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Showing posts with label Warhammer 40. Show all posts
Showing posts with label Warhammer 40. 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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Warhammer 40,000: Boltgun PC Review

Warhammer 40,000: Boltgun by developer Auroch Digital and publisher Focus EntertainmentPC Review written by Robert with a copy provided by the publisher.

Estimated reading time: 5 minutes


Warhammer 40,000: Boltgun is a retro-inspired shooter developed by Auroch Digital and published by Focus Entertainment. I'd like to start by first thanking the good folks over at Focus Entertainment and Auroch Digital for providing a copy of Boltgun for review. I've been known to be hyper-critical of the slew of Warhammer titles that we've seen in the last ten years; at one point it felt like Games Workshop was just slapping the Warhammer title on games, then ushering them out the door. Fortunately that's not the case here with Boltgun; the grimdark setting of the 40k universe is ripe for the taking and that's what's happened with Boltgun. While I'm certainly a fan of "Boomer Shooters," the recent history of garbage with Warhammer titles on it, I was cautiously optimistic ... and Warhammer 40k: Boltgun is easily one of the best Boomer Shooters in recent memory.

I really hadn't considered a retro-inspired shooter for a setting for Boltgun and after burning through Boltgun a couple times, I'm kicking myself for it. The game starts off with you deploying planetside via one of their wicked orbital drop pods and you are then able to take control of Malum Cordeo Caedo, a member of the Sternguard Space Marine out of the Ultramarines chapter. As you're on your way down to the surface of Forge World Graia, your insertion pod is flung off course by enemy fire and you land alone, in the midst of Chaos Marines and Demons. Landing in the carnage of the botched landing, you're whisked through a quick tutorial then you're on your way.


If you grew up PC gaming in the 90s, there's a good chance that you'll feel right at home with Boltgun's aesthetic. Taking strong cues from the FPS titles of the 90s, Boltgun wears its heart on its sleave. The big, blocky, near-voxel design and the vividly colorful lighting effects might seem at odds with the brutal grimdark future of Warhammer, but it works, and works extremely well. Though designed with that retro-feel, Boltgun has a unique beauty that is at odds with such a brutal and visceral title. Levels are expansive, well laid out, and though not as detailed as other Warhammer titles (such as Total War: Warhammer 3 and Warhammer 40,000: Darktide), Boltgun is one of the best looking games in the franchise, and one of the best "boomer shooters" to hit the scene in recent years. 

Weapons, from your chainsword to your meltagun to your shotgun, all hit with just the right amount of oomph. The Boltgun, your first ranged weapon, is so incredibly satisfying to mow down the denizens of Chaos with it. For those not in the know, a Boltgun or "Bolter" is essentially a giant assualt rifle, but instead of shooting bullets, they're tiny rockets/grenade. Needless to say, when it hits the pulpy flesh of a demon, the squelch is quite welcome. (side note: I absolutely adore the billboarding of enemies- "billboarding" is when sprites always point in the direction of the player- it's a wonderfully-90's thing).


Sure, Boltgun looks good, has an expansive collection of maps that help keep the campaign fresh and at times, incredibly spicy (but not in the good way)... but how does it sound? If anything, this may be the weakest link in the overall experience that Aurch Digital is trying to sell here. While the voice acting is actually phenomenal, it's with the reuse of the "ah" sound that happens any time you off a human bad-guy that weighed on my nerves really fast, given how many times you'll be in combat with them. 

Along with the reused sound effects, the soundtrack just missed the mark with me. By the time I was 2 hours into Boltgun, I finally turned the music off as it was adding to the cacophony and made it extremely difficult for me to work around. Turning the music off definitely improved the experience for me. Once the music was off/down to a very low level, you can hear the hollow footsteps of Caedo's power armor or the echo of a grenade explosion that sounds distinctly different pending where you're at in the level. These little details being drowned out by the overbearing noise. Most of the weapons sound great (especially the chainsword) though I was pretty bummed about the Heavy Bolter. It sounds like bubbles popping underwater and for being an oversized Boltgun ... was really underwhelming. 


