Warhammer Age of Sigmar: Storm Ground by
developer Gasket
Games and publisher Focus Home Interactive Sony PlayStation 4
review written by Robert.Estimated reading time: 7 minutes
Warhammer Age of Sigmar: Storm Ground is
the latest release of tactical titles licensed by Games Workshop and focuses on
the grimdark fantasy setting, Age of Sigmar and is a step away from the more
common 40k universe. With three separate campaigns where you lead the Stormcast
Eternals, the Nighthaunt, and the Maggotkin, Storm Ground offers 25 to 30 hours
of grind through small battlemaps with outrageously over-the-top voice acting,
poor optimization, and a boring slog at times. Though interesting on paper, in
practice it’s clear that Storm Ground needed more time for Gasket Games to work
on pacing and balance and bug-squashing. Though an interesting setting and
graphically attractive, Warhammer Age of Sigmar: Storm Ground isn’t without its
share of problems, many of which completely overshadow some of its more
interesting mechanics. As of the time of this article’s writing, Warhammer Age
of Sigmar: Storm Ground is available on PC, Nintendo Switch, PlayStation 4, and
Xbox One.
It is no secret that I am quite critical
of the Warhammer franchise- for a setting that is so rich with lore, full of
mechanics that would fit so well within the video game universe, the titles
released in the last 30 years have almost unilaterally been sub-par at best,
with only a few standout titles. Storm Ground joins that massive pantheon
within the franchise’s video game offerings and true to form, is a bland and
uninspired turn-based tactical roguelite that becomes more and more frustrating
as you run into repetitive, simple environments, a horrific grind-wall, and an
unabalanced AI. Where there could have been great potential as a multi-dimensional
chess game, instead we’re served with a method of gameplay that feels more like
Gasket Games was simply adding obstacles for the sake of obstacles rather than
for any real gameplay or narrative purposes.

The first few hours of each individual
campaign feel truly unique between each faction, but as each campaign wears on,
nearly every aspect of its tactical gameplay begins to feel reused and
uninspired, and if you couple that with bugs that would ultimately see the
PlayStation 4 crashing to desktop, AI simply stuck during their turns (where on
their turn they simply refuse to move or take an action, resulting in having to
close the game then reopen and replay the level), or it’s poor performance on
last gen’s hardware. On my PlayStation 4 Pro, which is connected to a 4k
television, I found that panning the camera, most of the attack animations in
both the Stormcast Eternals and Maggotkin races, and the death animations
caused regular frame drops (with panning being closer to 20 FPS, so movement
was choppy and unpleasant), odd sound bugs, and the occasional lock-up.
However, if you’re one of the lucky few that managed to snag themselves a
PlayStation 5, you will see smoother performance throughout. (Editor's Note: Can confirm)
Beyond the poor optimization and plethora
of bugs, Storm Ground’s biggest failings fall in line with the absolutely
ridiculous voice acting, shallow story, and lack of respect for player time and
strategy. Once you’re about three or four missions in, the voice acting begins
to feel like one of those over-the-top children’s shows that were churned out
in the late 90s, early 00s by the likes of Disney and Nickelodeon- some players
may enjoy it, but for me it wrenched me out of the grimdark atmosphere that is
lazily created with small, uninspired battlemaps, and had me thinking to
myself, “Is this parody?” However, if you’re viewing the various Lore Cards,
the narration is extremely well done-
the hokiest voice acting was almost unilaterally found in the small tidbits of
conversation made by characters while on a mission. I was quite impressed with
the narration made between missions on these lore cards (which will expand on
the universe and in-game plot points) were some of the best I’ve experienced
since the original Mass Effect’s narration of the Codex and is very well done. Add to it the sweeping
scores in the soundtrack that all have this dark yet fantastical appeal, and
there are some real memorable elements throughout the campaign- I for one would
like to see a soundtrack released (possibly even on vinyl!), as I can see
myself painting untold amounts of Warhammer minis to the rich music found in
Storm Ground.

Warhammer Age of Sigmar: Storm Ground
isn’t all bad, though- far from it if viewed from the right frame of mind.
While it may be a shallow slog of an experience, Storm Ground has plenty here
that lay the foundation and framework for a potentially great game. Each
faction feels uniquely different, from the hard-hitting Stormcast Eternals to
the speedy swarms of the Nighthaunt to the corrupting presence of the
Maggotkin, each offered their own unique feeling to the game. If Gasket Games
spends the next few months improving on Storm Grounds’ AI, balancing out each
of the factions’ unique traits, and offering more variety in battlemaps, the
Warhammer Age of Sigmar: Storm Ground could be an excellent title- as it stands, it’s one that simply exists; not
inherently bad, nor overwhelmingly good- if anything, the verdict would stand
closer to “a title with great potential that trips over itself throughout.”
While I am not much one for
roguelike/roguelite titles, there is just enough character to the way Gasket
Games melded the turn-based tactical gameplay with roguelite elements that it
sits squarely in between titles like X-Com and Hades and if you think about it,
is a style of gameplay that could work out incredibly well, especially with
factions as unique as those found in Storm Ground, and the exceptionally
lore-rich universe of Age of Sigmar- it’s just a shame that many missions
simply feel repetitive and that they are brutally difficult (or annoying) just
for the sake of killing the player with no real benefit. Character progression
and squad makeup are important, but to gain access to skills, new units, and
equipment to help buff your team or debuff the enemy, you will spend hours
playing the same missions over and over again in the hopes that you can land
some decent loot; unfortunately that’s not always the case. With Storm Ground
it feels like the grind is there simply to elongate a player’s time in game
without any true benefit to the overall experience; sure, the purpose of the
grind is to get better loot, but decent drops feel too far in between, and that
it’s simply there to punish the player.

Warhammer Age of Sigmar: Storm Ground is
another Warhammer title that sits firmly in the “almost there, but not quite”
camp that many recent Warhammer titles fall into- so much wasted potential and
after another year or two, assuming the developers continue to support the
game, and we may see Storm Ground as one of the better tactical experiences in
the Warhammer pantheon. As it stands, the best way to explain it is, “it just
exists.” It isn’t inherently bad like some previous Warhammer titles, but nor is it as
rich and in-depth as some of the better games in the Games Workshop
umbrella.
Summary
With a little time and a lot of
patience, plus a heap of optimization by the developers, Warhammer Age of
Sigmar: Storm Ground’s blend of turn-based tactical gameplay and lite
rogue-like elements could easily join the cast of greats- with its stellar
music, unique and well-designed playable races, and lore-rich setting, Storm
Ground falls just short of that trifecta of excellence found in more prominent
Warhammer titles. With hope, we will see updates in the near future to help
smooth out the experience, but as it stands at the time of this writing, Storm
Ground can be bland at best and perfectly skippable at worst.
Score: 6.5 / 10