Marvel’s Midnight Suns
Nothing about Midnight Suns is my jam on paper. Card-based/deck-builder games just don’t click with my brain, Balatro notwithstanding, and Rivals aside, real talk, there’s a lot of licensed Marvel trash floating out there to be avoided at all costs. And that’s to say nothing of the fact that I was around when the Midnight Sons arc started back in the early 90s, trying to cash in on the dark, and edgy undercurrent running through all comics, which was the style at the time. Even being the exact age when edgy comics should’ve hit my teenage brain like a wrecking ball, these guys just didn’t do it for me.
So when I tell you that I fell head-over-heels in love with Midnight Suns, you know how hard that game is working to get me to care. It helps that it’s from developer Firaxis, bringing its A-game to the strategic aspects of gameplay. But there’s also some absolutely delightful deep cut Marvel lore and character work going on there between the strategy. Fighting Lillith and whatnot? Sure, I guess. Making sure Blade and Carol Danvers hook up? I will MOVE MOUNTAINS. Midnight Suns was apparently a huge flop for Firaxis, but it’s never too late to get more people on that deeply underrated bandwagon.