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Showing posts with label Mechanicus. Show all posts
Showing posts with label Mechanicus. Show all posts

Warhammer 40,000: Mechanicus – PS4 Review

Warhammer 40,000: Mechanicus by developer Bulwark Studios and publisher Kasedo GamesSony PlayStation 4 review written by Richard with a copy provided by the publisher.

Estimated reading time: 7 minutes

Warhammer 40,000: Mechanicus comes to us as a blend of rogue like and turn-based tactics. Explore tombs, fight evil (?) robots, blow yourself up by accident, and purge the planet of the scourge inhabiting it, all from a comfy orbital ship. Now, if you're like me and have very little (read none) knowledge about the warhammer universe, fear not! Mechanicus does a good job of introducing you to what you need to know plot wise.

Essentially, a group who worship technology and "mechanizing" religiously have arrived at a planet following the last known coordinates of a cohort. Upon arriving, they discover that the planet is "inhabited" by Necron, who contrary to their name, appear to be fully robotic being that don't really die, but are warped away upon "death". Cue a sort of religious purging between the two groups, as the Adeptus Mechanicus want to get rid of the Necron, and the Necron view the Adeptus Mechanicus as an affront to their robotic being. The Necron are in a sort of stasis within tombs on the planet, and after the Adeptus Mechanicus investigate a tomb, they begin to wake up.

It is your goal as commander to guide your "tech-priests" into battle in order to stop the Necron from taking over the planet. You do this by investigating tombs at the bequest of your aides and subordinates in the form of missions. But be warned, as the Necron are waking from their stasis, and prolonged time in a tomb just allows them to awaken faster.

You are joined on this expedition by two primary aides: Scaevola and Videx, essentially a researcher and priest respectively. Scaevola has forgone the majority of their human self, now speaking in programming code, and has a very hefty interest in analysis and research into the Necron and their technology. Videx, on the other hand, is fully committed to the religious aspect, opting in favour of a "fire purge" or even ignoring something that could be useful if it has relation to what is viewed as abominable or heresy by their religious standards.

This gives an interesting dynamic, as these two main advisers are more often than not bickering or going against each others plans or ideas, giving the leader, Faustinious, a load of grief. Missions between the two tend to be similar in content, but have very distinctly different narratives. For instance, Videx may have you explore a tomb and bring along an escort able device in order to broadcast their scriptures in binary across the tomb. No, I personally did not believe that would help, but the rewards for the mission were good so I went along with it. Scaevola, on the other hand, basically has you on the cusp of being labeled a heretic purely in terms of what they're willing to do for research. Needless to say, these two don't exactly mesh well, although that just adds more to the story and background information.

So what is this all about in regards to exploring the tombs then? Well, this is where the roguelike element came from. Upon selecting a mission and enetering the tomb, you take a sort of commander role, guiding your troops through rooms on a tomb layout map. Upon entering a room with an event, you are usually requested to make a decision regarding what's in the room. Sometimes this results in nice things, like more resources.

Other times it results in things like losing half your health. Unfortunately, the results are rather arbitrary, so it can be quite detrimental to your cause if things go the shape of the pear. In fact, I lost so much health and time on the Necron awakening counter that I soon just started rushing for the finishing tile, especially since unit health isn't healed between combat.

Which brings me to the point that my rewards were almost never worth the cost of interacting with a room, especially given that the in-tomb counter for awakening level gives bonuses to the enemies, and then that counter gets translated to global awakening level after tomb completion. It also doesn't help that Mechanicus employs quite literally the most awkward method of selecting a destination room I have ever seen.

So how about the combat then? Well, the combat is where we pick back up again a little bit. Combat is done through turn-based play on a grid, where faster units go first in a turn, and slower units go last, with each unit getting an action during the turn. You have a number of tools at your disposal, between physical and energy attacks, as well as how you have outfitted your units will determine your battle strategy. You can run up to enemies to prevent their ranged weapons and hit them, or you can shoot at enemies from a distance.

As you use your weapons, they can gain "machine spirit" that will give them a one-off buff. Also to take note of is "cogitation points", which are required for heavier hitting weapons, and will allow you to deploy extra troops or to move further across the map. The points can be accumulated either by camping out near obelisks, or by defeating enemies and stealing a point off their bodies. Speaking of, Necron are kind of immortal, so you need to attack them after they die to get rid of them, otherwise they will just heal in a few turns and come back to life.

