Marvel's Midnight Suns offers a surprisingly complete experience, going above and beyond what you're used to in XCOM-esque tactics games. From the dynamic card combat system, robust customization options, and hilarious banter with teammates to the fact that you've got a fully explorable hub with secrets, it's got everything you could ever want and then some.
At the end of the day, it is a video game that is worth it, as long as you keep in mind that it is a turn-based tactics genre that is gradually becoming more popular thanks to how much fun it can be today. And if that's paired with Marvel characters, it's clear fans will want to check it out.
What a game. A mix between Slay the Spire and XCOM (or so they say, never played XCOM, but played a lot of Slay the Spire). I loved every second of it, even the relationship building between characters. This has so many information about Marvel's lore and so many easter eggs and references. This is a must play for any Marvel fan, even if they don't enjoy strategy a lot.
Even without the DLC this game was an amazing mixture being Young Adult marvel fiction, and a fascinating card battler. The tactical challenge is giving through the great difficultly settings, which, when you have mastered the current setting automatically suggest for you to go up in difficulty.
Great writing, great story, and I am going to start my 3rd play through with the 4 DLC characters now.
Marvel’s Midnight Suns is a lot of character and base building built into a unique deck building Strategy RPG. There are some story pieces that just aren’t entirely enthralling, and you may find the exploration to be lacking. What Midnight Suns does happen to do exceptionally well, is provide a purely satisfying strategy game, once you wade through all of the monotonous upgrades to get you to the combat. With plenty of characters to unlock, and multiple difficulty levels to amp up the strategy required, this is one of the best Marvel games to release in years. The best part is, whether you’re a Marvel fan, or you’re just a strategy buff, Midnight Suns delivers. Do not make the mistake of passing on this one.
It’s kind of brave of Firaxis not to just give us XCOM with an asset swap. Midnight Suns is its own thing, combining strategy and soap opera in a nod toward Japanese battle tactics games and the underlying frivolity of the Marvel universe. One thing Firaxis certainly hasn’t done is dumb down turn-based strategy for incoming comic book fans. This is a hugely challenging game, with dozens of hours of play and a narrative that wants to say interesting things about family, identity and sacrifice. Sometimes, it even manages it.
Marvel's Midnight Suns shines brightly in a year full of excellent strategy RPGs thanks to a heartfelt love for the license, and a huge roster of fantastically realized characters to go along with a unique card-based battle system...While there's definitely some filler to be found within the walls of the Abbey, this is an interesting new take on Marvel's mystical side, and one I can't wait to see more of.
Midnight Suns isn't worth your time. The everyday "life sim" aspect ruins the game and keeps you from the combat - its only truly entertaining part. Locking the gameplay in the day loop forces you to wait, preventing you from having fun.
Best tactical game that involves Marvel heroes!
If you enjoy Persona games, Fire Emblem and Xcom, then this game is for you.
If you haven't played any turn based tactics games before- this is a great introduction to the genre.
Zu viel Sims, zu wenig eigentliches Gameplay. Insgesamt sehr spaßiges Spiel. Mir kam es aber ganze Zeit vor,als ob 2K kurz vor Release nen Ingame Shop gecancelt hat. So viele Währungen und so viele unterschiedliche Dinge die sich nach Gameplay Streckung anfühlen. Hätten sich die Defs auf das Kerngameplay konzentrieren können bzw. dürfen und ein wenig kürzer gestalten, dann wäre es ein deutlich besseres Spiel.
Marvel’s Midnight Suns is a tactical RPG made by the creators of XCOM; however, it is radically different from most TRPGs. Instead of being based on grid based movement and initiative order, the player and the enemy take turns as teams. You control three heroes, but instead of them having a preset set of actions they can each take each turn, you instead have a deck of 8 cards for each character, shuffled into a deck of 24 cards (plus one “combo attack” card, for a total of 25 cards), which you draw a hand of 6 cards each turn.
You have three actions per turn, which means three card plays, but because some cards allow you to sometimes (or always) take an extra action, you may end up playing significantly more than three cards per turn. You can redraw up to two cards per turn, allowing you to sculpt your hand a little, and you keep extra cards from turn to turn. Some cards will draw you extra cards, while others will cause you to discard other cards from your hand.
The game has a surprisingly large emphasis on spacing, even though most attacks simply move you automatically to your target. The main reason is the many knockback attacks in the game, which allow you to knock enemies into other enemies, causing them damage, or knock them into environmental hazards, damaging them or even killing them if you knock them into pits.
There are various fairly simple status ailments, buffs and debuffs that increase or decrease damage or stun an enemy or ally, or which otherwise alter the mechanics slightly, like being cursed, which causes you to discard a card when you use a card with that hero.
All in all, it makes for an interesting strategy game… at least, for a little while.
The problem is, the game not only runs out of steam, but it also puts a lot of barriers between you and that strategy game.
The first, and largest problem is the Abbey grounds – a small area around a central “Abbey” where your characters reside. This is unlocked metroidvania style, and contains tidbits about the characters and the world, as well as crafting ingredients which respawn and chests that periodically respawn that contain both expendable battle items and cosmetic items. It’s boring, it looks terrible, and it doesn’t add anything to the game – but you are going to spend many hours out there both unlocking the various areas and trying to gather ingredients for crafting items that are used to upgrade your cards and make consumable battle items that make you stronger in battle.
This is really tedious and feels completely pointless and tacked on. There’s nothing about it that really enhances or even ties into the rest of the game very much… until you get to the VERY end, at which point it becomes lore-relevant. But even still, you only get very limited information, and it isn’t particularly interesting – there were better ways of doing this, but they just decided to do this probably because of Fire Emblem Three Houses, which did the same thing and was also tedious for this reason.
The second thing is between-combat banter and hangouts. This is less tedious, but there is a huge amount of it. The writing is, honestly, fine – it’s actually nice seeing the characters develop, and they have reasonably good characterization. That being said, while this is way better than what Fire Emblem Three Houses did, there’s a huge amount of between-combat dialogue, and it is often not very well paced. It feels like more traditional cutscenes could have transmitted this information, and in a faster, more natural way that would have been more fluid and less tedious.
Moreover, I’m wondering if this could have been delivered better – it could often take an hour or more between battles between searching the Abby grounds for ingredients and the between-combat banter and hangouts with characters. This is on top of the time you spend looking at the item drops you got – not to mention the fact that actually getting the item drops requires you to go to three different areas in the Abbey to unlock abilities, unlock intel missions, and unlock training and card upgrades, all three of which have to be visited between almost every mission.
The game, thus, spends a huge amount of time on non-TRPG aspects, to the point where I’m quite certain I spent more time between missions than actually on missions. This gets a bit better at the end of the game, when ingredients stop respawning and you’ve unlocked the whole abbey, but it is still tedious.
Worse, the actual TRPG aspect ends up getting dull. The game has 20-odd main story missions, but you have to do general missions between them, so you’re likely to do 50+ missions over the course of a playthrough. The thing is, the game has very limited enemy variety – there’s really only two “opposition forces”, they often are mixed together, and you basically stop getting introduced to new enemies in act 2 of the game.
I can’t believe we don’t have Xcom 3 for this disaster. What an absolute waste of time. Combat could have been fun but the abbey friendship garbage is stupid. No one wants to play board games with Tony Stark for increasing a friendship bond.
SummaryAfter centuries of sleep, Lilith, Mother of Demons, has been revived by Hydra through a twist of dark magic and science. Lilith stops at nothing to complete an ancient prophecy and bring back her evil master, Chthon. Pushed to the brink, the Avengers desperately look to fight fire with hellfire and enlist the help of the Midnight Suns - ...