![]() I'm told by Firaxis that you'll generally want to focus on a core group of four or five heroes in a playthrough, building them up as much as possible rather than spreading yourself too thin. You'll need to collect gamma coils – among other materials of various rarities – out in missions to upgrade and unlock things like this, which loosely mirrors the resource and research side of XCOM, and I can see it becoming just as engrossing here. I'm told that, later on, cards will start to get random effects that can turn weak cards into must-plays or unlock new combos entirely. I got a duplicate card for Blade and used it on an upgrade, for example, letting that card draw additional cards and buff their effects. In only a few hours, I also started to see noticeable changes in my favorite heroes. By default, you can only play three normal cards a turn – though there are many ways around that limit – but you can also spend Heroism on environmental attacks to extend your turns and pick off problem enemies. ![]() You don't take cover in Midnight Suns, but you'll still want to look around for small or large debris to vault over for special attacks or to simply chuck at enemies. I'm a bit worried that this will turn into yet another video game karma system that tacitly punishes any choice other than pure light or pure darkness, but for now I'm intrigued by how you can use the more malleable Hunter to compensate for the shortcomings of your other heroes.Įnvironments are also key to effective strategies, and this was one of the biggest learning curves for me. The light hunter focuses more on healing and utility, and the dark hunter specializes in all-out attacks. The Hunter is unique in that, on top of their sex and appearance, you can customize their abilities and skew them toward offense or support by leaning into light or dark tendencies through the story (which are not necessarily good and bad). ![]() The presentation is stellar all around, though, with punchy effects that don't overstay their welcome. ![]() Meanwhile, Captain Marvel is a solid all-rounder with a lot of tank utility and burst damage, and I'd say she has some of the best attack animations too. I like the aggressive play style of Ghost Rider, too, who loves to trade his own health for damage. I'm most interested in Magik, because in my experience with strategy games, getting around or otherwise manipulating the battlefield can be incredibly strong, so her portals are super promising. I also know Spider-Man through his games and the old Sam Raimi films, so I'll probably put him in my main team later on as well.Īll the heroes I saw delivered a distinct power fantasy and served a clear role in combat, with the usefulness of some fluctuating with each mission's objective, from bashing dudes to capturing or defending objectives. Blade is also one of the few characters in this game that I already liked, so I had that going for me. This let me basically ignore healing with my Hunter and focus on their unique attacks, which are great at sending enemies crashing into each other for extra damage – another tip of the hat to Into the Breach and its essential bumping mechanic. Strange has a lot of powerful skills that set up future plays, and Blade is an absolute beast with a ton of lifesteal built into his high damage cards. Within just a few missions, I was already learning to love some of the early playable Marvel's Midnight Suns characters, especially Dr. The tutorial is a bit limiting but there's not a lot of table-setting, and this extends to how fast and snappy fights feel. Combat becomes fun quickly, which is encouraging.
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