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Showing posts with label Relic Entertainment. Show all posts
Showing posts with label Relic Entertainment. Show all posts

Retro Reflections - Warhammer 40,000: Space Marine

Warhammer 40,000: Space Marine by developer Relic Entertainment and publisher THQ—PC retro reflection written by Hamza. Game release year 2011.

Estimated reading time: 9 minutes



Armed with a Combat Knife and Bolt Pistol, and adorned to the neck in sexy blue Power Armour, our hero of the day is Captain Titus, alongside his brave squad of one pessimist and one gung-ho. This motley trio must brave peril—which happens to be an Ork invasion—and save the world (or the universe, even) from unspeakable destruction and possible extinction. This plot and its variants have been done to death in all their glory and stagnation in a dime-a-dozen games, so much so that the mere whisper of "invasion" or "tough heroes" is enough to elicit a series of frustrated moans from gamers and critics alike. Though many have taken different approaches to this gaming trope—ranging from subtle to not-so-subtle—few have actually succeeded in making their creations unique or different.

For example, a developer might introduce an unprecedented game mechanic, or perhaps downsize or blow up an already existing feature, culminating in an experience worthy of going through at least once. Relic Entertainment did exactly that; they blew up the one quality of hack 'n' slash games that matters most—a copious amount of gore and creative death executions—amped it up to 11, and presented a devastatingly entertaining, masochistic, and challenging game. While it bears a strong resemblance to other shooters in terms of story, it is strictly Warhammer 40,000: Space Marine in terms of intense violence, bad-assery, and robust controls. Simply put: Space Marine is the God of War experience I've always wanted on the PC!

Space Marine starts off in a very typical manner: you are responding to a threat because, apparently, the last line of defense and everyone's hope is you. With your armory and squad's status in check, you bravely plunge into the eye of the storm, putting your foot so far up your enemies' asses that they not only become numb, but cease to be asses. While you start armed with relatively weak weapons and the initial enemies are easy one-shot kills, jaded players know that in games like this, everything gets progressively buffed up. What they aren't able to predict, however, is how fast or slow it takes for that to happen. Needless to say, in Space Marine, the transition happens rather quickly, and you go from a general waste-layer to a crater-maker in a matter of minutes.

As soon as you get off the spaceship and reunite with your squad members, a weapon portal (a recurring object in the game) grants you a chainsword. This melee weapon is exactly what the name implies and is easily one of the coolest, bloodiest weapons you get in the game due to its carnage effectiveness and combos. Just as the game hands you a shiny new toy to lay waste with, it conjures a Slugga Nob into the tiny battlefield, perfectly balancing out the two ends of the spectrum. A Slugga Nob is a huge barbarian akin to the greenskin seen on the cover of Cyanide's 2009 fantasy football game, Blood Bowl (which just happens to be a Warhammer spin-off). If you are a newbie, your first few rounds with this new bad boy won't be easy, but after a few tries, you will get the hang of it.

If this generic approach to battling larger specimens is starting to turn you off, do yourself a favor and don't let it. The enemy A.I. is surprisingly smart; they will evade your attacks and take cover if things get too hot. Granted, the smaller greenskins brainlessly sprint in your general direction like pigs excited to get slaughtered, but the bigger ones act almost as a mirror to you and your squad—so taking them out, for the most part, won't be a cinch. I found this welcoming as it gave me a reason to frequently change my weapon to better suit the mannerisms of the enemy. The game also features a loosely executed interactive environment, in the sense that you can shoot flammable canisters (red barrels, basically) and pipe systems to trigger explosions. I hesitate to use the term "destructible environment" because you don't get the option to turn the battlefield layout to your favor, which, in a game like this, could have been an awesome mechanic.

The battles themselves, although starting off nicely and with hints of something new, more or less transition into generic, everyday fights. The purpose of the battles varies slightly, as does the buildup of the momentum, but the premise thoroughly remains the same: a handful of guys against a massive army of greenskins. Sometimes you're left to venture alone for a while while your squad members escort a side character, leaving you more vulnerable and sensitive to greenskin attacks. It is in these "el solo lobo" moments that I found the perfect opportunity to test out my latest acquired purity seal or melee weapon.

