When I ask Solomon about adapting the game for new players, he says: "If you enjoy XCOM, then you would understand that form and complex choices are, I think, what makes those games fun. As the MCU starts to flirt with the idea of more supernatural characters – Wandavision felt like dipping a toe rather than taking the plunge – and few strategy games have nailed the pace that Solomon describes, it feels like this is the chance for a larger audience to discover the joys of both. The sense is that Midnight Suns is about to be ahead of the curve for both Marvel stories and strategy games.
It's turning up the pace and challenging you in a way that doesn’t have you instinctively heading to the load menu every time you make a mistake. "I guess the analogy we use as designers is carrot and stick, right? This game is much more carrot, in terms of how well did you succeed, not if you make a mistake – you know, ‘whoops, you're gonna get hit with a stick." In that sense, Midnight Suns is about taking the complex choices from XCOM and asking you to approach them in different ways.
While a gameplay showcase is set for September 1, Solomon gives us a sense of what Midnight Suns wants to achieve from the game’s combat. While XCOM’s appeal arose from the suffocating tension of knowing one wrong move could be your last, Marvel’s Midnight Suns is forgoing that without forgetting what makes strategy so much fun in the first place. And it's more a case of ‘How many bad guys? Can I take them out with this one ability’, as opposed to ‘Oh my God, I'm gonna die’". "You still have the same number of decisions, but there are a lot of different ways to achieve what you want. Solomon is keen to stress that the team is looking to create the same levels of complexity that XCOM is beloved for, but now the choices you make are different. While permadeath may be gone, the core experience is still a turn-based one on the battlefield, with smaller tweaks – such as the removal of grids from combat as well – helping to build a different, faster style of strategy. "I think that's thematic, that’s not mechanics, but like the thematics drive the mechanics where they're very, very different, so we actually don't have permadeath but it's more than that." superheroes are a very different thing than soldiers, right? With soldiers, they’re taking cover and being afraid of the aliens, as opposed to if you want to properly be a superhero, you're not taking cover, you're not afraid, and you're fighting," he explains. "When we started developing, I realized just how different this game was mechanically. When I ask Solomon about the potential of permadeath – a key element of the risk and reward in XCOM – he opens up on the new design philosophy that is driving Marvel's Midnight Suns. With the setting and characters in place, it then posed Firaxis a question of how they would bring their signature strategy style to this universe. The link between these games is that they’re all trying to let you play hero, whereas Midnight Suns wants you to create one.
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Insomniac’s Spider-Man series worked because it made you feel like Spidey, the upcoming Guardians of the Galaxy is aiming to recreate the hilarious bickering tension that made them breakout stars in the MCU, and Marvel’s Avengers tried to recreate the film’s mix of grandeur and family drama within a Destiny-style template.
It marks a big departure from how games have approached bringing Marvel characters to players recently. "They look however the player wants them to look, and they will appear however the player wants them to appear, and they will also play in combat however the player wants them to play in combat." The Hunter, the figure who is raised from a sarcophagus at the start of the trailer, is leading this merry gang of demon hunters and, according to Solomon, she’s been designed with Marvel to be the first customizable character in their history. Marvel Universe RPG Guide HC epub download.
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