Marvel's Midnight Suns

Marvel's Midnight Suns — ReviewIf you enjoy chewing on card tactics and long-haul social systems, this superhero strategy outing will quietly devour an entire weekend of your time.

External ratings82%Steam Reviews17K reviews83Metacritic/10082OpenCritic/100
Reviewed by: Old K · Published: ·review.views: 2,834 Comments
DevFiraxis Games|Released2022-12-02|AdventureRPGStrategy|
8.0
Overall Score

“If you enjoy chewing on card tactics and long-haul social systems, this superhero strategy outing will quietly devour an entire weekend of your time.”

Graphics
8
Audio
8
Gameplay
9
Story
8
Content
9

Verdict

So is this one worth sinking sixty hours into? Without hesitation, yes. This is not the sort of game you clear and immediately uninstall to reclaim the space; it is the sort that stays parked on the drive, quietly daring you to come back for one more hero questline. It has a personality of its own and a refusal to chase whatever everyone else is doing, and that conviction is what lingers long after the specifics of the plot have faded.

The Verdict in Context

What makes it irreplaceable is the welding job — card-building tactics and abbey social systems fused so tightly that neither makes full sense without the other. The board game on the table gives the dormitory its stakes; the relationships in the dormitory give the table its strength. That two-way loop is the thing no other superhero project on the shelf is offering, and it is why the package adds up to more than the sum of two already-solid halves.

The outside numbers back the impression up. IGN handed it a nine, PC Gamer an eight, and I found myself nodding along with both, sitting right in that confident upper-eight range myself. The industry recognition followed suit, with year-end strategy nominations and an editor's pick stamp acknowledging the system depth and the warmth of the cast. None of that is hype; it is a fair reading of a game that knows what it is and executes it with real discipline.

It is worth being clear about what the score is not saying. This is not a flawless game, and the eight-and-change range reflects that honestly — the pacing wobbles, the open-world filler creeps in, the menus repeat themselves. What pushes it confidently into that range anyway is how much of the experience is genuinely excellent rather than merely competent. The tactical core alone would carry a recommendation; the social layer on top of it is what turns a good strategy game into a distinctive one. The rough patches are real, but they are scattered around a center that is unusually strong, and that is exactly the shape of a game that earns its high marks.

Who Should Walk In

If you bounce off turn-based combat on principle, walk away now — this will not be the one that converts you, and there is no shame in knowing your own taste. But if you are the kind of player who enjoys thinking, who likes to take a system apart to see how it ticks and then put it back together better, this lands somewhere near the top of its year. It is a strong spirit: sharp and a little harsh on the first sip, sweet and warming on the finish.

The rough edges are real — repeating markers in the late game, a few monotonous menu cues, cutscenes that overstay their welcome — but none of them so much as smudge the brilliance underneath. Jumping in now is no loss at all, arguably even overdue, with community knowledge mature enough to spare you the early stumbles. My one honest suggestion is to resist leaning on it too hard and let yourself fumble through the systems anyway, because that thrill of discovering how it all clicks together only ever happens once, and it is worth every confused early hour to earn it yourself.

Pros

  • Card-driven turn-based tactics run deep and stay rewarding
  • Monastery social systems and combat feed into each other
  • Stylized, consistent visuals stay legible even in dark scenes
  • Campaign length exceeds expectations with warm, characterful interactions

Cons

  • Some late-game map markers start to repeat
  • Menu interface sound cues feel slightly monotonous
  • Mid-game cutscenes run long and pacing occasionally drags

Opening

There is a particular kind of dissonance that hits the moment the heavy abbey doors swing inward and the dust hangs there in the shafted light, refusing to settle. Marvel heroes are supposed to belong to skylines and rain-slick avenues, to penthouses and rooftop standoffs. Here they are instead, gathered under Gothic arches in a crumbling monastery, trading quiet words while something older than any of them stirs underground. That mismatch is not a marketing hook bolted onto the box art. It is the load-bearing wall the entire game is built against, and once you notice it, you cannot unsee how deliberately the whole thing leans into the strangeness.

I went in skeptical, the way you get skeptical after enough licensed superhero projects promise reinvention and deliver the same glossy power fantasy with a fresh coat. What I found instead was a turn-based strategy game wearing a Marvel costume, one that asks you to think before you swing and to care about the people sitting around the table between fights.