Speaking of purity seals and weapons, they aren't exactly original or unlike anything you've ever seen before. But they are, however, executed much better than most. Take the main weapons for example—after a few missions into the game, you get to carry four weapons in your inventory. The first one will be a relatively weak and small weapon with minimal damage power, but it has the advantage of infinite ammo. The second weapon from the primary group was perhaps the most ridiculously overpowered gun of the bunch, and it often emerged as the best choice throughout the campaign mode. At least for me it did. The third and fourth secondary weapons will mostly consist of one-shot-kill weapons that are heavy on damage but low on reload speed and ammo capacity.

In fact, the Meltagun (arguably one of the most devastating guns acquired in the game) may have the awesome power to stun a Slugga Nob in just one hit and obliterate it in three, but it has severely limited ammo and a lengthy recharge time. This makes it ineffective amid a greenskin horde or when many Shoota Nobz or Rokkit Boyz are around. In the melee weapons department, you get your standard hack 'n' slash paraphernalia specifically designed for head-chopping and gut-slicing. Though they get replaced rather infrequently, your lengthy outings with each of them means you will eventually get to know them, caress them, and love them equally. Parting with one will make you feel as if you're waving goodbye to a loyal subject. It's emotional stuff, and there's nothing we can do about it.

Purity seals are a bit curious, and interesting to boot. Curious in the sense of how eerily identical they operate to the power-ups you get in the God of War games. I guess there should be no surprises there, as some of the crew behind this game had also worked on God of War and apparently Gears of War as well. I just wish the logic and implementation of the purity seals had some originality or distinctive features to them; every time Captain Titus bellowed to the heavens while getting covered in a dark goldenrod aura, the image of Kratos preparing to cook up a violent storm always appeared in my head. Also disappointingly, they only last for a few seconds. Lastly, they are interesting in regard to how out of place they look. Fine, science fiction with a touch of fantasy (alien or not) is always appreciated, but fusing Harry Potter with The Terminator leaves one in confusion, with a "WTF" exclamation hovering above their head. Although it's a minor issue and one that quickly gets forgotten in a short passage of time, it remains a worrisome reminder of the faults of the game.

Which is what, you may ask? For starters, originality in this game is about as long as the word itself, and only goes so far. As mentioned before, several of the crew behind Space Marine were also behind the creation of other (more successful) hack 'n' slash and shooter games, but this shouldn't have been an excuse for getting lazy and stealing from their own previous works. When the legendary team behind the first-person Ultima games (which included Warren Spector and Doug Church) shifted to the making of the original System Shock and Thief, they indeed borrowed several elements from the Ultima games they had worked on, but they also radically changed everything from top to toe so that no two games were alike. And while even a toddler could easily distinguish between Space Marine and, say, God of War, the micro and subtle features mutual to both stick out like a sore thumb! Chief among the other faults are the at-times repetition and the seriously non-existent A.I. of your squad members. When you're up against a horde, try to count how many greenskins your buddies manage to kill. Rarely will it go beyond two, as they take the same amount of time to kill a simple greenskin as it would take you to kill a boss Nob!

The voice-overs are decent enough, with Mark Strong—who portrays Captain Titus—understandably emerging as the clear standout. Strong brings a good sense of a weathered warrior feel to the role, instead of opting to choose the readily available "rough hero" or "always complaining badass" cliché. Titus's loyalty to his code and mission, his seemingly incorruptible nature, and the fact that he doesn't bitch and moan about every negative activity that takes place all made for a character I found more accessible and likable than his snarling, realistic, gear-head counterpart, Marcus Fenix. The latter always whines about the minutiae of things and almost never steps down from being the guy who screams "I didn't sign up for this shit!" whenever faced with something 20 times bigger than him. However, Captain Titus is not a fully developed character and isn't given much of a personality to work with. The little that he is programmed with indeed makes him likable, but also monotonous and slightly one-sided. The rest of the cast, unfortunately, exists only to populate the in-game world with stereotypical characters.

