For the last ten years, the XCOM designers at Firaxis have traded in 'if's and 'maybe's. If this shot lands, then maybe I can pull off this carefully calculated plan I’m brewing. It's exactly the kind of taut, knife-edge tension we've come to love and expect from their turn-based strategy games, but Marvel's Midnight Suns takes a different approach. As the titular demon hunters join forces with some famous Avengers faces to take down the evil sorceress Lilith and Marvel mega villain Chthon, there's never any question about whether your moves will or won't work here. You're playing as the world's most powerful superheroes. Of course, they’re going to work. And forget about cowering behind knee-high cover walls, too, because if you're not already bulletproof, you've certainly got the reflexes and supercharged muscle mass to soak up anything Lilith’s Hydra minions are going to chuck at you.
Question is, by tipping the power scales in your favour like this, do you risk destroying that delicate balance of risk and reward? At first glance, it's easy to think a more reliable set of heroes would end up dulling what made Firaxis' XCOM games so special, but the result is something equally thrilling. Given how the Marvel machine has drawn in and chewed up so much singular creative talent in the wider MCUniverse, Firaxis emerging with their cred intact is nothing short of extraordinary. Not only have they endured their radioactive spider bite, they've come out bigger and better for it, creating not only the best Marvel game I've played, but one of the best superhero games full stop.
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