Though Warhammer 40,000: Boltgun can be finished in about 7-8 hours, it's still an entertaining romp through the retro-esque, gore-infused, grimdark future of Warhammer 40k. There are enough secrets throughout the levels that in order to seek out those goods, you'll want to take it a bit slower and more methodically. This may sound at odds with the fast-paced frenetic action of a boomer shooter, it actually works out very well. Warhammer 40,000: Boltgun is fast, chaotic, and feels great as you go smooshing your way through hordes of Chaos, but there are times when it's nice to just take a moment and soak in the dirty, grungy, and relatively unpleasant-looking environs of Forge World Graia. Though I enjoyed the relatively simple and straightforward story, some may be feeling a bit unsatisfied with it, while others (like me), are just thrilled to be entertained with some good old fashioned FUN. Much to my surprise, I WAS having fun, and a whole heck-of-a-lot of it, too.

Score: 8.5 / 10
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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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Warhammer 40,000: Mechanicus - PC Review


Even now when I think of Warhammer 40,000, I still think of a tabletop game. The miniatures, the giant maps and the table(s) to support the battlefields. Sitting down to Mechanicus invoked that style of fondness for miniatures as you are never at the forefront. Instead, you sit above a digitized table as you tell your “minis” where to go as they dungeon crawl under time limits on a planet that is both waking up and trying to kill you.

Mechanicus took me by surprise. Now I might not be as harsh as Robert, but he isn't wrong when he says that a lot of Warhammer titles aren't as good as they should be. Turn based strategy? RPG elements? Dungeon crawling? Mechanicus has everything for a solid experience and I’m happy to say that Bulwark Studios delivers on it.

Beginning with a tutorial you are giving everything you need in order to attempt to survive this planet which is waking up and trying to kill you. Having essentially woken up a hive of Necron, your forces are now on a time limit for how much they can gather before needing to leave the system. Technology, tactical information, historical information, and relics. All of these are up for grabs but as to whether or not you'll be able to acquire them? That's up to hold bold you want to be.


Starting off, gameplay comes in two flavors. The core of Mechanicus will have you sitting at the digital table with a layout of the stage that your forces are about to enter. At first I thought that it was a bit odd to showcase the entire layout and show which rooms lead to which through the lines that connected them. I mean isn’t the best part of exploring a dungeon to find out where things lead on your own? The answer to this question would generally be yes however, in this case? I’ll take knowing exactly how to go in and out in the fastest way possible even if I mean to explore every room.

The reason for the above is simple. The planet is waking up and you’re on a time limit. Alright that makes sense. Tying into that aspect, each location that you’re going to explore isn’t quite awake, not at the beginning. It’s through your explorations, your poking and your prodding that it wakes up and when it does? It tries to seriously kill you. By each location waking up, a meter will start to fill which will affect your foes in different ways. Clicking from zero to one will add extra enemies to your eventual fights. One to two could add the time that it takes for a Necron to resurrect itself in order to attack you again if you don’t put it fully out of its misery. This meter keeps on filling until you book it out of there after fulfilling your final objectives and each increment will also further add to the overall planet waking up.

Exploring the dungeons is a fair amount of fun as it’s basically a choose your own adventure. Do you do A? B? Or do you do C? Let's be honest that like in real life sometimes all of the options suck. It happens but it’s what you do with the results that you are given that matter. One of your units fell down a hole while trying to excavate something. Do you blow the whole hole up? Do you hastily scramble to get your unit out? Or do you take your time in doing it all properly? C you said? The crypt that you are currently exploring just woke up and the meter just went from partially above zero to halfway through one. Enjoy more enemies when you run into them!


While exploration is fun, the combat system is even better. Acting a bit like you think it would as a turned based strategy, Mechanicus has a few tricks up its sleeves that made me both want more and question why some others in the style haven’t done the same. As a base rule, every unit can move, and every unit can attack. Base rule. Once you get to your priests though, this is where things get interesting as while the base rules apply, they can take combat a step higher through the use of accumulated Cognition Points (CP).

With the use of CP, priests can move past their normal allotted movement ranges in order to cover more distance. Now while that still sounds normal enough as others have allowed it, they can do this, multiple times. Hell, they can even use CP in order to move far enough to a spot that will allow then to obtain CP on the next turn phase if they are standing beside a CP generator. So not only do you need to calculate your moves for the next turn, you need to calculate your moves for the CP that you have on hand. Very handy when running away from something big and scary or moving towards another unit that needs healing or that can heal.