The press kept insisting this one stood apart from the rest of the catalog. I rolled my eyes, then I believed it, then I looked up and sixty hours had quietly evaporated and I still had not pushed my chair back from the desk. What follows is an attempt to explain how a card game and a relationship sim ended up holding me hostage in a haunted abbey, and why I came out the other side recommending it to almost everyone who will sit still long enough to hear me out.

Story | 8/10

Story: 8/10

The headline plot is competent and forgettable in equal measure — a perfectly watchable heroic arc that you will struggle to recap two days after the credits. The supernatural framing, the dark sorceress rising and the assembled heroes scrambling to answer her, is the one structural idea that genuinely sets this apart from the rest of the licensed shelf, and the game is wise to lean on it. But the thing that actually stuck with me was never the main spine. It was the people standing around it.

Heroes gather in the monastery courtyard as a supernatural threat looms

A Custom Hero at the Center

The campaign opens by waking your own created protagonist, positioned pointedly as the dark queen's opposite number, and that framing does a lot of quiet work. Building a hero who is the personal foil to the antagonist gives the whole narrative a center of gravity that a pre-set lead might not have managed, because it makes the conflict feel addressed to you specifically rather than recited at you.

It also means the rest of the cast orients around your presence, reacting to a newcomer finding their footing among legends. That entry point keeps the early hours grounded even when the cosmic stakes get loud, and it is a smarter onboarding than simply dropping you into an established team mid-crisis. The custom hero is not the most memorable character in the building, but as a structural anchor for everyone else, the choice pays off.

There is a neat thematic symmetry in casting you as the antagonist's mirror image, too. It frames every later choice as a tug-of-war between two lineages, and even when the surface plot turns rote, that underlying push and pull gives your decisions a weight the moment-to-moment writing does not always earn on its own. You are never just a soldier in someone else's war here; you are the one piece on the board the whole conflict was arranged around, and the campaign keeps quietly reminding you of it.

The Side Stories Carry the Heart

The moment the writing comes alive is in the quieter material the main plot never demands you touch. There is a hidden thread around a memory-loss-stricken character tucked away in the camp — I will leave it for you to stumble onto — that landed harder than any beat on the critical path, precisely because it exists for character rather than momentum. That is the game's narrative thesis in one quest: the campaign is the skeleton, but the people are the warmth.

The interactions back at base are where this pays dividends. The banter is dense and specific rather than a string of obligatory quips, and the heroes feel like they actually share a space. They bicker, they patch each other up after a rough mission, they carry small grudges and small kindnesses across the days. Those grace notes are what give the roster a pulse, turning what could have been a row of trading-card portraits into a household you grow oddly fond of returning to.

It helps that the writing trusts you to care about quiet things. Not every conversation is plot-critical; a lot of them are just two heroes processing a long day, and the game is comfortable letting those moments breathe without forcing a payoff. That confidence is rare in a licensed property, where the temptation is usually to make every line advance the brand. By contrast, this one is content to be small and human in the margins, and those margins are exactly where I found myself most invested over the long haul.

Pacing That Drags Before It Lands

The honest knock is the rhythm. The narrative sags in the middle stretch, weighed down by cutscenes that run noticeably long, and the game hands you a recurring dilemma every time one starts. Skip it and you fret about missing some thread of context; sit through it and you are quietly itching to get back to the table and the next encounter. That low-grade friction never fully resolves and lingers all the way to the finish.

For all that, the landing is better than the middle deserves. The closing chapter and final confrontation pull the threads together cleanly, and the ending wraps up without the fizzle or the abrupt cut-to-black that so often undercuts a long campaign. It does not retroactively make the forgettable main arc memorable, but it does send you off on a satisfied note, and after dozens of hours that competent, deliberate close counts for more than I expected going in.

If I have a wish, it is that the pacing of the middle had trusted its own characters the way the side content does. The strongest writing here is conversational and small; the weakest is the obligatory cosmic exposition that pads the back half of certain cutscenes. When the game leans into its people it sings, and when it leans into its lore it sags. Knowing that going in, you can lean into the relationships yourself and let the main plot wash over you, and you will come away remembering the household far longer than the threat that brought it together.

Audio | 8/10

Audio: 8/10

Two tracks ended up on my actual playlist, which is the highest praise I can give a game's score because it means the music followed me out of the room. One is the hub's dusk theme, a slow drift that invites you to just sit and stare at nothing for a while. The other is the final confrontation's battle cue, which did the opposite and sent my pulse climbing every time it kicked in. A soundtrack that can hit both poles that convincingly is doing real work.

