There’s a tricky, but boundlessly creative combat system powering Marvel’s Midnight Suns, a tactics game from XCOM developer Firaxis. It relies on drawing and playing Marvel character cards, making it different enough from the studio’s traditional team tactics formula, but not as close to Marvel Snap’s turn-based deck-building as it may initially sound.
It’s a new twist on familiar concepts, combining to create something truly unique, but it does take a little getting used to. In order for you to make the most of its intricate systems, discover some crafty combos, and pick your perfect team, here’s a brief guide to how combat works in Marvel’s Midnight Suns.
Each mission requires you to bring in three different superheroes, chosen from the likes of Blade, Ghost Rider, Captain Marvel, and many others. Each is equipped with a pool of signature ability cards which act as their special moves from the comics and films, with Iron Man shooting repulsor beams or Doctor Strange unleashing combat magic.These cards are shuffled into a randomized deck at the start of each battle and every turn you'll usually only be able to play a maximum of three freshly drawn moves. If any of these cards don’t fit your current strategy, you can redraw two of them before having to end your turn.
You can also spend Heroism to kick, leap over, throw, or knock down objects in the environment, a useful way to chip chunks of damage off a baddie without necessarily having the right cards in hand.Unlike XCOM, there’s no grid or cover system. Your heroes have a little bit of movement to make sure they are in the right position to get out of danger or the correct angle for sending objects flying in the right direction, but this means defensive tactics are far
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