Unlike the movement though, weapons, also for priests, are a bit different and cannot use the same rinse and repeat tactics. Starting off with a simply melee weapon or a ranged one, once you attack, your weapon goes into cooldown mode. I thought this felt weird at first because it put a bit of a damper on battle as often you had to wait a whole extra turn to finish things off because a weapon was on cooldown. Also because your basic fodder was too far to deal the final blow. As the adventure moves on and your priests level up however, more slots unlock allowing for multiple ranged and melee attacks. The cooldowns make a lot of sense once you get to that point as otherwise the balance would have been utterly broken.


Your priests are not the only ones with tricks up their sleeves however. The Necron forces aren’t quite down and out for the count once you take out their hit points. Once a Necron drops to zero hit points, it goes into a recovery mode. This amount of time is dictated by the meter bonus that the enemy gets the longer that you stay in a mission or from the mess ups that your forces caused. While it’s down, CP can be gained from them before delivering the final blow that will take them out once and for all. You can let them get back up so that you can kill them again but why would you risk your own force’s lives?

Speaking of your forces, you’ll be starting the game off with two basic technopriests and one basic minion type in which you can have four of to basically be your meat shields as you start exploring the planet. More priests are to come and this is where Mechanicus shows its RPG elements. Unlike your basic fodder that can move around, hit things and take hits, your priests do everything they do and more. Flipping switches, downloading information from terminals and extracting CP from obelisks and other sources. They also have more hits and can be loaded out differently with the equipment that you pick up. Basically they are your RPG heroes and each can be as different or as identical as you want them to be.

While leveling up, your priests will have options to progress into various disciplines that will affect how they perform while sortied. What I really liked, and what you are essentially told in-game, is that these priests are versatile and can be customized as you see fit. Not being bound to one path allows for varied loadouts but do be careful as it's fairly easy to create a Jack-of-all-Trades. Having all of these paths to follow regardless of the potential pitfall allows for you, the player, to go about your experience as you see fit. Do you want a damage soaking cheetah on the battlefield? What about a glass cannon? As you get more priests as you explore the planet you can experiment further with your “hero” units.


Alongside leveling up your units and acquiring new abilities or discipline specific gear, they'll be unlocking the ability to use more simultaneous equipment slots. This means more armor, more weapons, more mods. Picking and choosing is easily done as you have but to click and drag as you see fit within the current limitations of a priest's level. Also another nest feature is that when you get new equipment, it's not a one off. Every unit can be equipped with the new equipment that you picked up. The o my time that you cannot is when the equipment is discipline specific that that particular unit has unlocked.

Now, we've gone over how to level but leveling? It's not your normal process. Instead of gaining experience point for acts in battle or in exploration, you earn a currency value for your deeds. Finding a cache, winning a battle and successfully pulling off a mission will earn you a few “dollars”. It's with this currency that you'll be able to individually upgrade your priest units though beware as the costs of upgrading only get higher and the more damage you take in battle, the smaller the cash flow you'll receive as you have to pay per hit point missing.


Presentation wise Mechanicus gets high marks in battle. At any time you can adjust your view as needed. Zoom out as far as you can for a better view of the combat field or zoom right in to see massive details of each unit as they fire on one another. Both are always valid and the graphics of the environment and of the units are both pretty and we'll designed.

Between a well built Turn Based Tactical System and a great exploration base that allows for quicker or longer play session, Bulwark Studios have created a solid experience with Mechanicus. Upping the ante somewhat is that I think Bulwark Studios may have also designed a Warhammer title to make even Robert happy!

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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Warhammer 40,000: Gladius - Relics of War - PC Review


In an unexpected twist, Warhammer 40,000: Gladius - Relics of War is not a horrible mess nor a total disgrace to the good GamesWorkshop name that nearly every single other Warhammer title released in the last 5 years has been. In fact, it is quite enjoyable if a bit mundane at times, but the great folks at both Proxy Studios and Slitherine Ltd. Have put together a more-than solid turn-based strategy title under a franchise that has been historically beaten to death by a slew of vomit-inducing insults to nature. Truth be told I was pleasantly surprised with my time in Warhammer 40,000: Gladius - Relics of War and that in itself is an achievement.

