Main game
3.79 average rating based on 242 ratings
This was a fun game. All of our favorite Marvel heroes (plus some less famous ones), a quirky storyline, a little bit of The Sims, and engaging tactical combat. I also enjoyed the self-ironic and often awkward interactions between the various characters but I'm sure others may feel differently about them. Overall I found this game very addictive, can't count how many times "one more encounter" turned into "where did the last 2h go?"
I feel so torn about this game. I just beat it after 90 hours, and I'm questioning whether or not it was worth it. The game is fundamentally split into two parts - combat and The Abbey.
Combat is an absolute blast. I'm a big Firaxis fan and I thought this was going to be XCOM with Marvel characters. It's actually drastically different from XCOM. It's still turn based combat but it incorporates a card deck system, think XCOM meets Slay the Spire. I quickly fell in love with it and never got tired of it.
The Abbey on the other hand is an absolute slog. This is where the story and world building takes place and it is SLOW af. It's basically a friendship simulator where you have to go through endless hours of dialog with various Marvel characters in what are essentially "hangout" seshes. This would all be well and good with me as an extra but it's pretty important for improving your hero card builds. And my main gripe with it is that most of the conversations are just dull and flat. I was so bored for most of this part of the game. Maybe games like …
I feel so torn about this game. I just beat it after 90 hours, and I'm questioning whether or not it was worth it. The game is fundamentally split into two parts - combat and The Abbey.
Combat is an absolute blast. I'm a big Firaxis fan and I thought this was going to be XCOM with Marvel characters. It's actually drastically different from XCOM. It's still turn based combat but it incorporates a card deck system, think XCOM meets Slay the Spire. I quickly fell in love with it and never got tired of it.
The Abbey on the other hand is an absolute slog. This is where the story and world building takes place and it is SLOW af. It's basically a friendship simulator where you have to go through endless hours of dialog with various Marvel characters in what are essentially "hangout" seshes. This would all be well and good with me as an extra but it's pretty important for improving your hero card builds. And my main gripe with it is that most of the conversations are just dull and flat. I was so bored for most of this part of the game. Maybe games like Disco Elysium, Mass Effect and Divinity have ruined dialog writing for me by setting the bar too high. Some of the convos and characters are fun but others are insufferable and had me skipping everything. And even the skipping takes a while because there is a LOT of dialog, I'm talking 65,000 recorded lines. I wish they had recorded less and given the convos more substance. There is also busywork to be done around the Abbey grounds. This stuff is fine, a decent time waster about as mind numbing as the checklist shit you see in Ubisoft games. Thankfully most of it is largely optional.
All in all the game has a very slow start but once you get the combat it can become addictive. But if RPG friendship simulators are not your thing I cannot recommend this game. I'm a fan of Marvel comics myself, but not huge on the Dr. Strange/Scarlet Witch stuff which is the core of the story. For instance the main antagonists are Lilith and Chton, cosmic demonic entities. I'm more of an X-Men, Spider-Man and Daredevil enjoyer personally. This is definitely targeted towards the more hardcore comics fans. So this is not for everybody, but if all of the above sounds appealing to you then you will absolutely love this game.
I'm actually going to cry. why can't we have MORE games like this.
I really like the card gameplay mechanics, but I don't really like the storyline or the relationship-building components. Persona and Three Houses did that part way better by having interesting dialogue, environments, scenarios, and characters, whereas here it just felt forced. So I mostly just skipped the story/character dialogues in order to progress to more battles.

TACTICAL DECKBUILDER - Assemble a group of heroes to stop the return of an ancient evil, Chthon.
PROS:
++ Tactical gameplay. The main draw of the game (the tactical card combat) is phenomenal. At first, I was unfairly comparing this game to XCOM, but once I started treating this game as its own IP, I started to fall in love with the combat. Learning how to position your heroes, learning how to use the environment, learning synergies and good team compositions, learning which enemies to prioritize, along with having to adapt your tactics based on which cards you pulled resulted in truly addicting tactical gameplay. The combat system is incredibly refined, engaging, and totally addicting.
