This article was first published for the launch of Marvel's Midnight Suns, but we're sharing it again for Valentines' Day. Enjoy!
Marvel's Midnight Suns is an excellent strategy game; combat is tight, but offers plenty of room to mess around; the card system does a great job of bringing each hero's strengths and personality to bear; slamming a goon into another goon to kill them both will never not be fun. But for all its focus on super-powered tactics, Marvel's Midnight Suns is also another kind of game, and in that aspect, it falls notably short in one key way.
The team behind Midnight Suns is the same studio that made XCOM, so its tactical chops come as no surprise. But in the game's first few hours, I spent less time smacking Hydra around than I did wandering around the Abbey - the isolated, towering piece of gothic architecture that's home to your character, The Hunter. A cross between Xavier's School for Gifted Youngsters and Notre Dame cathedral, its dorm-room vibes provide a home to your host of heroes, with everything that might require - Dr Strange and Tony Stark need space to practice their arcane and scientific arts, respectively, but Midnight Suns' Gen Z contingent is also clearly in need of a spot to kick back and hang out.
It's that social space that transforms Marvel's Midnight Suns from 'superhero XCOM' into something that you might be forgiven for thinking BioWare had designed. Instead of simply taking your allies out on missions, you're encouraged to build an entire found family around them. Every morning, Marvel's Midnight Suns Friendship levels encourage The Hunter to instigate a friendly sparring session, or offer life advice to a troubled ally. Every evening, after returning from a mission, you
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