Heroes channel their powers in a tactical encounter rich with audio feedback

Voices and Feedback That Land

The voice performances fit their characters cleanly, with none of the flat, going-through-the-motions delivery that drags so many ensemble casts down. The cast sounds like they mean it, and that conviction is a quiet load-bearing element under all the banter the writing leans on, since wooden line reads would have hollowed out the relationships the whole social layer depends on.

Then there is the combat feedback, which is where the sound design quietly overachieves. The crisp snap of a card being played, the satisfying thump of a hit connecting — every blow lands with an audible payoff that thuds somewhere behind your sternum. The reviews singled this out and they were right; the auditory satisfaction genuinely rivals the visual punch, and in a card game where you are committing plays constantly, that tactile audio loop is a huge part of why the moment-to-moment feel stays addictive.

What impresses me is how the layering holds up under repetition. You will hear those card and impact cues thousands of times across a campaign, and a lesser sound design would have worn through long before the credits. Instead the mix stays varied enough, and each cue is satisfying enough, that the feedback never curdles into noise. That durability is the unglamorous half of good audio work, the part nobody praises because it simply keeps working, and it is doing a lot of quiet heavy lifting to keep the combat loop feeling fresh hour after hour.

One Nagging Repeat

The lone sour note is the menu audio. Drilling into a submenu fires the same cue every single time, and across a game where you will open those menus literally hundreds of times, that one repeated sound starts to grate. It is the textbook definition of nitpicking, the kind of complaint you only register because everything around it is so polished, but it is real and it does wear on you over a long session.

Set that aside and the overall audio quality sits comfortably near the top of the package. This is a game that rewards a good pair of headphones, where the music breathes and the combat hits with real weight and the voices carry the personality the rest of the production is selling. The menu blip is a pebble in an otherwise excellent shoe, easily forgotten the moment the next fight starts and the score swells back up to meet it.

It is also a soundscape with range, which is rarer than it sounds. A score has to cover the contemplative downtime of the abbey and the adrenaline of a final stand without feeling like two different games stitched together, and this one threads that needle. The dusk theme and the boss cue could not be more tonally opposed, yet they read as the same world heard at different temperatures. That cohesion across such a wide emotional spread is the mark of a score that was composed for the whole experience rather than assembled piecemeal, and it is why the music stayed with me well after I had stopped playing.

Visuals | 8/10

Graphics: 8/10

The first time I walked a hero out of a dim interior into open daylight and the lighting genuinely made me squint, I understood that the visual ambition here is not decorative. The game commits to a look — stylized, comic-forward, comfortable in shadow — and then spends its rendering budget defending that look rather than chasing a photoreal target it was never going to hit. The result is a presentation that knows exactly what it is, and that confidence carries it past the spots where the polish thins out.

A hero stands in shadow with a clean readable silhouette amid moody lighting

Legible in the Dark

The abbey and its surrounding scenes live in deliberately muted, dusky tones, and the easy failure state for a palette like that is mud — everything smearing into an indistinct brown soup the moment the lights go low. This game sidesteps that trap. Even when a character is standing half-swallowed in shadow, the silhouette stays crisp and the form stays readable, which matters enormously in a tactics game where you need to parse the board at a glance.

That clarity is a craft decision, not an accident. The comic-style rendering leans on clean edges and confident shapes so that contrast does the work the raw resolution might not. You can always tell who is where and what they are, and during a tense turn that legibility is worth more than any number of extra surface details. It is the kind of restraint that only reads as obvious once you have played something that gets it wrong.

The character models reinforce it. Each hero is styled to be instantly recognizable in silhouette alone, so that even at a glance across a crowded board you are never hunting for who is who. That readability folds directly back into the tactics, because a game asking you to plan several plays ahead cannot afford a moment where you mistake an ally for a threat. The art direction and the strategy design are pulling in the same direction here, and the look is stronger for serving the systems instead of fighting them for attention.

Power Without Pollution

Combat is where a superhero game is most tempted to drown the screen in glare, and this one mostly resists. Hits land with weight; an impact feels like it displaced something rather than just triggering a particle burst. Sparks scatter in directions that obey a rough physical logic instead of fountaining everywhere for spectacle's sake, and that grounding is a big part of why the power fantasy reads as earned rather than gaudy.