++ Selection of heroes. Some heroes took me a while to warm up to, specifically the ones I wasn't familiar with (Nico, Magik, Scarlet Witch, Robbie) but over time, I grew to love the entire roster of playable characters. There's solid character development among the roster, voice performances were quite great, and the team shared an interesting family dynamic. But the most impressive part is how different each hero plays on the field. Every hero feels distinct (though some do share similar traits) and are …

TACTICAL DECKBUILDER - Assemble a group of heroes to stop the return of an ancient evil, Chthon.
PROS:
++ Tactical gameplay. The main draw of the game (the tactical card combat) is phenomenal. At first, I was unfairly comparing this game to XCOM, but once I started treating this game as its own IP, I started to fall in love with the combat. Learning how to position your heroes, learning how to use the environment, learning synergies and good team compositions, learning which enemies to prioritize, along with having to adapt your tactics based on which cards you pulled resulted in truly addicting tactical gameplay. The combat system is incredibly refined, engaging, and totally addicting.
++ Selection of heroes. Some heroes took me a while to warm up to, specifically the ones I wasn't familiar with (Nico, Magik, Scarlet Witch, Robbie) but over time, I grew to love the entire roster of playable characters. There's solid character development among the roster, voice performances were quite great, and the team shared an interesting family dynamic. But the most impressive part is how different each hero plays on the field. Every hero feels distinct (though some do share similar traits) and are all fun to use.
++ Addicting progression. Opening new packs (Gamma coils) and unlocking new cards to refine a hero's deck was really addicting. I felt a sense of satisfaction with each new ability gained, or when upgrading current abilities. By the end of my playthrough, each of my characters felt much stronger and I can imagine them getting even stronger once I put some more time in.
++ Balance of gameplay. The game is split into three phases: Daytime (socializing, upgrading and unlocking abilities, assigning hero ops), Combat Mission (the tactical gameplay), Nighttime (hangouts, club meetings, exploring the Abbey). I quite liked the balance and it prevented any one aspect of the game from feeling monotonous. Exploring the Abbey and socializing served as a good mental break from the (often) demanding tactical combat.
++ Social aspects. This is probably the most divisive point. Some hate this, many bear it, and few seem to like it. I quite enjoyed it, especially because I loved learning more about each hero. And you can tell that the developers loved the source material based on how much lore they put into the game through all the conversations you can engage in.
++ Replayability. Like XCOM, this game is infinitely replayable. Upon completion, you unlock NG+, but you can continue playing on the same save file and continue to progress and improve the decks of your heroes. There are also 6 difficulties above normal that you can change to if the game starts to get easy or your heroes become too OP for normal difficulty.
CONS:
-- Narrative. I loved the interactions between the heroes, but I didn't care much for the overall narrative. The Caretaker, Agatha, Lilith, Chthon, and especially the Hunter were all characters I didn't care too much about. I felt no sense of urgency throughout the campaign.
-- Lack of stakes. One thing I love about XCOM is how one bad mission can truly derail your entire campaign. This makes every single one of your moves (on and off the field) meaningful. But in Midnight Suns, there are no stakes. If you fail a mission, you are forced to reload and retry. And the things you build in the Abbey won't necessarily make or break your game. But I recognize that this is an unfair criticism since this isn't XCOM, but still.
-- Subpar visuals. Some characters models look incredibly dated, such as Tony Stark. Some characters look like they came straight from the PS3 generation. Facial animation is quite stiff too. However, the one praise I'll give is the animation of moves and powers in combat.
-- Technical performance. Occasional drops in FPS while in the Abbey. Characters' faces being blurry during a conversation. Decently long load times. Cards not disappearing after being used. Bad performance during final mission. And other miscellaneous visual/performance issues.
-- Slow start. The first 5 hours were incredibly slow. Lots of talking and exposition, and very little combat. I could see many people dropping this game because of its slow start.
-- Limited enemy variety. This is a minor issue, but this game could have used more enemy types. Many enemy types are shared between the Hydra and Lilin forces. The different villains were quite good though! I really liked fighting Crossbones, Venom, Sabretooth, and fallen Scarlet Witch and Hulk.
This game is pretty great. But there are a lot of issues with it.I really wish more thought was put into the game design.
Why do we have a cast of 12 hero's, in a game that makes you chose exactly 3 each mission? Why do I spend hours of my life optimizing a select few characters, to have zero choice about who goes on a mission? Why are all the characters dumped on you at once instead of being the objective of a specific mission? Why does each character have only 10 cards? Why does a game that provides no choice have a level system, that effectively makes certain characters extremely weak? Why do I need mods to get a reasonable amount of currency?