Folks may think that I am a bit hard on the Warhammer video game franchises but let us be real for a minute … I am not. The overwhelming majority of the *thirty seven* Warhammer and Warhammer 40,000 titles released since the start of 2013 have been fit for no more than the bottom of the bargain-bin at a Wal-Mart, and even then that is being kind to those games.

Many are fundamentally broken, being unbalanced, full of technical issues (that never went unresolved), or so devoid of anything interesting that it make counting sand by hand an enjoyable experience so when Gladius was announced I audibly groaned and closed my laptop. As more press releases came through and more content was provided to the press and public alike, I took a bit more interest, especially since I am quite familiar with Slitherine-published titles, the majority of which I have thoroughly enjoyed, but I still kept my expectations in check as here I thought there would be another steaming pile of horse dung…

I was wrong.


Warhammer 40,000: Gladius - Relics of War is not only a good game, but I would even be so inclined as to call it a great game. Though the difficulty curve seems a bit out of place (likely due to balancing oddities, like why is it that I will have Predator tanks get demolished by standard Imperial Guard infantry? Not even anti-armor!), Gladius is not only stunning in appearance and concept, but really brings a bit of the tabletop flare to your desktop, a feat few can pull off. Even then, none of those titles that can are part of the Warhammer video game franchise (not since Shadow of the Horned Rat, a critically under-appreciated Warhammer game from last century).

With Relics of War you have a wonderful 4x-like turn-based strategy game set on Gladius Prime, a planet that the Imperials have deemed archeologically important. Taking control of the gargantuan Space Marines, monstrous Orks, hateful Necrons (they are literally the worst), and everyone's favorite squishy boi's, Astra Militarum, you will wage (and often lose) war across the broken remains of Gladius Prime.

Though I have played my share of Orks and Necrons, winning and losing equally, it was with the Space Marines and the Astra Militarum that I played the most. Admittedly I have lost 100% of the games that I have played as the Space Marines (making it an incredibly frustrating experience), but the real mindbender is that I have won 100% of the maps that I have played as the Imperial Guard / Astra Militarum. Normally this band of squishy goodness is good for nothing more than causing the enemy blascannons to overheat (that is, until you bring their mechanized warmachine to bear) but man, in Warhammer 40,000: Gladius - Relics of War? Nah, they are wicked.


This is where I think that there is a bit of a balance problem; the chance that a single unit of Guardsmen taking on a single unit of Terminators is so wildly not possible outside of the actual tabletop game (where dice matter and anyone that has played a dice game with me knows, I role zeroes on a D20 nearly 100% of the time) that each time it happens I am quite confused. On the other hand, having your Predator tanks thoroughly trounced by a rando Ork or Necron unit is rage-inducing. Balance issues indeed.

Beyond a few quirks though, Warhammer 40,000: Gladius - Relics of War is an excellent 4x game set in a dark and gritty universe. In time I hope that we see the additional races, Eldar, Dark Eldar, Tyranids, and my personal favorite, Tau, as only 4 playable races does make the game feel a bit empty at times. That said, what is there within the four playable races equates to a solid turn-based strategy game that, Emperor take me, is an excellent Warhammer 40k title. Gladius - Relics of War is 2018's Warhammer Must-have.

Game Information

Platform:
PC
Developer(s):
Proxy Studios
Publisher(s):
Slitherine Ltd.
Genre(s):
Tuned Based Strategy
Mode(s):
Single Player
Multiplayer
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Robert
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Warhammer 40,000: Inquisitor - Martyr - PC Review


Earlier this year I had the chance to sit down to an initial bout of NeocoreGame’s Warhammer 40,000: Inquisitor - Martyr which is the follow up title to the dev’s The Incredible Adventures of Van Helsing 1, 2, 3 and the Final Cut. Put into the shoes of an Inquisitor in the Warhammer universe being sent to a seemingly derelict ship named the Martyr, you’re going to be shot at, charged at, spat at and have a generally unwelcome reception from the “locals”. It’s a good thing though that you’re a badass because you’re going to need the firepower that comes from your position as you will be often be single-handedly taking them all out on the way to your goal.

When I originally sat down to Martyr with Robert both of our reactions were that things were quite rough around the edges for a title that was moving into the final beta stages before release which was just a short time ago. Just to make sure that I played the smoothest possible version, I’ve waited a few weeks to make sure that everything was ironed out before jumping back into the space based crusade.

