I have been playing more Sentinels of the Multiverse and digging it. I have been playing the solo, computer version, so I cannot speak to the original, intended experience, but this has been entertaining.
I was initially down on the game, as the link suggests. The base game has some content, but most of it comes from its various expansions, so you start the game and immediately see that 90+% of the content is behind a paywall. It’s not even a bad monetization system. The base game is inexpensive, and the additional content is available both in discounted packs and in very small units if you want only a subset. But it is not a good welcome to the game.
After being down on it, I played through all the original content at all difficulty levels, because I started having fun after giving it a fair shake. It is entertaining. You get superheroes, you beat up supervillains. The difficulty is not that high, except when it is; different villains and environments have different difficulty ratings, and some of them synergize, and some heroes work better or worse for each. Not knowing going in, you basically have a crapshoot and may end up with a team missing something really important for that villain, or you may steamroll. With some foreknowledge of what is in each deck, you can definitely steamroll even the higher difficulties, although ridiculously perverse pulls from the villain deck are possible (and counterable, if you have the perfect cards in hand).
Lately, I have been unlocking the variant characters. You can do this for free with a click, but I have been going through the story challenges. Some of those are simple, like “put Bunker in all three of his modes during one game.” Others can be extremely particular, like defeating a villain with a specific card with another card in play after using two other specific cards in a certain order, or recursively demanding. I was listing what you need to do to unlock the Freedom Five, but it was so long I got tired in the first phase of it. You need to unlock ten characters and intentionally lose at least four games, and then you can set up a particular lengthy fight. Basically, you are recreating part of the backstory of the game, and over time the developers have been defining “recreate” more narrowly or using more complex bits of story. Engineering the right circumstances can be an interesting juggling act as you need the fight to go long enough to cause X, but you cannot cause Y, and hero A must be incapacitated but hero B cannot and maybe C needs to deal the final damage.
And then you can stop that nonsense and go back to an old fashioned slugfest, which is the base fun of the game. You get to play superheroes, have some neat abilities, and fight villains with neat abilities that you can counter or just brute force through.
An acquaintance was enthusiastic about the original version of this game a long time ago. I probably should have listened then. This is not the best cooperative game I have seen, but it has been fun enough for me to want to buy more of it and play with the other heroes, villains, and environments. And the latest stuff has team and villain modes, which I have not touched yet, so there are still multiverses to visit.