Marvel Midnight Suns Review: A Fantastic, But Long-Awaited Game

A tablespoon of deck building on the turn-based Phrases turn-based strategy

Practice Games, a well-known COM producer, has been launching a turn-based tactical game for a long time. It's a new game made of Marvel IP, not the COM Reboot series, which has been a sequel for 12 years.

Is it thanks to the long-standing COM? Marvel Midnight Suns has introduced a game system that is completely different from the turn-based tactical system that Tracts has shown so far. And that's pretty, it's really fun.

Game Name: Marvel Midnight Suns Genre: Turn-based tactics RPG Release Date: 2022.12.02 Review: 1.0.0 |

Developer: Pyractsys Games Service: 2K Platform: PC, PS, Xbox, Switch Play: PC


Marvel heroes' unfamiliar but familiar figure

Thanks to the Marvel Cinematic Universe, I think most people know Marvel. Heroes who led the early days of Marvel's films such as Iron Man, Captain America, and Hulk are often met through the film, so they can even feel inner intimacy.

Marvel Midnight Suns is a game based on this Marvel worldview. To be precise, it is based on the original Marvel Comics rather than the cinematic universe. Therefore, it appears differently from the hero I used to watch in the movie.

This is not so strange that there is a difference. The film is also based on the original, so you can feel the character's character. And because it is a game, you can feel various Tripitaka with heroes that could not be felt in movies and comics.

If you are a fan of the original Marvel, I think you will be impressed with this. This is because 12 heroes such as Iron Man, Dr. Strange, and Spider-Man, from blades, magic, ghost riders, and Nico Minor, fill the gaps with the game.

The game contains the struggles of heroes to prevent the release of the devil's mother. Midnight Suns has been formed to prevent release prophecy for a long time, and is confronted with various hardships and adversities with the Avengers.

The player becomes an original demon hunter in the legendary character, the original character at Midnight Suns. As you proceed with the story through Hunter, you can interact with various heroes and build memories.

The biggest gain as an original character is that you can observe the attitudes of heroes dealing with new characters, not hero heroes. In the deeper friendship, it was fun to hear the hidden inner and concerns of the heroes that could not be seen in comics.

This is also a system that was not seen in the existing COM series. In COM, the soldier was simply consumable, but Marvel's hero is because the character is very important. Pyractsys Games puts a device similar to the community system of the Persona series of Atlas.

Midnight Suns' gameplay is held in the flow of morning (communication)-battles-dinner (communication + exploration) around the monastery.

When you wake up in bed, you will talk with heroes to build friendships and experience several events. After the battle you want, you can come back to the monastery, go through a variety of events, explore the monastery, and acquire various items.

This communication is not just a small event to fill the gap with the game, but is a very important factor in strengthening heroes and even increasing the combat power of the entire team. The higher the friendship of each other, the more new abilities will be added and the combos' technology with powerful attack power can be used.

As a fan of Marvel, it was quite satisfying content in that he could talk and work with heroes. You can see the chat with heroes on a dedicated SNS, and you can realize that the charismatic blades are full of frustration.

In addition, Korean dubbing is very good, so you can feel a different charm. Each hero was very good, so it's not awkward, and it's very natural. If you are still in the mission or in the monastery, you can observe the conversation between heroes.

However, this is a person who understands comics, and if you look at it without knowing any settings and relationships, you can feel bored in the dialogue part with the hero.

This is because it feels repeated as it is simply a conversation to increase the crush as you go to the middle. It's a pity that you should not want to do it because the weight of communication with heroes is as large as the battle.


In general, turn-based tactical games are heavy. There are so many parts of strategic judgment, so there are a lot of deep digging elements, but this is a long and slow tempo. It's not a game that you can enjoy short and light.

In addition, because it is a turn-based battle, the less urgency and the stretchy play time may make the game boring. Because of this, it can be frustrating compared to the trends that prefer short and fast action.

Pyractsys Games is a company that developed the civilization and COM that comes to mind when strategic games are, so you know the shortcomings of the genre better than anyone else. Therefore, as I went to the sequel, I have made various attempts to fill the shortcomings with the genre.

This attempt by the producer is the convergence of turn-based tactics and deck building systems. It is characterized by lowering the burden of combat by changing the part that felt heavy in the tactics into a deck battle and simplifying the movement and level design. Thanks to this, we have implemented a system that is intuitive and convenient, and has fun with other strategic games.

The biggest difference from the existing turn-based tactical game is the card. Players can create decks of eight chapters for each hero. There are three heroes in the battle, and they use 24 cards to fight.

When the battle begins, you will hear six cards in the player hand. You can take three cards here and replace the two cards.

After the turn is over, when the player turns back, the card that was not used in the previous turn remains in the hand and draws until it becomes 6.

The card is divided into a regular card and a special kill card, and using a regular card accumulates the stack of heroes. And you can use a special kill card with powerful performance and effects by consuming the accumulated heroes.


It is the strategy of Marvel Midnight Suns to make the best results by combining 24 chapters in numerous cards with 13 heroes.

If the existing turn-based tactical game has been slowly drawn based on similar tactics, this game should think of the optimal tactics every time in the variable where cards appear.

Of course, there are 24 frameworks, so if you combine a variety of card effects properly, you can lead the battle as you think. Still, I can't control it until I sometimes protrude, so I feel less repetitive.

The barriers to entry are also low in that they use the already finished hero as a character. The hero only climbs the stats for each level up, and the deck building is gradually made through other processes. The game does not tolerate the collapse of the existing settings, such as Iron Man who uses magic and Scarlett location.

It may be somewhat unfortunate in that it should be fostered in a fixed manner, but it is not uncomfortable even though it is relatively simple to foster because there are various cards in each hero and can combine each other's ability to combine each other's ability.

The second difference is the simplification of level design and movement. Typical turn-based tactical games have a wide map. And in order for a character to attack, you must move the character according to the attack range. In other words, movements and attacks are separated and used as strategic tools.

Marvel Midnight Suns, on the other hand, has a narrow map and can only move one hero every turn. And basically, attack and movement are tied together. If you attack the enemy, the hero move itself within the fixed interval.

In addition, there is no limit to range except for certain range skills. It is not possible to hit the enemy because of the lack of mobility. So what kind of situation will manual movement be used?

Narrow maps include a variety of objects, including gas barrels, small generators, large boxes, and bolts. All of these objects are tactical items that can be actively used for attacks.

For example, pushing skills can cause greater damage if the enemy hits a specific object. In order to see this effect, you can move the enemy to a good place to push, and then use the skill to give greater damage or push it to the end of the cliff.

Only one hero can move every turn, so I fall into trouble every time I want to move. I felt that the strategy was much bigger in that it could add aggressive play through movement, not just moving.

Taken together, the tactical systems such as missing, movement and attack spacing were drastically simplified, greatly reducing the parts to be thought of in combat. Instead, the deck building system and random cards create fluid battles, reducing the feeling of repeating gameplay than conventional turn-based tactics.

As the map is smaller, it feels full of environmental tactical items. In addition, I don't think it's boring to go to the second half of the game by adding the movement of the hero's personality and the gorgeous skill effect.

Marvel Midnight Suns was not just a game that would simply ride the power of Marvel IP power. On the contrary, from the standpoint of not Marvel's fan, the communication between heroes was quickly skipped and played mainly for battle. As a turn-based tactical game, I had a very complete system.



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