Two good characters cannot rescue a tiring loop
The Siege of Castle Doom gives MARVEL Cosmic Invasion two enjoyable new characters, but it does not solve the problem I have with the game: playing it becomes repetitive and tiring far too quickly. There are ideas here, and I can see the attempt to give a short DLC a longer life. I just do not think the result is particularly exciting.
My score for this expansion is 5/10. Doctor Doom and the Invisible Woman are the highlights. The new mode delivers a compact addition to the game, but its attempt to stretch that material through repeated runs did not give me a convincing reason to keep coming back.
The best additions are the characters
Doctor Doom and Susan Storm are good choices for an expanded roster. Doom brings his combination of technology and sorcery, while the Invisible Woman introduces her light-bending and force-field identity. Both are appealing additions, and I enjoyed what they bring to the game more than the structure built around their arrival.
That matters because a DLC does not have to reinvent an entire game to be worthwhile. New characters can be a strong attraction in their own right. Here, they are the clearest reason to pay attention, and the part of the package I feel most positive about.
My disappointment is that the surrounding experience did not sustain that interest. Enjoying the new arrivals and wanting to repeat the new mode are two different things. The first worked better for me than the second.
A castle designed to be revisited
Developed by Tribute Games and published by Dotemu, this expansion builds its new mode around runs through Castle Doomstadt. The heroes must stop Doom's Cosmic Inductor, with a Siege Gauge and collectible batteries shaping the struggle between his progress and the team's efforts.
Route choices, equipment, events, healing and character perks are intended to make each attempt feel different. It is easy to understand the ambition: give the familiar beat 'em up action a structure that rewards another run rather than ending with one short visit to the castle.
I appreciate the intention. A short expansion benefits from ideas that encourage players to explore its systems. The question is whether repeating those systems remains enjoyable, and that is where this DLC loses me.
The Hades comparison only goes so far
The direction reminded me of games such as Hades, particularly in the way runs and progression are used to encourage another attempt. That is my comparison, not a claim that the developers have identified it as their direct inspiration.
What I wanted from that structure was a stronger sense that returning would produce something worth experiencing. Instead, the repetition became the dominant feeling. Adding choices around repeated combat is not enough if the repeated activity itself starts feeling exhausting.
A successful run-based structure needs more than a reason to begin again. It needs the next attempt to feel attractive. Here, I could recognize the systems intended to create that attraction without actually feeling pulled back into them. The design was asking for more time than the experience could consistently make enjoyable for me.
Short does not automatically mean disappointing
I do not think a DLC has to be enormous. A compact addition can be completely worthwhile when its ideas are focused and its best moments are allowed to carry the experience. The Siege of Castle Doom broadly delivers the kind of small expansion it offers, and the new characters give it a tangible appeal.
The problem is trying to extend that appeal through a loop I found monotonous. A short experience does not become a grander one simply because I am encouraged to repeat it. Once the sense of discovery wears off, the activity underneath has to hold my attention on its own.
For me, it does not. The repetition becomes more noticeable than the differences between attempts. I can see an effort to increase replay value, but I did not feel that effort translated into an equally strong reason to keep playing.
Final thoughts
The Siege of Castle Doom has two genuinely enjoyable character additions and a clear attempt to expand MARVEL Cosmic Invasion's replayability. Unfortunately, the new structure feels repetitive and tiring rather than compelling. As a short DLC, it delivers an addition to the game; as something meant to keep me returning, it falls short. Doctor Doom and the Invisible Woman are the best part of an otherwise unremarkable expansion. 5/10.
Final score: 5/10.
Reviewed on PC. using advance access to the DLC. A Steam review key was supplied by Dotemu. The score applies to The Siege of Castle Doom expansion, not the base game. The score and opinions are my own.
Game information: https://www.dotemu.com/marvel-cosmic-invasion-the-siege-of-castle-doom-launches-nov-10-on-pc-and-consoles/

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