The reviews that landed it in the eight-to-nine range had it right, because the visual identity is coherent top to bottom. The effects amplify the sense of force without ever obscuring the information you need to keep playing, and that balance — flashy enough to feel heroic, clean enough to stay tactical — is the whole trick. It would have been so easy to tip over into noise, and the discipline shown in not doing so is quietly impressive across a long campaign.

Animation sells it as much as the effects do. A hero winding up a big play has weight and follow-through, a sense of mass moving through space, and the camera knows when to lean in for a hit and when to pull back so you can read the consequences. That choreography keeps the spectacle legible, letting a flashy finisher feel like a payoff rather than a cutaway you sit through. It is presentation in service of comprehension, and after dozens of turns it is the reason the combat never visually blurs into the same indistinct light show.

Smart Trade-Offs, Easy Eyes

Look closely and the seams do show. Some textures are noticeably rough up close, and pushing the camera in too far will catch the occasional flaw the art was never meant to be examined at. But this lands the way a painting lands from across a gallery — the brushwork is coarse near your nose and exactly right at viewing distance, and the game is clearly built to be experienced at that distance.

That is a smart allocation of effort, pouring resources into the things you actually look at while letting the background details go soft. The payoff is low visual fatigue: I played in long sittings and my eyes never started to ache the way they do under a more aggressively over-lit production. For a game that expects you to log dozens of hours, designing for that kind of sustained comfort is its own form of polish, and it is one I came to value more the longer I stayed.

It is worth naming what this approach buys in the long run. Photoreal productions tend to age badly, their flaws magnifying as hardware and expectations move on, while a confident stylized identity tends to hold its value for years. By committing to a comic look that prioritizes readability and coherence over fidelity, this game has aimed itself at staying handsome long after the technical bar has moved past it. That is the smart bet, and it is the reason the presentation still looks deliberate and self-assured rather than merely dated whenever you load back in.

Combat | 9/10

Gameplay: 9/10

Peel away the costumes and the abbey atmosphere and what remains is a tactics engine with genuine teeth. The hand of cards you draw each turn is not a gimmick layered over a conventional menu of attacks; it is the menu, randomized just enough to keep you improvising and structured enough to reward planning three plays ahead. That tension between what you wanted to do and what the deck actually handed you is the whole game in miniature, and it is where the experience either hooks you or loses you for good.

Heroes line up a turn-based card play on a dark tactical battlefield

From Fumbling to Fluency

For the first stretch you will feel like you are slapping cards down at random, watching numbers happen and hoping they add up. That phase is real and it is a little frustrating, and I would be lying if I said the opening hours sell the depth that is coming. Push through it. Somewhere around the time the systems stop hiding from you, the whole thing reorganizes itself in your head, and suddenly every card has a job, every point of resource is a decision, and the phrase "every strike counts" stops being a slogan and starts being a fact you feel in your hands.

What clicks is the realization that the deck is a problem you are meant to solve, not a slot machine you are meant to endure. You learn which heroes want which cards, you learn to cycle and redraw, you learn that the limited plays per turn are a budget rather than a leash. The fumbling never fully disappears on a bad draw, but the helplessness does, and that gap between the two is exactly where the satisfaction lives.

The Battlefield Is a Tool

The part that elevates this above a competent card brawler is the environment. Enemies are not just health bars to grind down; the arena itself is a tool you press into service. You can shove a foe off a ledge, knock a cluster into a hazard, line up a high-ground angle, or send a body flying through a stack of explosive crates so the geometry does the heavy lifting for you. Every battlefield becomes a puzzle of leverage, and the best turns are the ones where you barely spend any cards because you let the terrain finish the job.

That interactivity is what keeps the tactical layer from going stale across a long campaign. A fresh map is a fresh set of physical possibilities, not just a reskinned grid, and learning to read a space for its shove lanes and its drop edges becomes its own skill. It rewards the kind of player who likes to stand back and survey before committing, the kind who treats each encounter as a thing to be dismantled cleanly rather than merely survived.

Where the Deck Meets the Dormitory

The genuinely unexpected pillar is the social layer waiting back at the abbey between missions. This is the part that openly borrows from the relationship-sim lineage, and it could so easily have been busywork. It is not. Cultivating trust with your teammates is not flavor text; it loops directly back into the deck, unlocking combos and sharpening battlefield performance, so the time you spend talking is time you spend getting stronger.