Why did it fail - diconnect between gameplay, characters and story?
The gameplay is fun, but completely unconnected to the story.
The base gameplay has zero narrative impact. People can be fighting in the main story and then have a social event with you as though nothing is happening.
The exploration aspect of this game is undercooked, and unneeded. Why did firaxis include an awful Single-A game in my strategy game.
Pros
This game is pretty great. But there are a lot of issues with it.I really wish more thought was put into the game design.
Why do we have a cast of 12 hero's, in a game that makes you chose exactly 3 each mission? Why do I spend hours of my life optimizing a select few characters, to have zero choice about who goes on a mission? Why are all the characters dumped on you at once instead of being the objective of a specific mission? Why does each character have only 10 cards? Why does a game that provides no choice have a level system, that effectively makes certain characters extremely weak? Why do I need mods to get a reasonable amount of currency?
Why did it fail - diconnect between gameplay, characters and story?
The gameplay is fun, but completely unconnected to the story.
The base gameplay has zero narrative impact. People can be fighting in the main story and then have a social event with you as though nothing is happening.
The exploration aspect of this game is undercooked, and unneeded. Why did firaxis include an awful Single-A game in my strategy game.
Pros
Cons
Major Con (4 stars otherwise)
I really feel like this game wanted Divinity Original Sin's 2 gameplay and build customization. Overall, I feel like I'm playing a really fun mobile game, rather than the deep customizable RPG experience I'd have much preferred.
Easily my GOTY, this game is incredibly addicting - I literally couldn't put it down - it masters that 'one more day' cycle of rewards extremely well. Of course, the strategy gameplay itself was always going to be good thanks to Firaxis, but despite some mixed reception, I love the Abbey/ Social Sim portion of the game. Conversations are replete with comic references that fans will enjoy, and I'm never not gonna enjoy going to book club with the two Captains, Blade and freakin Wolverine. In particular, I thought Magik was handled really well here. Across the board, some of the writing and delivery is cheesy and can be cringe, but that's in line with everything Marvel puts out. The abbey exploration 'puzzles' were a lot of fun, and I really enjoyed reading all the collectible diaries about Caretaker/Lilith/Hunter and the Salem-era witch community.
My biggest issue is with the overarching narrative. The story feels aimless and stretched out in Act 1 then a little rushed and hectic in Act 2 and 3. I enjoy the dark magic side of Marvel a lot, so I was still interested in what was going on, but shit doesn't get REAL until Act …
Easily my GOTY, this game is incredibly addicting - I literally couldn't put it down - it masters that 'one more day' cycle of rewards extremely well. Of course, the strategy gameplay itself was always going to be good thanks to Firaxis, but despite some mixed reception, I love the Abbey/ Social Sim portion of the game. Conversations are replete with comic references that fans will enjoy, and I'm never not gonna enjoy going to book club with the two Captains, Blade and freakin Wolverine. In particular, I thought Magik was handled really well here. Across the board, some of the writing and delivery is cheesy and can be cringe, but that's in line with everything Marvel puts out. The abbey exploration 'puzzles' were a lot of fun, and I really enjoyed reading all the collectible diaries about Caretaker/Lilith/Hunter and the Salem-era witch community.
My biggest issue is with the overarching narrative. The story feels aimless and stretched out in Act 1 then a little rushed and hectic in Act 2 and 3. I enjoy the dark magic side of Marvel a lot, so I was still interested in what was going on, but shit doesn't get REAL until Act 3 and there are only about five missions left at that point. I do wish they pulled a bit more from Marvel's line up of actually magical characters instead of doing 'corrupted' versions of better-known villains (similar complaint re: the playable characters) but I understand the reason for this re: sales/brand recognition etc.
On comic references, I loveeeee that Wanda's Legendary ability is called
Bring on the DLC characters, and hopefully, a full
Marvel's Midnight Suns is a mix of Xcom game play, deck building, Mass effect social- moments/themes, and of course Marvel.
It's an odd mix, that mostly works well, but occasionally feels just a touch off.
