I really like this game. But I want to focus on what motivates people to play. And how that shapes the perception of what it will be like to play this game and how that perception is important while playing the game.
Premise:
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Do strategy game players want a card game system in a triple-A game? no idea.
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Do comic book game players want a strategy game? maybe?
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Is it instantly clear that Captain Marvel, Captain America, Spider man and Iron man are in this game? no.
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Who do you play as in this game? not an established hero, oh.
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Can I imagine the gameplay? fuck no.
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What kind of impact does the name have? who the fuck are the midnight sun's.
** what kind of comic book game is this?:**
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This is a superhero game that you play from the POV of a no-name. Thus the story exists outside the traditional framing of most comic books stories. Not necessarily bad, but it effectively removes strong character dynamics in the canon. Guardians of the Galaxy is a stellar example of the importance of maintaining a template.
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Super hero stories very rarely take place in a static location. There is a sense of progress. The base element of this game makes it feel somewhat dull as a premise. Fire emblem has you marching across the continent. And I can't think of a comic story that didn't leverage multiple amazing settings.
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The style of game play also inhibits player movement, thus the sense of wonder traditional for comic book stories is just absent.
How does the game work?:
Western hero's always have static power. Very rarely do you find them growing in strength as you do find in Japanese media. So the growth aspect of the game-play is always at odds with narrative structure of superhero stories. Overall, it causes me to feel like my progress isn't real. Comic book decision making is "next-step" in orientation and progression fantasy is always "more power" in orientation.
Game play:
Pretty amazing though I have a major gripe. The camera movement on each card play makes the game play feel clunky. Imagine if each time you played a card the camera was locked in place. It would be possible to plan your next move. Overall, I feel this ruins the flow of the game-play at the cost of looking cool.
Greed:
I don't know if this is just me being an old man. But I feel paid skins in a game, especially an RPG, absolutely destroy my sense of immersion. I'm fine with games selling paid skins, but when I see them in my game menu, effectively abusing my suspension of disbelief, all respect for the game I am playing run's away. I need to put up my walls again. Playing god of war, I can't imagine loving that game so much if the armor system was kneecapped behind a pay-wall.
Progress visualization:
My enjoyment of games in the strategy arc-type lies in a future vision. What will my game be like in 10 hours? how am I going to shape my build? The RNG aspect of this game destroys the sense of control I feel in a traditional strategy game. The game overall provides you with very little input as to how characters develop. Loot boxes as the way to acquire new abilities just feels... weird to me.
Moon logic:
Something that stood out to immediately with this games combat is the inherent silliness of the game-play in terms of realism. The base of most card games has you put out pieces and then control them. Having abilities as the cards is inherently unrealistic. Superheros always have access to all their powers.
Moreover, the creation of new abilities, the improvement of new abilities, the relationship impacts of this game all requires moonlogic. You need to suspend your disbelief on all points of the games systems. I think most games maintain a lot of moon logic, but moonlogic in a new genre is more jarring than moon logic in an established system.
Overall, too much moonlogic and you lose the player before they even pick up your game.
Mobile game:
This game feels like a mobile game, to the extent that I believe it was developed to be a live service game before a hard pivot. It has all the random currencies you would expect in a mobile game, a cosmetic system, the base of collecting characters, a mission structure that is plot independent, loot boxes for new cards.
Summary:
I like this game a lot. But I think it makes sense it didn't take off. Overall, it is just confusing to understand before actually playing it.