What I appreciated most is the restraint. The game never nags you into a daily check-in chore or punishes you for skipping a hangout. It offers the social web, lets you wander into it at your own pace, and trusts you to notice that the heroes who like you fight better beside you. Pair that with the deck-building flexibility — tuning each roster member's library around their quirks and combo lines — and you get a strategy loop that feeds itself from both ends, the dormitory making the table stronger and the table giving the dormitory stakes.

I lost count of how often I reloaded a fight chasing one immaculate chain, and not once did it feel like a chore. That itch to try again, to find the cleaner line, is the surest sign a tactics game has its hooks in deep. Set against a sibling like the harder-edged squad tactics of XCOM, this one trades some of that ruthless numeric tension for warmth, and the trade lands. The depth never curdles into fiddliness; the systems stay legible even as they stack, and that is harder to pull off than it sounds.

Content | 9/10

Content: 9/10

The arithmetic tells the story before any opinion does. The main campaign ran me around forty hours, and yet at the seventy-hour mark my completion meter still read a stubborn fifty-eight percent. That gap is not padding; it is the shape of a game whose "just poke around a little more" instinct turns genuinely compulsive. The campaign overshoots expectations on its own, and once the optional layers open up, the runway stretches comfortably into the hundreds of hours.

A sprawling tactical map and skill UI promising dozens of hours of content

Side Content That Earns Its Keep

What separates this from the open-world checklist trap is that the extra material is rich rather than filler. Each hero carries their own dedicated questline, and those threads are worth unlocking on their merits, not just for a completion percentage. They deepen backstory, they raise your standing with the cast, and they reward the long-haul player with payoffs you only reach by investing the hours.

The press consensus praised the sheer volume, and that praise holds up in practice. You sit down meaning to clear one task and surface a session later having quietly lost an entire afternoon to the place. That is the good kind of overstuffed — content that pulls you forward because you want the next beat, not because a tracker is shaming you toward it. The abbey grounds reinforce this, threading collectibles and small puzzles through the downtime between fights so even the lulls have something to chew on.

The pacing of unlocks deserves credit here too. The game meters out new heroes, new cards, and new corners of the base slowly enough that there is almost always a next thing dangling just out of reach. That steady trickle is what converts a big game into a sticky one, because you are never more than a mission or two away from some fresh toy to fold into your plans. It is a deliberate, well-tuned drip, and it is a large part of why the hours slid by without my ever feeling I had hit a wall.

When the Markers Start Repeating

It is not flawless, and honesty demands the asterisk. Deep into the back half, some of the map's points of interest begin to recycle. The same bandit-style camp, the same trio of chests, the same beats you have already cleared a dozen times — it is the familiar plague of open-world structure, and this game does not escape it entirely. After enough hours the seams in the procedural-feeling content do start to show.

The expansions widen the bench when the base roster starts to feel familiar, adding heroes through their own story packs and giving long-term players fresh decks to build around. That extra cast helps keep the late game from staling out, and it is a meaningful part of why the content supply holds up for players who stick around past the main story rather than bouncing the moment the credits roll.

Each of those add-on heroes brings a distinct card identity, which matters more than a simple roster bump would suggest. A new face is also a new puzzle box of combos to crack, a new reason to revisit encounters you thought you had solved, and a new flavor of relationship to cultivate back at base. The expansions are not just more hours; they are more variety folded into the loop you already enjoy, and that is the difference between padding and genuine extension. For a long-haul player they refresh the late game exactly where it would otherwise start to thin.

Quantity That Tips Into Quality

Set against the total runtime, that repetition is easy to forgive. When a game offers this much that is genuinely worth doing, a handful of recycled markers in the margins barely registers, and the steady drumbeat of community goodwill around the package reflects exactly that calculus. The volume is not just big; it is big enough that the weaker stretches get absorbed rather than spotlighted.

This is the rare case where sheer quantity tips over into a quality of its own. The breadth is what lets the abbey become a place you live in rather than a level you clear, and it is why the game ends up parked on the hard drive instead of uninstalled the week you finish. You do not exhaust this one so much as decide, eventually, to step away from it, and that is a very different and far better feeling than running dry. For a strategy game asking this much of your time, earning that kind of stay is the highest compliment I can pay it.

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