Because of Firaxis Games' work on XCOM and theCivilization series, fans have developed a certain expectation of games with intensive systems that aren't afraid to challenge them tactically. The core elements of any tactics game include a random chance, something that undercuts even the best-laid plans; choices that inherently induce a small amount of stress; and systems that support all of this from a gameplay angle. After all, the combination thereof creates a real rush for players. That rush, accompanied by the Marvel superhero fantasy, is what studio Firaxis Games aims to deliver with Marvel's Midnight Suns.
Instead of a random chance of failure (as a hero missing an attack would undercut that fantasy), Firaxis is introducing cards to randomize the hand. Players are limited in the choices and movements they can make, requiring them to think through their turns and introducing just enough stress that it's rewarding, and all supported by social, gameplay, improvement, overworld, and other systems that bring the experience home. Of course, the intensity of these factors is determined by a player's difficulty option, with Game Rant speaking to creative director Jake Solomon and franchise producer Garth DeAngelis about Marvel's Midnight Suns' difficulty options.
Marvel's Midnight Suns Features More Systems Than XCOM
Indeed, Firaxis is hard at work polishing up Marvel's Midnight Suns as it is one of the most in-depth games to ever come out of the studio. It's clear from speaking with Solomon and DeAngelis how much they care about the title, not just as its developers but as Marvel fans.
And it's taking time because Midnight Suns features a ton of gameplay systems, more even than XCOM, and that also has implications regarding
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