One of my favorite things about watching superheroes duke it out is when someone gets smacked so hard they fly backwards and crash through solid walls, explode tanker trucks, or slam into their friends. It’s an awesome demonstration of just how strong these godlike characters are supposed to be, and it’s always a disappointment when a superhero game doesn’t quite capture that feeling. With Marvel’s Midnight Suns, however, Firaxis has built a deep and innovative turn-based tactical combat system around the joy of having Iron Man, Dr. Strange, Blade, and more knock enemies around like toys they're trying to break – and that hasn’t gotten old in the roughly 75 hours of its surprisingly expansive RPG campaign. A lot of that time isn’t spent in battles, though, and while it’s certainly appealing to get up close and personal with this cast of more than a dozen popular and lesser-known Marvel heroes, it does tend to go a bit overboard with convincing Earth’s mightiest heroes to all be your BFFs.
The full-on supernatural theme of Midnight Suns immediately sets it apart from the Marvel games we’ve gotten in recent years. This story is very loosely based on the Marvel Comics series Midnight Sons, and centers on the corrupt witch Lilith returning from the dead to claim the Darkhold (the evil spell book featured in Dr. Strange and the Multiverse of Madness) on behalf of an even more evil god. That apocalyptic mystical threat isn’t terribly novel in of itself, but the family relationships around it make it more interesting: Lilith is the mother of our character, a Commander Shepard-style blank slate known as The Hunter, and her sister is Caretaker, a powerful witch who serves as the Midnight Sun’s Professor X-like mentor. There’s a
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