The gameplay itself is interesting, with a lot of the strategy coming from both learning how to build effective teams from your very different heroes, building their ability decks, and then gaining upgraded cards after using them in missions.
I found I quickly gravitated towards 4-5 heroes, and got their decks pretty strong. However, the story makes you use most of the heroes are various points, which meant sometimes I had really weak decks or cards, because I hadn't really used that character much.
Overall, I liked the way combats happen, and the gameplay, but it took me sometime to get used to.
The story is solid, its a fun combination of traditional Marvel stuff, with supernatural goings on. It's nothing mindblowing, but much like Mass Effect, the moments I really loved are the hangouts and friendships that develop between the team in downtime after missions.
As you hangout more with the characters, chat and give them gifts, you gain friendship levels which gives perks …
Marvel's Midnight Suns is a mix of Xcom game play, deck building, Mass effect social- moments/themes, and of course Marvel.
It's an odd mix, that mostly works well, but occasionally feels just a touch off.
The gameplay itself is interesting, with a lot of the strategy coming from both learning how to build effective teams from your very different heroes, building their ability decks, and then gaining upgraded cards after using them in missions.
I found I quickly gravitated towards 4-5 heroes, and got their decks pretty strong. However, the story makes you use most of the heroes are various points, which meant sometimes I had really weak decks or cards, because I hadn't really used that character much.
Overall, I liked the way combats happen, and the gameplay, but it took me sometime to get used to.
The story is solid, its a fun combination of traditional Marvel stuff, with supernatural goings on. It's nothing mindblowing, but much like Mass Effect, the moments I really loved are the hangouts and friendships that develop between the team in downtime after missions.
As you hangout more with the characters, chat and give them gifts, you gain friendship levels which gives perks during game playing including powerful combo attacks. This felt very Mass Effect with the ability to unlock new abilities for loyal party members.
I do think the game suffers some from pacing issues. The game forces you to do a random mission between each story mission, which is fine, since you will want better cards for your heroes. However, despite the world going through a literal apocalypse, these missions lack any pressure or stakes. Unlike Xcom, where you constantly are juggling which missions are most important right now, and often forced to make tough choices on missions to miss, there is no pressure here. In Midnight Suns the rewards for missions are always the same one of four rewards, and they don't really disappear with negative effects.
This means that the pacing is much more meandering. This might appeal to some players, but for me it meant that the events being described, and the actions being taken didn't quite match up.
The game also has a very odd leveling system. You level up, which gets you slightly more HP and slightly more damage; however, enemies autolevel with you...so leveling doesn't really do much beyond letting keep pace. The real thing that makes characters stronger is their decks and abilities, which is not tied to their experience or level.
I also wanted to note that I felt like the ending of the game sort of just happens. We have a ton of build up and stuff that goes on, including some last minute reveals, but then the game just sort of ends with three quick 15 second cut scenes for closer. I feel like it was more a stumble, then a triumphant finale.
Overall, I enjoyed my time with Midnight Suns, but I don't think it will be for everyone. Its an odd combination of game styles and directions. However, if Mass Effect meets Xcom sounds appealing, and you don't mind some wonky progression mechanics, I think you should give it a try.
Una interesante combinación de rpg-táctico y deckbuilding. No deja de ser un juego de Marvel, es una magnífica oportunidad para que sus seguidores disfruten del fan service y su trama plana y trillada, pero para los que no lo somos... es un juego excesivamente largo y narrativamente pobre. Mecánicamente es más sólido.
Loved the tactical gameplay, and in fact I thought the diverse roster of characters and the deck-building aspect both made it even better than XCOM's combat. But man, there's just way too much talking! By the end I found myself skipping through a lot of dialogue to get to the next mission. If they had kept the character interactions a bit shorter, this might have gotten a higher rating from me. Still, it's a very good time, and you really can't beat the combat.
I loved my time with this game. The combat is incredibly well done. It varies up enough throughout the game and customizing your characters decks never got old. The character banter and dialogue was not the best but the story overall I would say is okay and worked to drive the game forward.
Played maybe 5 hours. I enjoy the card-based, turn-based gameplay. But maaaaan the social stuff in between is just too painful to sift through, and it feels like I spend more than half my time slogging through that. If the relationships being formed didn't feel so gamified, artificial, and shallow I would probably love it. I really wanted to like this game and came back to it several times after hearing a different people rave about it. But I just don't enjoy my time in it.
