Firaxis is most well-known for their work on the XCOM franchise, and when they revealed Marvel’s Midnight Suns was their next title, many expected the game to be an XCOM experience with a Marvel skin.

In an interview with GameSpot, we find out that Firaxis had the same idea as well. The team reveals that their first year of work on Marvel’s Midnight Suns aimed to include a bunch of XCOM elements into the experience, and a large portion of that was tied to XCOM’s element of randomness.

Turns out the random aspect of XCOM just didn’t make sense in Marvel’s Midnight Suns, which is why the team went back to the drawing board. Marvel’s Midnight Suns creative director Jake Solomon explains…

“At that time, we realized, as we kept putting randomness in the abilities of heroes, it felt terrible. It just felt terrible.”

[Marvel's Midnight Suns creative director Jake Solomon]

When you start to think about a bunch of superheroes who miss their attacks all the time and do low-powered damage, you can see why the idea of random mechanics don’t really make much sense here. Thankfully, Firaxis decided to restart from square one to get things right. Now we know why the game took so long to release!

Add Comment

Comments (0)

No comments yet. Be the first!