When I saw Marvel’s
Midnight Suns available for free on Epic I saw no reason not to give
it a spin even though I’m not particularly interested in deck
building games. But Midnight Suns isn’t just a deck builder, it’s
also an XCOM style turn-based strategy game and RPG rolled into one –
a combination that works surprisingly well.
You play as ‘The
Hunter’ an original, customisable character created purely for this
game. You’re resurrected to fight alongside the titular Midnight
Suns – a collection of rogues, misfits and magic wielders –
against the demon Lilith. Along the way you’ll recruit some more
famous Marvel characters into your squad such as Captain America and
Wolverine.
It’s a pretty cool
mix and if there’s one thing Midnight Suns does well, it’s the
way these characters are written and how they all interact – with
the notable exception, unfortunately, of The Hunter, who I think
I would have preferred as a ‘blank slate’ type protagonist.
The Hunter just isn’t
terribly interesting compared to the established heroes. In fact,
they kind of stick out like a sore thumb. You do get dialogue options
to choose from, but The Hunter always comes across like a such a
bland, boring git no matter what you pick.
Thankfully, everyone
else is well written and I did like hanging out with all these Marvel
superheroes – even if it does sometimes feel like half the game is
a bizarre ‘Marvel Friendship Simulator’ because I just can’t
imagine any situation in which Blade would want to go mushroom
picking with me
I say ‘Friendship’
and not ‘Romance’ because despite the love hearts that unlock as
you get closer to each hero, there’s no way Marvel are going to let
you get jiggy with Doctor Strange. Overall, I must say I preferred it
when the game focused on the Midnight Suns characters – like Nico
and Magik – rather than the Avengers who I ended up not really
utilising much throughout my time with the game.
The plot, as a whole,
is pretty decent. It’s nothing amazing, but there’s a few fun
twists along the way and some really fun core story missions. As I
said, The Hunter, as a character, is a weak link, but the story
remains compelling enough to see you through. My only real annoyance
was how abruptly the game wraps up after the final battle.
I think it would also
have been nice to have multiple endings – or at least slightly more
varied ending cutscenes – based on your relationship levels with
different characters. In the end, none of that really feels like it
matters which is weird considering it’s such a big part of the game
between missions.
Midnight Suns gets off
to a pretty terrible start though – so bad in fact, that I nearly
gave up on the game. It’s a painfully slow opening that sees you
fight some very short, very basic battles before arriving at The
Abbey – your hub between missions. And it feels like you spend 90%
of your time during the first 5 or so hours just running back and
forth between characters at The Abbey.
The game drip feeds you
everything so f**king slowly and I very nearly lost patience with it.
I’m glad I didn’t, however, because it does pick up a lot as you
progress. What doesn’t really get any better though is the general
game structure. You have ‘Day’ in which you can embark on a
single combat mission and then ‘Night’ which follows the
completion of that mission.
Missions are split
between ‘Story’ to progress the overall narrative and ‘General’
which are essentially just randomised, repeatable battles based on
mission types from the story campaign. They exist purely to increase
character levels and obtain resources. Oh god – resources. I need
to talk about those.
It can be frustrating
because the game won’t always let you progress at your own pace –
it often locks story missions until you’ve completed specific
research (that takes an entire day) or completed a General mission.
It’s particularly annoying towards the end of the campaign when
you’ve got all your heroes levelled up and their decks upgraded
just the way you want and you don’t really need any more experience
or items. You just want to get the f**k on with things. And you
can’t, because the game won’t let you.
It also won’t let you
do more than one mission per ‘Day’. The game locks you into a
very rigid routine in which you can only do certain things at certain
times. Want to upgrade your deck? You can’t at Night. Want to
unlock another mystery of the Abbey grounds? You can’t during the
Day. Midnight Suns also convolutes things to a completely unnecessary
degree.
Let’s say you just
want to upgrade one of your cards – you first need to create a copy
of that card, so you head to the Forge. But to create a copy you’ll
need a blueprint of the corresponding card rarity so if you don’t
have one, you’ll need to create one by exiting the card menu and
going into another menu to do that.
But wait, what if you
don’t have the necessary resources to create that blueprint? Well,
you can always run over to the Cauldron on the other side of the
Abbey to swap out the resources you don’t need for the ones you do,
a process that requires particular ingredients you’ll have to
harvest from the Abbey grounds. Done that? Good.
Now run back to the
Forge and craft that blueprint, and then go back to the card crafting
menu and crate a copy of the card you want to upgrade. But can you
upgrade it here? F**k no. Now you’ve got to run to the Training
Ground where you can go back into your card menu but this time you’ll
get the option to use your copy to upgrade your existing card. Oh
wait, you want to craft some item cards to supplement your deck? Now
you’ve got to run over to that other crafting station specifically
for those cards and . . .
You know what would be
so much easier? Just a single card menu where you can craft, upgrade
or edit a hero’s deck all at the same time. There’s also a lot of
annoying little animations you’ll rapidly start skipping through
every time you embark on a mission, return from a mission, go to
sleep, wake up etc.
I played Midnight Suns
for just over 40 hours and that was focused almost exclusively on the
main quest – when it would let me – although I did quite a few
General missions early on even when I didn’t have to just to earn
some resources or unlock some new cards. I also solved most if not
all of the Abbey mysteries and challenges but was disappointed by how
none of that meant anything at the end – like the relationship
stuff, it’s another missed opportunity.
There’s just too much
busywork involved before, between and after missions and it’s
annoying having to go through the same rigid routine and series of
repetitive animations for every single one. It really detracts from
the best thing about Midnight Suns – the combat.
It takes some time but
Midnight Suns really does get quite fun and engaging the deeper you
go. Because it’s not just about your deck – it’s also about
utilising the environment or the positioning of your characters to
your advantage. It’s about building a deck for each hero in a way
that works for you, but also figuring out ways to combine them
effectively with other heroes to maximise your damage output every
turn.
There’s a lot of cool
attack animations for each hero, and it’s incredibly satisfying
figuring out a strategy to beat each mission whilst taking the least
number of turns. It almost turns into something of a puzzle game at
times, because not every mission is simply about defeating enemies,
but performing particular actions or achieving certain objectives.
There’s a nice
variety of mission types you’ll discover as you progress but these
might feel a little repetitive if you also do a lot of the General
missions. I also think the game does a good job with its unique story
missions and ‘boss’ style fights – although I really wasn’t
fond of the random bosses appearing during some General missions
because there are times you might just want to knock one out quick in
order to progress the story and the game decides to f**k you over by
shoving a boss in there and making it take twice as long.
Visually, Midnight Suns
looks fine. Some of the faces look terrible though – I’m talking
about you, Peter Parker. Music is good. You probably won’t get much
out of it if you have zero interest in Marvel stuff because the game
wouldn’t hold up as well without it. Overall, my initial
impressions of Midnight Suns weren’t great, but it did slowly win
me over. It’s a game that requires some patience and it sadly never
gets as good as I wanted it to, but I still enjoyed my time with it
and it’s certainly worth giving a spin if you got it for free or if
you see it on sale.
7/10