The tactical combat part of the game is all I wanted. It was fun, unique by having the cards, and you get to use a bunch of great Marvel characters. Although the super slow enemy animations and the constant repeating of how mechanics work for the entire game got old very fast. The friendship half of the game I completely skipped through. I skipped damn near every line of dialogue in the game because there is just way too much. After I explored the whole grounds on the first day, I never felt the need to do it again. Even skipping literally half of the game it took quite a long time, I don't even want to know how long it would take to actually listen to everything. Overall wouldn't recommend unless you really want a Marvel relationship simulator with some Xcom gameplay sprinkled in.
Excellent strategy card game. Horrible narrative RPG.
Sound like a paradox? So is a sun at midnight.
Picked up the DLC for this now that all the characters have been released, it seems pretty good! Storm and Venom both have cool ability sets and the new vampire enemies add some interesting tactical wrinkles to the combat.


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:
Do strategy game players want a card game system in a triple-A game? no idea.
Do comic book game players want a strategy game? maybe?
Is it instantly clear that Captain Marvel, Captain America, Spider man and Iron man are in this game? no.
Who do you play as in this game? not an established hero, oh.
Can I imagine the gameplay? fuck no.
What kind of impact does the name have? who the fuck are the midnight sun's.
** what kind of comic book game is this?:**
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.
Super hero stories very rarely take place in a static location. There is a …
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:
Do strategy game players want a card game system in a triple-A game? no idea.
Do comic book game players want a strategy game? maybe?
Is it instantly clear that Captain Marvel, Captain America, Spider man and Iron man are in this game? no.
Who do you play as in this game? not an established hero, oh.
Can I imagine the gameplay? fuck no.
What kind of impact does the name have? who the fuck are the midnight sun's.
** what kind of comic book game is this?:**
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.
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.
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.
I’m a little surprised how highly this game is rated. The dialogue is simply atrocious, and that’s 50% of the game. Somehow they managed to get high quality voice actors too, yet they all sound incredibly bored. It’s probably because they were cringing through Magik yet again telling my character how they can use the f-word to describe their relationship, and Ghost Rider telling hunter they are the source of his learned confidence. Dear lord.
I am tempted to give it 3 stars because of the amount of bugs I had to deal with throughout, on top of the usual 2K nonsensical microtransactions that have no place ever but specially in this game, because it ruins all cosmetic unlock progression...
But it's so extremely weird that I'm holding onto the 4 stars. A mix of dating (friendship only) sim, walking sim exploration with the simplest of puzzles sometimes, and a deep deck based tactical turn based system. XCom this is definitely not, even tho there is some leftovers like the "research projects" and selecting the squad for each mission. The story is all over the place, with small side things like Blade's book club or the history of the witch hunt around the abbey being my highlights, and the general avengers fare that occurs through most of the main mission being just meh.
My recommendation is that if you can, you wait for them to be over with the bug fixing (if they even do that... XCom was broken until the end in several platforms) and also to be over with the season pass stuff so there is a cheaper bundle. If you are the …
I am tempted to give it 3 stars because of the amount of bugs I had to deal with throughout, on top of the usual 2K nonsensical microtransactions that have no place ever but specially in this game, because it ruins all cosmetic unlock progression...
But it's so extremely weird that I'm holding onto the 4 stars. A mix of dating (friendship only) sim, walking sim exploration with the simplest of puzzles sometimes, and a deep deck based tactical turn based system. XCom this is definitely not, even tho there is some leftovers like the "research projects" and selecting the squad for each mission. The story is all over the place, with small side things like Blade's book club or the history of the witch hunt around the abbey being my highlights, and the general avengers fare that occurs through most of the main mission being just meh.
My recommendation is that if you can, you wait for them to be over with the bug fixing (if they even do that... XCom was broken until the end in several platforms) and also to be over with the season pass stuff so there is a cheaper bundle. If you are the patient type (I'm not, clearly) you might even wait until the microtransactions are left behind, maybe, some day, and you just buy the game for money, like normal people should be able to.
PS: I bought it day 1 on PS5, physical edition in case I sell it, but I think I'll hang around for the DLC, even if I'm not a fan of the characters they announced. Also, I bought it day 1 because Nico Minoru is in it and everyone should read Runaways.
