Just got Midnight Suns and am having a lot of fun with it!
Glad you like it. I had more good time with it during a free weekend a while back than I expected. I would probably pick it up by now, if Season Pass's price wasn't as inflated.
I liked it but I feel it lands in a deep discount/gamepass for me. Combat was satisfying but not deep enough for me too play it for a long time to come - and I didn't care much for the rest of the package.
I played and finished during the winter holidays.
It's not bad. The combat is fairly better than I anticipated and not too far behind XCOM 2 (in fact, I hope SOME elements of MDS may "trickle" to XCOM 3), but there are also several aspects of the game I was absolutely not too fond of.
For context, this is what I wrote elsewhere after a full playthrough:
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I finally got to the final mission, which marks the end of my first playthrough.
I can more or less confirm all the partial impressions so far, but to summarize:
- Combat is great. Fun, simple but with decent depth, visually pleasing.
- Heroes offer a massive variety in playstyle, to a degree not even XCOM classes could approach.
BUT
- maps/missions are too few in variety and the same goes for the enemy types, which lead to a strong sense of repetition fairly quickly, even by XCOM standards. War of the Chosen was far more diversified.
- The Abbey exploration is mildly enjoyable
- "Social linking" with heroes is a fucking chore and dialogues are seldom interesting or amusing to witness.
- writing is bland as hell and occasionally even a bit cringey. In all fairness the same was true for the XCOM franchise, but at least everything related to narrative there had the courtesy to sideline itself most of the time, while here it pretends to take front and center.
- as already pointed, the resources system had the bad aftertaste of something aimed to the mobile/free to play market and not organic to the game.
- the level up/progression system feels almost completely vestigial. Everyone keeps bumping up their stats bit by bit and so do enemies, which in the end it makes it stat bloat for the sake of it that doesn't really add much to the game. This and the "gatcha"-inspired system to open containers to unlock new cards leave the bad impression to be a Skinner's box for the sake of it.
- I'm still not convinced making it a card game rather than a cooldown based system like its [pseudo]predecessors was so fundamental to its core mechanics nor crucial to avoid having "RNG elements in combat" , but... Oh well, you don't even pay any attention to it after a while.
Some parts of the game feel like a jewel, but at time they also feel like the proverbial diamond in the rough as they are drowned in unnecessary subsystems and pacing issues.
Is it fun? Abso-fucking-lutely. Well, most of the times, especially in combat.
Is it an improvement over the studio's previous output? No, it definitely isn't.
The action adventure/dating sim angle is not as lean and enjoyable as the base building/management in War of the Chosen and what's worse, I can see becoming even more grating on repetition after a first playthrough.
That said, it DOES have part of its design that feel like they would add a lot to their future titles. The knockback system is a blast to play around with, for instance, and IF XCOM 3 is something that exist and Firaxis is actively developing at the moment, I hope it will find its way in it.
Same goes for the occasional chance to make use of environmental props to attack the enemy.
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For the record I don't think a bunch of minor "hero DLC" are going to address the problems with variety/repetition.
The game is in dire need of a "big expansion" in pure Firaxis style to have any life expectancy that will go past the first playthrough. And given the abysmal sales, I doubt it will ever get one.