The Surprising Challenges Of Designing Marvel's Midnight Suns - MinnMax Interview

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Duration: 1:01:56
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In this MinnMax Interview, Ben Hanson talks to Firaxis' creative director Jake Solomon about the full history of transitioning from XCOM 2 to the tactics RPG Marvel's Midnight Suns. They talk about the challenges of designing something new, Sid Meier's input on the game, the appeal of a card-based system, the rise of Marvel Snap, and a whole lot more. You can help support interviews like this by subscribing to MinnMax's YouTube channel, sharing it online, or unlocking the podcast version of this interview by supporting MinnMax on Patreon. https://www.patreon.com/minnmax

To jump to a particular discussion, check out the timestamps below...

00:00:00 - Intro
00:01:13 - Jake Solomon on XCOM: Enemy Unknown
00:03:06 - Choosing Marvel characters for Midnight Suns
00:07:31 - The origins of Marvel's Midnight Suns
00:15:36 - Designing the game's card system
00:22:46 - The challenges of designing Midnight Suns
00:32:09 - Why was the game delayed?
00:33:40 - Gridless tactics games
00:36:44 - Mario + Rabbids: Sparks Of Hope and Marvel Snap
00:41:13 - Would the card system work in future XCOM games?
00:45:25 - The biggest misconception about Midnight Suns
00:48:05 - The Abbey HQ
00:50:37 - Will there be a tabletop version of Midnight Suns
00:53:27 - Ben Reeves' work on the game
00:54:23 - How is the game?
00:59:38 - Feeling up for a sequel?

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Tags:
minnmax
game informer
ben hanson
video games
marvels midnight suns
jake solomon
midnight suns interview
firaxis interivew
marvel interview
blade
xcom
xcom 2