I'm playing this and Solasta: Crown of the Magister at the same time and I can't help but think of this article on randomness that went viral a few years ago:
http://keithburgun.net/three-types-of-bad-randomness-and-one-good-one/
As a player, the "output randomness"/X-Com style odds of an attack landing (as in Solasta) leads to so much frustration. When you're trying to play a game where you generally have ~65% chance to succeed, you're in a very high variance, high entropy scenario. The first few actions of a battle are generally the most important -- they can lead to one side being up 1 or 2 members over the other, which obviously snowballs quickly. Say there are 10 initial dice rolls. Looking at the PDF of Binomial(.65, 10), you'll see that there is a 25% chance you fail half or more of those rolls. With how games like Solasta are balanced, you're in a pretty deep hole by the time you've failed half of the initial dice rolls. And that happens 1 in 4 times, without any player agency! Of course, making sure to ambush enemies and boosting those odds helps, but it also really doesn't take half of your dice rolls failing for the game …
I'm playing this and Solasta: Crown of the Magister at the same time and I can't help but think of this article on randomness that went viral a few years ago:
http://keithburgun.net/three-types-of-bad-randomness-and-one-good-one/
As a player, the "output randomness"/X-Com style odds of an attack landing (as in Solasta) leads to so much frustration. When you're trying to play a game where you generally have ~65% chance to succeed, you're in a very high variance, high entropy scenario. The first few actions of a battle are generally the most important -- they can lead to one side being up 1 or 2 members over the other, which obviously snowballs quickly. Say there are 10 initial dice rolls. Looking at the PDF of Binomial(.65, 10), you'll see that there is a 25% chance you fail half or more of those rolls. With how games like Solasta are balanced, you're in a pretty deep hole by the time you've failed half of the initial dice rolls. And that happens 1 in 4 times, without any player agency! Of course, making sure to ambush enemies and boosting those odds helps, but it also really doesn't take half of your dice rolls failing for the game to feel bad!
On the other hand, Midnight Suns focuses on the "input randomness". That is, the randomness happens before you make your choices. It's still mildly frustrating to not draw the card you're looking for, but you're making your decisions after that information is known. You feel like you have a lot more agency since you aren't just left hoping -- you know what your decisions are going to do and you get to make the best of things when they've not gone your way. The juxtaposition of the two styles of randomness really makes me appreciate my time with Midnight Suns' combat system.
Also, the writing in Solasta is beyond terrible and makes Midnight Suns look downright elegant in comparison haha. I don't hate Solasta by any means -- it's actually impressive how faithfully they implemented D&D 5e. It just has some massive flaws that are a nice backdrop to help me appreciate other games :)
About 10 hours in so far and I'm having a really good time. The card based combat is excellent. It keeps you on your toes and having to adapt to what you have available while still letting your super heroes feel like they're super heroes.
I'm a bit surprised just how much hate the writing is getting... it just seems like the standard schlock you'd get from the comic genre. I think that's appropriate for the game and fun. I guess it harkens back to the goofier days of comics a bit more than most modern Marvel projects, which may be what people find off putting?
I definitely agree with the criticism that the non-combat portions of the game take up too much time, especially early on. Even though I enjoy the silly little social interactions you have with the other heroes and exploring the Abbey grounds, it shouldn't take up 80% of your time for the first portion of the game.
Conflicted on whether or not to get this. Watching reviews, it looks like gameplay I'd enjoy, especially the card aspect. But a lack of variety and a very heavy focus on bland character interactions over this long of a game can be a death sentence for my enjoyment. I would like one more nice big game this year though. Hmmmmm........ Well we'll see how bored I get this month.
Oh man, there's a character in this whose gimmick is teleportation and kicking dudes into portals to one-hit-KO them. Definitely gonna be a mainstay of my team, I'm a sucker for elaborate positional abilities.
There are still a bunch of hot games coming out this year, but this is the one I want most. Who is going to be on my team you ask??? Well let me tell you.
SPIDER-MAN OF COURSE. Carol fucking Danvers And I guess the hunter character?
Little disappointed that I can only take three characters into a map. Such limitations may make me check out some of the others if my core starts getting too powerful.