Marvel’s Midnight Suns

Marvel’s Midnight Suns
Marvel’s Midnight Suns

Marvel's Midnight Suns proves that superhero games don't have to constantly barrage players with setpiece action. A lengthy story and surprising card system turn rote turn-based action into deep strategy with curious interpersonal drama.

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Marvel’s Midnight Suns proves the comic book/superhero formula can be successfully applied to almost any scenario.

Who would have expected players to be rubbing elbows with Blade and Spider-Man? Or trying to flirt with an Avenger? Would it have really sounded exciting that saving the planet would be determined with careful card selection while players scratched their heads for the best plan of execution?

After 2009, Batman: Arkham Asylum transformed the perception of costumed heroes in games. And as a deeply atmospheric Metroidvania nonetheless. We passed the era of 2D licensed titles and mildly enjoyable, movie-based fare. Insomniac Games put the world on blast with Marvel’s Spider-Man. My favorite game of 2021, Marvel’s Guardians of the Galaxy, brought emotional, character-driven action.

So really, there’s no reason that Firaxis Games, a developer known for the turn-based XCOM series, couldn’t manage an equally creative endeavor.

Perhaps one day we will speak of DC with the same amount of consistent reverence as Marvel–sorry Gotham Knights, you almost got there)–but yet again, a Marvel property is taking the spotlight. For those of you who don’t recognize, the “Midnight Suns” moniker, I’m there with you. It is based on the Midnight Sons series of Marvel comics featuring characters who are based more in magic and the supernatural. But I think that is the secret sauce Firaxis is working with here.

Midnight Suns certainly filters in several recognizable faces like Doctor Strange, Iron Man, Wolverine, Captain Marvel, and more. But it is a game that doesn’t extensively rely on their sheer popularity that has garnered billions at the box office and the Marvel Cinematic Universe. That isn’t to say that Blade, Ghost Rider, and Magik aren’t important to the decades of existing comics, however. Midnight Suns‘ diverse cast of heroes actually becomes one of its greatest assets over the course of the game. Plus, it’s hard to ignore this is one of the few times we’ve seen X-Men characters incorporated with Avengers since the implementation of the MCU.

Lilith, a demonic entity, has been summoned by Hydra to help the nefarious group conquer the world. In an attempt to stop Lilith, Doctor Strange, Iron Man, Captain Marvel, and Scarlet Witch have their backs against the wall, realizing they are far outmatched for such an otherworldly foe. They turn to the Midnight Suns, consisting of Blade, Ghost Rider Robbie Reyes, Magik, and Nico Minoru for help. The group summons a figure known as the Hunter, who is the child of Lilith and was responsible for defeating her hundreds of years ago.

In Midnight Suns, players take on the role of the Hunter, a fully-voiced customizable character. I applaud the move of centering the main narrative drama around Lilith and the Hunter as it puts focus on the supernatural narrative. While the game is another round of costumed heroes saving the day from an ominous threat, players are presented with a significantly weirder, lengthier story than other games in the comic genre. As familiar faces shuffle in and out of the story, it becomes a fun game of wondering how someone like Spider-Man or the Hulk will be introduced and how their typical cosmic threats are traded in for those of the netherworld.

But more interesting is in how players can use the Hunter to socialize with the large cast of characters much like you would in a game like Persona 5. Over the course of the game, players can interact with the various heroes, talking about life at the Abbey–the headquarters of the group–and trying to increase their bonds. The Hunter is able to respond with a “light” or “dark” option, with most characters having a preferred response type. Additionally, players can upgrade and customize their character both mechanically and cosmetically.

The use of the Hunter as a player insert means that Marvel diehards might be given a good degree of fan service, acting out the ability to be best friends with the world’s greatest heroes. But the system is also just a great implementation of role-playing that allows players to make the most of their experience in Midnight Suns and bond them to the cast of characters that are literally trying to save the world.

While it may be difficult for some to separate incarnations of Marvel characters outside of the well-established MCU, Midnight Suns has an expressive voice cast that manages to make the roles their own. Much like with Guardians of the Galaxy, I was nervous about not being able to separate the two entities but was glad that after a few hours the game’s voices had me absorbed in the narrative and its mood.

Though I can compliment the various costumes, environments, and characters for their variety, Midnight Suns has visual shortcomings. Simply put, the character models lack a lot of detail and pale in comparison to other games, even 7-year-old Arkham Knight. I don’t want to say that Midnight Suns is ugly because many parts of the game are creative and stylish. But I really couldn’t ignore how unimpressed I was by character faces in normal conversations, making my Hunter social links a bit distracting.

Firaxis uses its turn-based chops to create a surprisingly compelling card-based combat system that can be appreciated by nearly every player, even someone who isn’t a big fan of the growing trend of card mechanics in games. Players are able to load their deck with attack, skill, and heroic ability cards. Attack cards are primarily used to dole out damage on the battlefield and skills are meant to buff a character and their attacks. Heroic attacks are the obvious flashy moves that take time to charge up but are responsible for potentially turning the tide of battle.

Players will build the deck of cards for Hunter and each hero in play, leveling up cards through building relationships and crafting at the Abbey. Additionally, attention should be paid to the battlefield because character and enemy position can be manipulated to an advantage. Enemies can be tossed into objects or each other for further damage or setting them up for specific card usage. Players can also punch an enemy into other heroes for follow-up attacks and more. As the game continues, more objectives will be encountered during missions. Defending areas, dismantling bombs, focusing on VIP targets all introduce challenges that make Midnight Suns more than just sweeping the mission of bad guys.

Don’t expect the game to become a cakewalk, especially with varying difficulties that can make players work for success. Midnight Suns doesn’t become a grueling test of endurance like XCOM. Blade isn’t going to suddenly die and never be in the party again. While the turn-based nature of the game does slow things down, there’s no hiding behind cover and percentages of missing an attack. Firaxis wants players to feel empowered as these heroes and it does a fantastic job of that, especially when the odds don’t seem in their favor. Character animations and attacks are flashy and fun and there is a good balance between ridiculous spectacle, goofy antics, and serious desperation both in and out of combat.

Ultimately, Midnight Suns is an increasingly creative dissertation on what can make a valuable superhero game. Once players navigate its sometimes hefty and overwhelming introductory hours, all the mechanics and narrative fall into place. This isn’t a case of a game “getting good after a dozen hours.” But Firaxis isn’t providing players with the expected take on a superhero game. While thoughtful introspection can challenge a hero in their darkest time, Midnight Suns also wants players to be thoughtful with its gameplay. Combat is meant to be tactical, like players are a sort of Nick Fury directing the Avengers to overcome a challenging success.

Marvel’s Midnight Suns diverges from what players may expect from the pages of comics. Colorful, flashy action has become all too common with Marvel and its various properties. Instead, Midnight Suns gives players a different avenue of the franchise, one that deals with a stranger side of its universes. A rewarding card-based combat system and detailed, player-driven narrative allow us to become the hero in this story. And if we’re lucky, this won’t be the last weird place players are taken in comic-based games.

Good

  • Friendly card system.
  • Balanced action.
  • Compelling social system.
  • Different slice of Marvel.

Bad

  • Unimpressive visuals.
  • Dense introductory curve.
8.5

Great