Before beginning a mission, you have access to a few cantrips you can set, as well as the opportunity to augment your units with blackstone, giving them better stats and unlocking new equipment types and abilities. There are multiple "skill trees" you can go through, and you also have the opportunity to go down multiple if you wish to. I chose the minion enhancer and melee specialist when I first started upgrading.

As interesting as Mechanicus is, I have to say it felt super clunky. Menus felt awkward to navigate, some parts of the upgrade system were a little confusing at first, and I didn't even figure out how to use the cantrips for longer than I'd like to admit. The roguelike aspects tend to be more annoying than anything, and I found they offered well more detriments than I had reason to pursue the events in each marked room.

Combat is acceptable, but nothing truly special. Honestly, I found where this game shone wasn't in the gameplay, but instead in the storyline. This felt like more of an interactive book, similar to those Animorphs choose your own adventure books I used to read as a kid, with a decent helping of turn-based tactics to keep you entertained enough to continue. The storytelling was by far the best part, while the combat was fairly average, and the "rogue like" sections more annoying than anything else.

In conclusion, Warhammer: 40,000 Mechanicus feels more like a spiced up novel than a game in many aspects. While the clunky menus and occasional menu interactions may deter newer players or those less patient, you do get used to it after awhile. What I really enjoyed, however, was the banter between characters. Definitely not for everyone, but this just might scratch that turn-based SRPG itch you've been looking to scratch.

Score: 7.5 / 10


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Warhammer 40,000: Mechanicus - Heretic - PC Review


Back over the Christmas holidays and into the new year I had the chance to sit down to Bulwark Studio’s Turned Based Strategy Warhammer 40K: Mechanicus. Taking control of your troops from the safety of your ship, you got to control them through a holographic table that outlined the planet below where they were deployed. Having just recently added more content, Mechanicus is back with both a new discipline for your Tech Priests and a whole new scenario that has you fighting against your own people on your own ship!

Starting off with perhaps what I thought was the bigger inclusion to Mechanicus is the new discipline for Tech Priests. Basing a discipline straight off of the Necron forces, your new tree to level into provides plenty of restorative possibilities like regenerating health per round or flat out being able to restore several hit points with a permanent skill that goes into cooldown. The catch to all of this hit point regeneration comes at the price of losing hit points for every single attack that the Tech Priest makes. Shooting a weapon that takes no CP or several CP will both knock you down a hit point so if you’re making several attacks in one round make sure that you can actually survive a hit from the surrounding enemies.


The reason that I found the inclusion of the new path the bigger addition to Mechanicus is because it can be used right from the beginning. Restarting your travels and explorations of the Necron world you can go straight into that tree and see how it unfolds over time instead of having to meld into it when the world is halfway or three quarters awakened depending on how far you’ve made it. Side to this new tech tree though is the inclusion of a new scenario that raises the bar a bit as it acts quite differently than the core experience.

Partway through your travels when levels start going from all easy to easy / normal or even normal / hard you’ll have a new option open up at the bottom but don’t trust it when it says that it’s easy. It really isn’t but I’ll be damned if it wasn’t fun even if I got wiped the first time that I tried it as it was clear that it was too early for me to have tried it. Opening up with a new series of dialog that you have defectors on your very own ship that have also taken parts of your troops with them, it’s up to you as to how you want to deal with them but it’ll be a little bit different this time.


Being on your own ship, you won’t exactly be hovering over your table until it’s time to open up a can of whoopass. So instead of moving from room to room, you’ll instead go straight to a series of decisions that can affect the battle ahead. Do you quietly take out a sentry while they aren’t paying attention? Do you send your forces in weapons blazing and blades severing? Or do you just keep on moving. Your first decision will bleed into the next which after a few of these and plenty of dialog between your advisors, it’ll finally be time to launch into combat on your own ship and fighting Tech Priests and your own style of forces? It requires a bit of a different touch than the Necrons on the planet below but at least when you knock your enemy down, they are down and out. Once finished the first part, you go back to your planet exploration until the time that the next part opens up.

The inclusion of this new content is a great addition if you want to start off from scratch and use it to your benefit. While the new class may be a bit harder to incorporate into your battle plans halfway through your exploration or crusade on the planet below, the battles on your own ship are timed perfectly as you should definitely have the gear and your Tech Priests loaded with enough firepower to show to those that defected that it was a bad idea to piss you off.

Game Information

Platform:
PC
Developer(s):
Bulwark Studios
Publisher(s):
Kasedo Games
Genre(s):
Turned Based Strategy
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Pierre-Yves
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