Before gearing up for a relatively dangerous mission or meeting up with a person of interest, a cutscene occurs. While I was expecting them to be average at best, they actually surprised me with their weight and animations. In fact, the animation and facial movement of the character models reminded me of those in Half-Life 2—and I believe this is the best compliment I can give regarding the cutscenes. Where Gears of War emphasized cinematic explosions and slow motion, Space Marine uses its brief cinematic moments to further the story at a steady, brisk pace. While they may be brief and very few and far between, they are well done.

In conclusion, Warhammer 40k: Space Marine is one of the more impressive third-person shooters on the PC. A combination of gory gameplay and rewarding progression, Space Marine is a good example of how maxing out one element of a game can make for a great experience. While it may have its faults and may come off as repetitive for the most part, Space Marine is nevertheless a fun, energetic, on-your-toes hack 'n' slasher that you may perhaps want to revisit!

Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.


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Company of Heroes 3 - PC Review

Company of Heroes 3 by Relic Entertainment and publisher SEGA- PC (Steam) review written by Robert 't1ckles' with a copy provided by the publisher.

Reading Time: 7 minutes


Company of Heroes 3 is the long-awaited third entry into Relic Entertainment's venerable Company of Heroes franchise. Set against the backdrop of World War II in both Northern Africa and Italy for their respective campaigns and is larger than ever. In addition to its two massive campaigns, there are also four unique multiplayer factions (also usable in co-op) that help bring variety and replayablility to the primary campaigns and various multiplayer matches. CoH3 is an interesting affair and has almost unilaterally split the Company of Heros franchise community in half. While sporting a "Mixed" review on Steam, Sega's Company of Heroes 3 has been received quite as was indicated by the various trailers or independant review scores that are in that 8.5-9/10 range, indicating there's a heathy community of players that are greatly enjoying this latest outing. So, where do my experiences with Company of Heroes 3 land it? Not surprisingly ...

That depends.

This was a difficult review to write- simply put, I didn't like Company of Heroes 3. Now, I imagine you'll probably have a few questions that immediately come to mind after jumping down and looking at the score for the game. Unless I miss my guess, some of those questions will be ...

* Is it a bad game? No. It's actually a solid game with some great mechanics, beautiful art, and some challenging but fair AI to it.

* Is it a buggy game? Less than most, actually, but there are still bugs- that's a natural part game development these days.

* If it's got good writing, engaging gameplay, and is a relatively stable release all-things-considered, then what's the problem.

To start, I'm going to reiterate as the internet can often take things way out of context but ... Company of Heroes 3 is not a bad game. On the contrary, it has all of the trappings for the next standard in small-scale historical RTS titles. Of the CoH franchise, the latest is the most accessible- whether you're an experienced player of the wargame and/or RTS genre or not, Company of Heroes 3 is actually incredibly easy to pick up. A clean, clear tutorial that helps push the campaign's initial story and gives historical background on the campaigns (so you learn stuff, too!). It's also great for those longstanding fans of the franchise that have embraced some of the evolutionary changes that have happened under the hood in an effort to modernize (and retain) for today's gaming audiences. However, there are a subset of veterans like myself that feel things are a bit off with Company of Heroes 3 and up until a recent conversation with Nick here, I hadn't been able to quite put my finger on it, but when I did? Things sort of 'clicked' and my opinion of Relic's latest release in this long-running and beloved franchise, while hasn't totally flipped, it's certainly changed enough that I felt it prudent to heavily edit the relatively sour original review I had for Company of Heroes 3.

What is it that came up that had me rethinking things? I was trying to explain what my "problem" with Company of Heroes 3 was and it hit me like a ton of bunnies; what is that you don't ask? It's the physics. In previous CoH titles, the physics felt real, plodding, and heavy with the weight of war; in Company of Heroes 3, every single infantry group move like kitted-out smooth tacticool-operators in an arcade game. Armor yeets itself (and bodies ... or buildings) all over the battlefield in a manner that really breaks the immersion and stresses my suspension of disbelief. Ergo ... Company of Heroes 3 is a good game, but I do not like it.

The new, arcade-y, and fast-paced style is what I think, a clear indicator of what both Sega and Relic Entertainment are aiming to break into; eSports. Starcraft II's getting a bit long in the tooth and with the current resurgence in the real-time (or "near real-time") tactics/strategy genre, it makes sense for them to strike with a name that's been highly trusted in the RTS genre for nearly 20 years. The downside is that in going for the more arcade-like physics and action, it takes something away from those of us that appreciated the Company of Heroes franchise for the more realistic take on World War II-based RTS titles. As I have zero interest in eSports or the arcade-like action that often comes with that territory (at least, with regard to strategy titles), Company of Heroes 3 just didn't resonate with me.