So if you’ve read the preview, linked above, some of the issues that I had are still there while others have been smoothed over through the versions. The main issue which is a little better now is that you are still stuck going through the entire introductory system with a new character. If you had a character before I want to note that they are now gone and the dev’s had mentioned as much that there would be a server wipe before moving into the final stages. At least now the introduction feel much smoother, faster paced and with all of the elements in place, fun. However as much fun as it now is, you still have to do it repeatedly for every new character. *sighs*


So available for your space crusade are three overarching classes each with three sub-class options. The first of these is a Crusader which acts as the tank of the group, the second is the Assassin which is quick on her feet in either melee or from afar with a sniper rifle and the last of them is the Psyker who is essentially the Wizard of the three casting impressive feats of destruction to any in their path. Each of these three come with three starting options that help shape your character from an early stage in a manner of playstyle that is more appropriate to you. Starting off with the Eradicator sub-class, I had my Assassin ready for critical hits from afar until I also gave her a sword once she was better geared to literally jump in and decimate her foes before they even knew she was there. They say to give her a shotgun but a sword is so much more satisfying!

Unlike a lot of other ARPGs, Martyr is mission based forcing the player to make all of their preparations before launching out to tackle their objectives. This is honestly one of the points that I’m still on the fence about as near the beginning before the equipment started to get good it almost felt like it wanted to force you to join up with others in order to survive the even remotely tougher objectives that you have to pull off. As time passes things smooth out and your one-person army is more than enough to handle things on their own as long as you keep your surroundings in mind and make sure you aren’t swarmed.

The other reason that I’m also on the fence about the mission based structure is that preparation honestly becomes everything as once you launch, you cannot change a single aspect of your character’s gear until you get back. So basically if nothing good has dropped in a while, if the chests for completing missions have dropped you junk leaving you worse off than when you started and the captain of your ship’s store is crap, that’s too bad.


Even if you pick something amazing up on a mission you’ll have to wait until you get back to equip it. With this style of RPG being all about the loot, the loot has been mostly removed from the equation with slim random placements of chests and most of your gear coming from the completion of a stage. It changes everything about the style and only time will tell if it really works as what is present now is already better than what was previously available in the late Early Access stages.

After a certain amount of missions and having rescued or recruited several members for your crew, new options open up in the form of crafting / salvaging and changing up what your medical implants can do for you. Crafting can be done with the materials that come from salvaging unwanted or older gear that no longer has a use. This can be one way to supplement yourself if nothing new has fallen in a little bit. Your options will be limited at first but once you start finding blueprints the world is your oyster. By comparison, you implant which leads to your medical options can be modified in accordance to the capabilities of the item itself. More health? Better buffs? Better everything but less uses? Things to think about especially if you know what you’re about to come up against.

Once you’ve completed your preparations, you can select where you want to go from either the terminal of your ship’s bridge, or by pulling up your notifications to immediately jump into your next available campaign mission. Because of the mission based structure, campaigns aren’t these giant overarching be all end alls. While some do push forward the main story, others are side-plots that work great for building up your characters. In either case, each of these will have various missions that are required to be completed in randomly generated levels that follow along a plotline.


In one case after the story got going I had to rescue a Tech Priest from the clutches of Pirates. How I went about it though was entirely up to me. Each stage of the campaign has choices that can be made in regards to sabotage and subterfuge. Leading the pirates away on a fake distress call I went in and eliminated those that stayed behind. As things never go according to plan, the rest came back leading to the next mission where it became a no holds barred fight to their death as I clearly won. I am still here to write this after all.

It’s these little elements that lead to some interesting mission objectives like snatching up an officer to interrogate. You have to make sure to not kill him as you tag him for teleport and then be able to pull off the teleport without dying. With the possible swarms of enemies you’ll need to be either brave or be smart by taking cover behind something close.

One of the best features to come out of Martyr, though no good if you get swarmed, is the cover system. This lets characters and enemies alike hide behind destructible objects like half walls or pillars in order to have it soak up the damage instead of you. The other great thing about cover is that when your hidden your health will regenerate faster than it would otherwise allowing you to keep a health injection for when you really need it. The downside to cover is that your enemies can use it too making you have to be a bit creative in your approach. I like how it was not simply limited to you but that anyone could use it which makes the world that much more believable.

