Marvels Midnight Suns is at least an exciting package.
Fir axis, known for COM and Civilization-type games, combines tactical, turn-based combat mechanism and interpersonal simulator with Marvel superheroes.


Inspiration directly from the yard

Marvels Midnight Suns has gently confused players for a while for a while.
I remember when I first heard about the game’s release: Yeah, a new Marvel game again, but this looks different.
The name of the game, Lilith promised to be the main-frank and numerous demons, immediately made the comic book head rushed, as in the 90s, Midnight Sons, a magic hero team around the ghost, spun in the 90s.
In addition to Davis, at least Blade, Dr. Strange and Möbius, who tried to get rid of Lilith, and his demons, was rushed in the group.
The group did not work for long, but it was time to break up after doing this task.
The source of inspiration is quite interesting for the game.
The original team consisted largely of the hermit-like travelers, so now if ever the authors had the opportunity to assemble the wildest team heroes.
Of course, there are compulsory iron men, Hamlet and Wolverine, but there are also less well-known characters such as Magic and Nico Minor.
The task in the game is largely the same as in cartoons: limit, it slings on earth and corrupts familiar characters into their own pawns and stops the demons.

gambling also evokes nostalgic feelings

Of Fir axis games, this output is the most reminiscent of COM 2, and I see much in the gaming joy between these games.
In COM 2, a player is put in the role of the commander, and his team is always sent sometimes to do the task, that is, mainly to cleanse the game from enemies with a turn-based, tactical battle.
Between the tasks, the own base is being built and developed, which gives the player new talents and equipment as the plot is heard.
In Marvels Midnight Suns, the player is thrown into the role of an ancient hunter, which is awakened from his grave to face Lilith once again.
The hunter’s team is the familiar Marvel characters, and the gang is sent, like COM, to do tasks with a similar loop.
However, there is no base between the tasks (at least not so much), but to get to know Marvel’s heroes by chatting with them and creating social connections.
When the commander makes enough friends with the cartoon hero, they have access to strong special and team attacks and extra power in general.
At this point, the writing is a slightly double-edged sword.
On the other hand, it’s fun to get to know the heroes, or to see what kind of dialogue the game makers went, but that style doesn’t always hit my own nerve.

For example, you can go fishing with Blade, and he is heavily criticized for Twilight movies.
Hulk, on the other hand, wants to sit and play video games.
These two examples will probably give enough indication of what kind of social patterns may be coming.
The player really creates his own character in the campaign, a hunter, and this character runs on the field with the team.
The player’s own character is quite semi-ripe oats.
The character creation is really minimal, so there are hardly any options for appearance.
The hunter will have access to the forces of light or darkness, mainly, depending on whether he is comfortable for superheroes or one.
This aspect does not flatter with its existence, after all, in COM games, the commander is just an invisible character (literally a player himself), and in this project Fir axis tried a little new, but not very successful.

cards its carrying force

Then let’s go to the main thing, the combat system, which may have caused the most confusion.
After all, combat stores appear in games as playing cards.
Especially for Marvel fans, this has seemed to be some kind of shock, and there seems to be the main reason why the work is left unexplored.
However, this is the main power of the game and the best part of the whole work.
Fir axis is quite a master to create interesting mechanisms for tactics and strategy, and Midnight Suns is no exception.
As the work progresses, the player may think carefully about which heroes he takes for the tasks: whose powers form the best combo, who have received new cards, that is, movements through socialization and so on.

When the battle begins, each hero gets a certain amount of random cards from his own frozen.
Character battle movements develop a hero meter that can use special cards that can either do massive damage or provide great help for the team.
Fast attack cards, on the other hand, give the player a new card if the player can kill the anger with that speed card.
The player can also take advantage of his surroundings, either by throwing anger with objects or vice versa, that is, throwing hats towards objects.
All of this is a bit difficult to explain as a text, but this system has a surprising amount of alternative practices and depth.
In addition, every hero also behaves in its own way in their own way, which is great.
Unfortunately, this side too is somewhat lame: the enemies are not so interesting at all.
The work throws a lot of line soldiers and other weaker dislikes on the player’s path that begins to get tired as the campaign progresses.
But of course, the work also accommodates many familiar robbers.
Marvels Midnight Suns is a really different Marvel game.
I don’t really know who would recommend such a package!
Partly the output is a guaranteed Fir axis tactics, partly it is a can-like social simulator in the world of superheroes.
There are a lot of fun ideas in the game, but there could be many views of implementation.
However, the combat system only becomes more fun as the campaign progresses and the characters’ access to the cards, the cards, becomes.
On the DLC side, new characters are coming to the work this year, the first of which, Deadpool, has already been released.
However, if there was little interest, this can be recommended for both Marvel and Tactics.
This is not bad, just a little strange.