critical Counter or drain them of their shields. After clearing one rooftop, I’m off to the next using Deadshot’s jetpack. This time, Captain Boomerang is already there, pulling his weight; when you play single-player, the A.I. controls your teammates. The pacing is way more frantic than a typical Arkham encounter, making this feel decidedly different and more fitting for a Suicide Squad game despite taking place in the same universe as those solo Batman games.

Deadshot’s jetpack is useful for getting from one area to the next – and it feels good doing so – but my favorite thing to do with it is to hover over the battlefield and pick off enemies with his rifle. After clearing a few rooftops in this fashion, the team is grabbed by a mysterious green force. After being dragged around the city, Green Lantern, clearly corrupted by Brainiac, appears, issuing a stern warning to Task Force X. The brainwashed hero gives them a tour of Metropolis’ destruction, but before he can finish Harley, Deadshot, and crew off, The Flash shows up to confront Green Lantern, and the powerful hero-turned-villain pursues his old teammate instead. Sadly, just as the heroes of the Justice League started showing up and I started getting invested in the on-screen action, my single-player session came to a close.

Multiplayer

Suicide Squad: Kill The Justice League

Plays Well With Others

Next up, I load into a lobby with a full four-player team to play through parts of Chapter 3. I select Harley for this session. While I wait for others to load in, I check out the cosmetics available to me. The Arkham straight jacket I saw her sporting in Chapter 1 is available, but so is something that veers closer to her more modern look, with colored pigtails, bright eyeshadow, and a red, white, and blue aesthetic.

We load into a LexCorp base, where the team is suiting up and getting briefed on the next mission. Since this is a bit later in the story, I don’t know what happened with The Flash/Green Lantern showdown teased in my Chapter 1 encounter. This time around, the team is tasked with tracking down Poison Ivy, which puts a pep in Harley’s step. Harley’s traversal feels completely distinct from the more militaristic Deadshot. Using the grappling hook and Bat-Drone she lifted from the Hall of Justice, she can swing through Metropolis, using the Bat-Drone as her anchor. However, she can only latch onto the drone once per surface touch, so you need to be careful with how you use your swings. After a brief awkward period where my brain immediately tried to use my muscle memory from the swinging in Marvel’s Spider-Man 2, I finally got the hang of how to effectively swing around town using Harley.

Suicide Squad: Kill The Justice League

I start flowing naturally as I move from one area to the next, clicking the stick as I land to slide, launching upwards and into Harley’s next swing, then holding the X button to overshoot the Bat-Drone and catapult through the air into the next swing. It’s not on the level of the gold standard set by Spider-Man’s swinging – or even the jetpacking of Deadshot in this very game – but it feels good. En route to the marker where the Poison Ivy mission begins, we take on a few groups of enemies and complete some world objectives, like destroying some stationary targets. Harley has a pistol, as well as her trademark bat, which can be used when things get up close and personal. I miss Deadshot’s ability to hover over the battlefield, but she can definitely handle herself well in the heat of a fight; hopefully, I can find a better way to integrate her traversal skills into battle as I get more time with her. I also learned about a Suicide Strike and an Ultimate ability of sorts, two powerful moves that operate on cooldowns. These definitely come in handy over the course of the many battle encounters during my session.

Once we reach Ivy’s location, we get a brief cutscene and a reveal that Ivy isn’t quite what Harley was expecting. A far cry from her appearance in the Arkham games, Ivy emerges from a plant in the form of a little girl. Ivy tells a bit about what she’s been up to and then agrees to help Task Force X to fight the aliens. Her plan is to grow her plants to release toxic clouds into the aliens’ internal organs, but it’ll take a little time. You guessed it: It’s up to the Squad to protect the points of interest. Ivy fulfills her end of the deal, but then the Squad needs to fulfill their mission and bring her in. While Rick Flag is en route, the team debates the merits of capturing a little girl, and without spoiling anything, we learn a revelation about something one of the characters did in the past. After that discovery, Flag arrives and convinces Ivy to come with him.

