Midnight Suns' game director explains how XCOM's combat evolved into the strategic card system that emphasized "feeling heroic."
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This game was so weird to me, people wanted more xcom and they got something completely different and it didn’t do well. I was mostly turned off the whole marvel thing.

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110M

Oh, that was the Marvel game from Firaxis?

I was so badly out of the loop, I remember back when basically nothing was known about it and it was talked about in xcom discussion threads, and I was vaguely aware of that Midnight Suns game that bombed, but I didn’t know that was the one.

I imagine with how big XCOM got, just making a X-men-themed XCOM clone should have ensured at least as decent hit. I mean, Ubisoft made it big with a Mario-themed one of all things…

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1710M

The card system wasn’t even the problem with that game. The horrible story, forced walking around an uninteresting location, endless stupid dialog, and the bugs were what made it bad.

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910M

They completely killed replay value because there was no way I was doing all those quests and conversations a second time.

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510M

As soon as I realized the Skip button during conversations only skipped one line I was done with it.

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210M

One and only one?

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210M

Yup. Not the entire conversation, or even sections of it. Just the current line that was on the screen.

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810M

It was such a right choice for the game the developers have to justify why they added it and why the game failed.

Kaldo
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It’s actually a pretty good game and the card system works well for it. I got it on a big discount few months ago and was surprised to get so hooked on it even despite the marvel part of it that I have no interest in.

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The cards were great, and I thought I would hate them.

The weird childish conversations and activities really killed the game for me. It was funny sort of. But it was like a 2:1 ratio of bullshit to strategic combat.

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