Now while the overall experience is much smoother, I felt that there’s still a bit of work to be done when it comes to the controls. Keyboard and mouse or a gamepad, both have their perks but both have their disadvantages especially when it comes to using an Assassin.


The keyboard and mouse will sound to most people the logical choice when it comes to the PC even if there’s full controller support because of the availability on the PS4 and the XB1. The level of customization is much larger though the level of effort to move around your surroundings felt heavier than that of a controller. The reason is that you can either move forward with your keys or your left click but then to look around that’s another set of keys or your middle mouse button. Adding in that the Assassin is the only class to dodge and can only dodge directionally according to the button press, that’s a total of ten keys just for your movement and your camera if you flatout ignore the mouse. TEN! Add in the various skills and what not, your looking at twenty some odd keys if you want the full motion of controls.

Using a controller however is much easier as you move with the left stick and view with the right. That’s it. If you want to dodge, then you click on the left stick which was a bit odd instead of mapping it to a button but oh well. The reason of the motion of controls felt natural with the standard attacks and those that required cooldowns. Inventory management takes a bit longer to go through compared to clicking and dragging but that’s a price to pay for the controller. Where the controller suffers compared to the mouse and keyboard however is that often you are left wondering what the targeting system is up to.

Because the default attack button is also the interact, often my characters would meander off to go open a supply or medic chest instead of attacking the enemy. Other times instead of activating a switch to move on with a stage, they would go attack whatever was closest or, like the other case, go open a chest because why the hell not. Targeting with ranged weapons while in cover was also challenging because you can’t really aim it but hope that the system points your weapon properly which was often not the case compared to with a mouse which allowed you to properly zone in on your enemy even if they were very far out of range. Hurray for super long distance warfare!


There’s one last feature that I’ll be honest that while I’ve looked into it, I haven’t dived into it. This is what NeocoreGames have called the Cabal which is basically a Guild system that allows for any member to gain passive bonuses just from being a member. Looking through the available lists there are plenty out there, some big, some brand new and surprisingly, a decent amount French. If I wanted a French speaking guild from the Province that I live within? A lot of them seem open to new members and are freely open to join. I found that pretty cool.

Warhammer 40k - Martyr: Inquisitor has a lot of great ideas and is easy to sink hours upon hours into but there are still some areas that felt rough. The title itself however hasn’t just been left to its own devices and I want to give the developers huge props for the work that they are putting into it, the events that they have ongoing and the general work that keep putting into it. Like The Incredible Adventures of Van Helsing, NecoreGames pay attention and work towards making the best product they can with feedback from the fans. Should you check it out? Yes. There’s plenty to do and a lot of “Hack & Slash” Action RPG adventuring to be had.

Game Information

Platform:
PC
Developer(s):
NeocoreGames
Publisher(s):
NeocoreGames
Genre(s):
Action
Adventure
RPG
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Consoles on launch

Source:
Provided by Publisher


Article by Pierre-Yves
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Warhammer 40,000: Dawn of War II - Master Collection - Mac Review


Being a little late to the game, I’ve never had the chance to play Dawn of War or Dawn of War II. What makes this important? It’s important as the Warhammer 40,000 Dawn of War II collection which contains the original Dawn of War II, it’s direct follow up Chaos Rising, and the stand alone Retribution has just recently been released for the Mac OS. For all those that do not have a PC running Windows or the option to dual-boot, Dawn of War 2 is now available for some hardcore Warhammer explosions and epic musical scores.

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Warhammer 40,000 : Eternal Crusade - PC Preview


The Warhammer and Warhammer 40k properties have seen a deluge of release the past few years; in fact, there have been 18 releases under the Warhammer and Warhammer 40k franchises since 2013. Eighteen releases... Of those 18 releases, there have been a few decent games, namely Total War: Warhammer, Battlefleet Gothic: Armada, Space Hulk, and Warhammer: The End Times - Vermintide. Outside of those few, the rest have been utter and complete crap. Being the Warhammer 40k fan that I am, I continually look on the bright side and hope against hope that some some developer will tackle the franchise for the Imperium and really knock one out of the park.

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Neocore Games showcased a new pre-alpha build of Warhammer 40,000: Inquisitor – Martyr


Considering the success we have had between Neocore Games releases and a variety of different Warhammer titles, we have a few members of the team looking forward to any and all news about this release.

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