Game Rant

Marvel’s Midnight Suns Review

In a time when Marvel’s Spider-Man and The Avengers exist, Marvel’s Midnight Suns might not be the high-octane third-person action game that most fans have come to expect from a licensed superhero game; however, it does demonstrate that the incoming wave of Marvel titles has plenty of room for ingenuity. As the first RPG developed by Firaxis Games, Midnight Suns certainly has a few growing pains and often feels awkward, but its rock-solid turn-based tactics and team-building elements are enough to make Firaxis’ take on the Marvel universe feel refreshing and welcome.

Midnight Suns is effectively two games: first, a tactics strategy game based around deck building and team synergy; second, a life-sim game where players strengthen their team of superheroes by building friendships and partaking in the day-to-day life of the Abbey. The former is fantastic, reworking the best parts of XCOM into a new type of tactical strategy game, while the latter comes up short in a few respects but still contains some great features to keep players coming back for more. Credit where it’s due; Firaxis’ first attempt at a strategy RPG game under the Marvel license is great for a first attempt, but plenty of things on offer could still use some work.

RELATED: Midnight Suns Has Around 65,000 Voiced Dialogue Lines

Taking a trip to the occult side of the Marvel universe, Midnight Suns is an entirely new story bringing together the Avengers, the X-Men, and the Runaways as they team up to take down Lilith, the Mother of Demons. Hydra, Marvel’s recurring terrorist organization, has resurrected Lilith after getting its hands on the Darkhold, and now Lilith will stop at nothing to corrupt Marvel’s gallery of villains and destroy the world. Players take on the role of a new character, the Hunter: Lilith’s child and the key to stopping her, haphazardly resurrected after players use the bare-bones character creator to make a very generic-looking custom…


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