However, just as I'm able to recognize that I just didn't enjoy how it felt to be playing Company of Heroes 3, I can say that both campaigns are well written, can last upwards of 30-40 hours, and has some truly breath-taking moments in it. In its defense, CoH3 also provided me with something I wasn't quite expecting (that or as I age, my perspective is changing greatly) ... there were plenty of missions where, as I'm setting up ambushes or trying to take strategic points, emergent gameplay would sneak up on me. There was one mission where I'm holding a choke-point/section of the map and while there was all this other action going on, I had to focus solely on this small section- sure, the more "it's just a game, bro" of you out there will just be like, "yep, that's called micro'ing" which sure, it is. At the time, though, it didn't feel that way because it was the AI and I both acting/reacting in a small-scale dance (one I actually lost until I returned with overwhelming odds). What's interesting is that it made me care for this Band of Brothers that fought and died for this particular chokepoint. I haven't felt like that in an RTS game in a long, long time; it's just a shame that for me personally, it just did not resonate.

Gameplay balance in RTS games are always (and I mean ALWAYS) a constant work in progress, but when it launched, CoH3's balance was a bit rough, but once the feedback started rolling in and small hotfixes started appearing, balance evened itself out to be relatively decent across the board. Outside of the way the new physics in game feel, for me the next weakest link was actually the soundtrack. Where the sound effects, ambient audio, and general in-game chatter are phenomenal (honestly, I LOVE hearing the buildings come down- the rumble it produces on the subwoofer for my 2.1 system is just delicious), I wasn't exactly disappointed by the various musical scores- I just found that it was a distraction more than any sort of aural/orchestral history of things happening on-screen.

In the long run, the biggest struggle I myself ran into with Company of Heroes 3 was in fact, myself. In retro and after about 65 hours in game, I think that what Company of Heroes 3 is for me is that last goodbye. A wonderfully designed, well-made, and objectively good real time strategy game that has evolved to appeal to a new generation of gamers; the more I look back on my time in CoH3, the more I am oddly okay with it. Sure, I had to write, rewrite, then re-score this review a dozen times, hung out until the very end to finalize my thoughts, then fondly retire from a franchise I've spent the better part of two decades playing. This may sound bad, it's not- it's just an old gamer being happy to pass the torch, and am thankful to Relic and Sega for allowing me to do so on such a well-made title.

Here's to you, future Heroes!

Score: 8.5 / 10






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Company of Heroes 3 Coming to PC with Dynamic Campaign Maps!


The legendary strategy franchise is back, combining heart-pounding combat with new layers of strategy in a breathtaking Mediterranean setting. Company of Heroes 3™ is coming to PC in 2022, bringing the series’ intimate boots-on-the-ground storytelling to a brand-new theatre of war. In Company of Heroes 3, players can experience authentic new features such as the Dynamic Campaign Map and Full Tactical Pause to fight their way to victory. In a brand-new video, Relic Entertainment developers explain how Campaign gameplay in Company of Heroes 3 is taking a big leap forward, with a strong focus on replayability.

The new Dynamic Campaign Map offers ‘sandbox-style’ gameplay, allowing players to command the overall war effort and experience a unique level of strategic choice. Mission Designer David Milne explains in the video that Relic designed the missions in a way that challenges players, but that a mission can always be completed – no matter which factions, companies, or units they’ve selected. The developers reveal in the video that players will experience epic historical battles set in famous locations, while also discovering the smaller untold stories of World War II.

For more information about Company of Heroes 3 head to www.companyofheroes.com, where you can still sign up for CoH-Development, Relic’s community platform where players get exclusive insights into how the game is being made, as well as a voice in its development. You can follow the game on YouTube, Twitter, Discord, Twitch, and Facebook. For more information about SEGA Europe, log on to www.sega.co.uk and follow us on Facebook, Instagram, YouTube, Twitch, and Twitter.

 

Article by: Susan N.

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