Marvel’s Midnight Suns Preview | GamersGlobal.de

Marvel's Midnight Suns Preview |  GamersGlobal.de

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A year ago, 2K surprised with the announcement of a tactical RPG in the Marvel universe. After several hours of play, we can say: The game has a few charming peculiarities.

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Admittedly, after a Corona break of more than two years with just three external appointments, I would have even weakened at a pony farm opening date and would have made the journey immediately. But it turned out much better: 2K Games invited to Baltimore last week to play directly with Firaxis Games Marvel’s Midnight Suns to play in detail. As a superhero fan who will have fun with Xcom-Enemy Unknown (in the test: grade 8.5) and the successor xcom 2 (In the test: grade 9.0), the turn-based tactics game in the Marvel universe seems to be a mix put together especially for me.

Although I actually arrived without great expectations, I like Midnights Suns, which, by the way, once again Jake Solomon (in an interview on Xcom) as the creative director of Partie is extremely good, both as a superhero adventure and as a tactical RPG. You can find out which parts make my fan heart beat faster and where I still see construction sites below and in the preview video embedded above with self-grabbed game scenes at 60 frames per second.

Combat in Midnight Suns is turn-based. The abilities of the (maximum) three heroes are represented by cards, with cards being randomly selected from your “skill loadout” in each round.

United against the demon mother

It should come as no surprise to anyone that in Midnight Suns you ultimately have to save the whole world from destruction. With Iron Man, Spider-Man, Captain Marvel and several other superheroes you have to face Lilith, the mother of all demons. This is revived at the beginning of the adventure by Doctor Faustus and the militant Hydra organization. Unfortunately, the Fury is so strong that it can even pull the strongest superheroes like the Hulk to the dark side. That’s why you allied yourself with the Midnight Suns, which include the Ghost Rider, Nico Minoru and Scarlet Witch.

On the other hand, you awaken an offspring of Lilith, the so-called Hunter. This is of course your optional male or female hero and the main character of the game. You don’t just customize the hunter’s appearance, you can later choose from around 40 skills, make him or her more of a supporter or a potent damage dealer. You only have to take the hunter with you on the actual missions in the story missions, so you can otherwise take part in the skirmishes with any three superheroes. After the first four hours, I can’t even begin to estimate how exciting the story actually is. The appealingly staged cutscenes are just as much fun for me as the dialogues, especially since Firaxis manages to characterize the heroes excellently. The English speakers are also mostly strong, but according to 2K Games there will also be a fully localized German version.

In the first four hours of the game you will mainly encounter Hydra troops. In the campaign, which is said to last around 50 hours, you can also expect a series of boss fights. For example here against Venom, where Spidey must not be missing.

Into battle with random maps

The fights in Midnight Suns basically work in a similar way to Xcom or other tactical RPGs. However, the makers rely on a card system in which a random selection is made from the respective ability loadouts in each round. The mechanic differs from its genre counterparts in that each card really does what it says on the tin. Normal attacks, skills such as healing, revival, charges, and the ultimate heroics are carried out in any case. So no chances of hitting or anything like that are calculated. Of course you can upgrade all cards, which increases the damage or other bonus effects. To use the heroic skills, such as Dr. To have Strange strike with his magic axe, you must first charge heroic energy. You also need these points to use certain environment objects. For example, you opponent can hit a Hydra soldier’s skull with a brick or (for a few more hero points) you can even kick a large metal box in a straight line through the enemy lines.

The randomness thing may sound strange, but in practice it works pretty well. There is only one drop of bitterness: Midnight Suns is much too easy in the first four hours – you will probably only be able to switch to a higher level than the second (“normal”) in the final version at a later point in the campaign. There is a principle to this. Because like me Senior Franchise Producer Garth de Angelis revealed in the interview that superheroes are pretty powerful beings and shouldn’t fall out of their shoes that easily. But he also promises that Xcom veterans can make life much more difficult later on. And speaking of De Angelis and the deck system: All cards and upgrades should only be able to be unlocked regularly within the game, i.e. not with microtransactions. But there will still be real money purchases for purely cosmic items.

From your base, the so-called Abbey, you jump into the missions, carry out skill upgrades or improve your relationship with the individual heroes. The extensive surrounding area also offers space for exploring, including a 24-hour cycle.

Lots to do at the Abbey

But Midnight Suns isn’t just a series of fights linked to cutscenes. Before and after each mission, you end up in the Abbey, the Suns’ headquarters, which serves as the hub level. There you can convert dusted relics and other resources in the forge into new and improved research facilities in the field. You improve and manage your ability cards, but you can also devote yourself to other activities. You can chat with your fellow campaigners at almost any time and even tackle leisure activities together. There is even a day and night cycle in the Abbey.

As a rule, however, “only” smaller dialogue sequences are hidden behind the social activities, with which you build up or intensify friendships with the Hunter. This probably doesn’t change much in terms of the course or outcome of the story, as do a few decisions that emphasize the dark or the good side of the hunter. But this results in playful advantages and synergy or symbiosis effects with your superhero buddies in battle. In addition, you can explore the Abbey and the relatively extensive surrounding area freely. How exciting it is in the end and whether the rewards I can get will motivate me to go on big exploring tours, I can’t rate yet. But I definitely discovered a few interesting places and would have liked to have dealt with them in more detail during the hands-on. But with a little more than four hours you have to set priorities.

Author: Benjamin Braun, Editor: Dennis Hilla (GamersGlobal)

Opinion: Benjamin Brown

I actually traveled to the States for the event with little to no expectations. And was promptly surprised that I was extremely taken with both the fights and the atmosphere. Yes, a little caution is still required when it comes to the level of difficulty, but I can hardly imagine that the entire campaign will be as successful as the first four hours suggest. But something definitely has to happen in this regard, because if I don’t feel challenged, how must it be for a tried and tested Xcom veteran?

But that’s ultimately the only thing that still annoys me slightly at the moment – well, apart from maybe the microtransactions for cosmetic items. I can’t say yet whether I’ll make great use of the exploring options in the Abbey or whether I’ll cultivate relationships. But at the moment these aspects do not seem to me to be able to become a disruptive factor, even if parts of them are still mandatory at the beginning. In any case, I’m really looking forward to Midnight Suns, because the combination of turn-based tactics and superhero story just works for me so far.

Marvel’s Midnight Suns

Preliminary pros & cons

  • Versatile range of heroes and skills with plenty of tactical depth
  • Lots of side hustles like Hangouts and Exploring…
  • Excellently characterized comic book heroes/villains
  • Attractively staged story
  • Beautiful, often spectacular, effects in the heroics
  • In the played version anything but demanding
  • … which hopefully won’t just be a chore

Current assessment

If the level of difficulty in the section played wasn’t too low, I would already have only minor complaints about Midnight Suns. If Firaxis finds a good balance between accessibility and challenge in the final one and doesn’t overdo it with the microtransactions for cosmetic items, we have both a strong superhero adventure and a multifaceted turn-based tactics game in store for us in the fall.

Very good

Current status

  • Current beta version (PC)

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