The narrative also seems likely to be mostly linear. The gameplay within the tutorial bit (without trying the playground out) is a bit confining (small networks, few programs). I will probably edit this with some commentary later.Įdit: the general vibe is spectacular. It's worth banking a save at the Mirror Table before heading out on higher-difficulty encounters, or when you're experimenting with lower-level heroes.I apparently missed the feedback thread back then, but I just wanted to say you got my attention with this thread and I'm installing the demo now. Midnight Suns doesn't tell you upfront that if you fail a mission, your only options are to repeat it or reload an older save file. I've gotten stuck in missions a couple of times when I brought an injured hero or bad team comp into a mission. You can't back out of a mission once you start it, or: save scumming is OK Be sure that you're ready for another battle when you deal the killing blow in phase one, partly because… Take note: heroes' health, block, and the hand you're holding will carry over into this second fight. And in Midnight Suns, they often return in a second phase of the battle on story missions. You earn more Gloss and hero XP proportional to your difficulty level.Ĭomic book villains are bad at dying. I turned the difficulty up each chance I had to and didn't regret it before settling on Ultimate I. You unlock difficulties by completing missions (any mission, not just story missions), and you unlock them more quickly if you earn more stars at the end of a mission. I found myself overpowered going into some climactic story missions, which watered down the payoff of these big fights.ĭifficulties unlock one by one as you complete missions. ![]() Grinding too many optional missions, in my experience, can put some systems out of whack-like research and the rate at which you're buying new base facilities. But you shouldn't feel pressure to do this. If you're an XCOM player, you're probably gonna want to play a bunch of these to get new cards, level up characters, and generally get to grips with Midnight Suns. The Mirror Table inside the War Room populates with new optional missions each day. You'll generally want to save your heroism for heroic cards, but be aware of when you've placed a hero right behind one of these destructibles so they don't get used against you.ĭon't go crazy grinding optional missions Some heavier enemies will gladly knock you into power boxes, concrete barriers, and other consumable breakables. I honestly might've heard it whisper "Hail Hydra" on turn two. That exploding barrel? It has no allegiances. Use those environmental objects before Hydra does Universal video game tip: don't stand next to the explosive cylinders. One enemy ability literally spreads like a contagion between characters, dealing damage to whoever they're nearest. There are lots of incentives to not place your characters too close to one another. But many abilities will change your character's position automatically, in a location you can't dictate. You have one move per turn for all three characters you field. Most attack and heroic abilities auto-move your heroĪt first, movement seems like something you don't have to pay much attention to.
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