Suicide Squad: Kill The Justice League

After completion of the mission, the team is greeted with a mission complete screen that tells the top performer of the Squad as well as other experience earned through modifiers like difficulty level, gear and talents equipped, lives remaining, and having each player controlling a different character (yes, you can have duplicate characters through multiplayer). I also earn a new Legendary grenade: the Slot Machine. This cluster explosive detonates with all the pizazz of a cheap casino, including a giant gold-plated “777” as the secondary bombs pop out. The only problem is you sacrifice the initial pop to fuel the cluster portion of the bombs; the initial hit does 0 damage, while the subsequent blasts are more devastating. It also rewards more credits.

The team tells me that the customization and loadout selection for the characters is far more than skin-deep, as you can build extremely versatile builds or highly specialized characters depending on how you want to play. Rocksteady walks me through a few examples that impact how Harley can be catered to how you play, including some early Talents that boost melee knockback distance or encourage you to stay airborne using Harley’s Bat-Drone by reducing the damage you take while flying around. The Talents you can select even tell you the kinds of playstyles they cater to in order to help you pick the most impactful for what you want to accomplish. Rocksteady also recommends I equip a gun called Leg Day, which grants extra XP from enemy kills, does extra damage to Brutes, and deals critical damage from shooting enemies in the legs, trade my bat for a hammer called Uppercut that sends enemies flying in slow motion, and throw on a shield mod called Hoarder, which gives you extra shield for all ammo you pick up. The way you build your character feels flexible and accommodating, but I want more time to experiment before I truly declare them successful in their meaningful customization endeavors.

Suicide Squad: Kill The Justice League

The next mission involves finding Lex Luthor, who thankfully uses Brainiac tech in his suit, so he’s easy to track. On the way to the last network terminal Luthor accesses, I hear a familiar voice: Riddler. He’s not there, but his presence is felt through a Rocksteady staple. That’s right, Riddler trophies are back! I don’t know how much they’re integrated into the story or exactly how involved solving his puzzles will be – the only one I give a shot is a traversal challenge where I need to swing through some AR hoops in the world on a timer – but I’m enticed to dive back into that quest when I’m not in a hurry.

After helping our tech expert Hack to, well, hack into the terminal through another position-defense sequence, we find the location of Lex and the mission comes to a close. After a couple more missions, we encounter The Flash once again. This time, he’s not quite looking like himself; he’s been corrupted by Brainiac, so clearly, some stuff has happened since we saw him confront Green Lantern. I won’t spoil the other stuff going on in the story, but it’s safe to say that Rocksteady isn’t pulling any punches.

Suicide Squad: Kill The Justice League

The next mission requires me to destroy a massive stationary cannon by depositing Terminaut bits and attacking its weak spot, while the next one has me working with the team to figure out some way to defeat The Flash by decoupling him from his Speed Force abilities. However, I start to feel a sense of sameness from many of the missions. Sure, each of them has a distinct dressing, and the narrative reasons are varied, but many of the ones I played in Chapter 1 and Chapter 3 boil down to going to an area and defeating all the enemies or defending a location against hordes of aliens. The one that felt most distinct was the aforementioned giant cannon mission, but even that carried many of the same tenets. I’m giving the benefit of the doubt to Rocksteady that the mission diversity will truly open up once the story ramps up more, but I’ll be disappointed if this is the full breadth of what we’re getting in the final game.

Thankfully, my play session culminates in showing me why the game carries the name that it does: It’s time to fight The Flash. In the previous mission, we learned how to disrupt his trademark speed, and now it’s time to put it to use. As long as your Decoupler is charged (which is done by countering his incoming attacks), you can avoid being picked apart by the speed demon. The Flash bounces around the battlefield, evading any and all shots fired his way, but after a while, he stops to charge up. After blasting him in his stationary moment, he admits he’s surprised by the Squad but says he has some surprises of his own. That surprise, it turns out, is speeding around in circles to form tornadoes that hurtle toward Task Force X. Now, you must contend with dodging tornadoes and keeping your Decoupler charged. 

After a long and chaotic battle, I finally emerged victorious. Again, I won’t be spoiling what happens next, but I came out of the battle feeling relieved by the exciting boss fight. This was the kind of mission I was hoping for after the long collection of similar encounters. I really hope that as the campaign goes on, there are more of these kinds of fights and less of the “defeat all enemies on point A” or “defend point B” variety of missions. 

Post-launch

Suicide Squad: Kill The Justice League

Coming Attractions

As I mentioned earlier, you can play as Harley, Deadshot, King Shark, and Captain Boomerang at launch, but Rocksteady has ambitious plans for how it’s supporting Suicide Squad: Kill The Justice League following its initial release. After launch, players can expect additional cosmetics added to the title, but more importantly, additional playable characters will join Task Force X. 

“After the main launch of the game, we’ll bring out additional seasonal content post-launch, which will bring new missions and new story,” Hackett says. “As part of completing those missions and stories, you will add those characters to the Squad; you’ll effectively recruit them as part of that content. That content will be completely free. No charge for the character content. You’ll be able to play, then one day, you log in, and there’ll be new stuff to do. You’ll do that stuff, and hey, now you’ve got that character. Now, you can keep playing with that character in future [content]. I think it’s something that people will get excited about.”

While Harley and Deadshot are among the most iconic members of the team, the Suicide Squad has featured tens of different characters over its many iterations, giving Rocksteady a ton of characters to choose from with its post-launch releases. “The characters, for us, are very important,” Chamberlain says. “It’s kind of the narrative of themselves, but also, how does that translate to gameplay? What is their traversal? What is their combat like? And I think continuing the game post-launch really gives us an opportunity to bring unique experiences to players to allow us to expand on the four characters in very unique ways and kind of subvert expectations and bring freshness back into the world of Metropolis and allow players to experience something brand new than just the four core characters.”

Suicide Squad: Kill The Justice League

Rocksteady already knows some of the characters it’s including in the game post-launch, but it’s not spilling any of that information now. In fact, the team is excited to peruse the internet’s many fan theories. “I’m looking forward to the speculation from players because the Suicide Squad and DC villains, in general, are such a wide church, and there are so many fun choices, and I know we will get endless suggestions for this person’s favorite character, that person’s favorite character,” Hackett says. “We’ve put a lot of work already, and we will continue to work on making sure these characters aren’t going to be reskins. They’re going to be unique. They’re going to feel different, they’re going to move differently; again, that kind of finding the fun in how each character moves that suits their personality, it’s something that’s really important to us for this game. I think it’s the most exciting and unique gameplay element in many ways.”

With all the talk of so much substantial post-launch content being free, one key anxiety many players have with Suicide Squad: Kill the Justice League is that the monetization will be overly aggressive to the point of impacting the fun players can have without dropping extra cash on the premium title. When I asked the team about this, they used it as a way to hopefully clear the air a little. “There will be completely optional cosmetic purchases for players who want to go down that route,” Hackett says. “I think the Squad is a really fun group where we can create really unique cosmetics for players to enjoy. I wouldn’t want to cut content off from players behind a charge like that because I think it’s a space for players to come in, play, and enjoy, first and foremost. Then, you know, if you want to buy some cool cosmetics to show off to your friends, that’s going to be available to you.”

Emerging from my hands-on session, I feel much more confident in Rocksteady’s long-awaited follow-up to its critically acclaimed Arkham series, but I still have several questions. But even with those hesitations surrounding post-launch support, game structure, and monetization efforts, I now have February 2 circled on my calendar, as my overwhelming curiosity and anxiety have turned mostly to anticipation.