See I was playing Space Marine. Now I pretty much have only played the single
player campaign. I’ve played most of the
warhammer games and I usually walk away with the same thought. Has anyone who makes the video games ever
actually played the 40k table top game?
Sorry if you like Space Marine but the game play is
screwy. They pretty much rape 40k’s
background to make a poor quality first person shooter. They saw an anti-tank laser canon and
thought, hey lets make that a sniper rifle.
The game plays slow and inexorable.
Some might say that it fits the space marines.
On one level it certainly does. On another level it plays out like gears of
war but without the heartwarming narrative of poor decisions and mass
murder. The space marine should be slow
and inexorable to some degree, but it’s the slow inevitable march towards the
grave. There is no passion in the
characters. Even gears of war had its
poorly contrived quest to rescue the main character’s wife or something. Here flat characters perform actions without
any kind of connection to the setting, plot, or general background.
And lets not forget the constant focus on Space Marines
versus Chaos Space Marines. The game is
a tired rehash of 40k’s better written back story. Even firewarrior told a better chaos narrative
than space marine. So I was thinking here’s
a fucking 40k game.
It’s called “Warhammer 40k: Heresy” cause that’s what it’s
about. Naming games for unit types has
always been pretty stupid, only people who care are those people that play that
damned unit. Firewarrior and Space Marine fell into this trap. I’m just calling
it Heresy cause even though the main characters are Space Marines we are at
least gonna make you look at the box art to figure that out. And that’s another thing, the box art is the
fucking emperor on the golden throne. Full blown glossy painted joygasm artwork
not that same damned rehashed watercolor that’s in every fucking book. No space marine on the cover cause, well we
really want you to read the box descriptions and see the little photos of
people being vaporized in game play. So its named lets jump in.
First off, we’ve had TBS’s, RTS’s, and now 2 shitty
shooters. I’ve probably forgotten a few
games too. So lets do this right. 40k
started with an RPG strategy hybrid so that’s where it should go. Shooters are fine, they are obtainable. They make sense to a lot of gamers and a good
game needs to sell to more than just 40k fans.
So our hybrid will have a firm grounding in squad based
shooters. You’ll be the seargent of a 5
man tactical squad. RPG wise you’ll have
the opportunity to find equipment, looting fallen enemies for weapons. In classic Rogue trader your space marines
could carry lasguns or splinter rifles whatever just so long as you could kill
something with the business end. A real
marine uses what they have and that’s our marines, fighting to the end.
You’ll have a smart tactical menu to command your team mates
and in Co-op or multi player the same interface will be used to command the
party. The main character in single
player has some RPG style upgrades gained at intervals throughout the game
through completing quests/objectives depending on how RPG or Shooter we want to
build the game. Personally your
character will be allowed, let’s say 3 trees of abilities. One is Psychic Powers, classic light shit on
fire with your mind stuff building up to massive warp storm damage type
shit. The second is faith, prayers to
the emperor that boost abilities for a short time, give auras of protection,
and crap like that. And third is mutations,
start with simple things, altered vision modes super hard skin, these are
permanent and can alter how the RPG elements play out, at the higher levels you
have horns and breath fire which is pretty bad ass on its own. But the idea is you mix and match upgrades in
a tier system so you can’t be to powerful.
On top of this you add weapon and armor upgrades from poor quality
weapons up to full on artificer quality stuff with digital lasers on board. You buy everything with Requisition gained by
completing in game objectives, storyline events, secondary
objectives/sidequests, and competing online in Multiplayer. Basically requisition buys strait out
equipment upgrades and ammo or it buys a Character Point spendable in your
upgrade tree. So there is really four
main options, All Faithful, All Psychic, All Mutant, or Strait Marine with the
5th option of mix and match lower tier smorgasbord. So that’s the game play.
Second we need a damned plot. Now Dawn of War had a rather predictable but
enjoyable plot regarding the machinations of chaos. Dawn of War 2 was really moby dick in power
armor. Space Marine is really chaos’s
version of Punk’d. The villain is Ashton Kocher playing for chaos
undivided. So basically it was dry and
lifeless from the start. Now I’m
realistic if Ashton Kocher was in 40k he’d definitely be playing for chaos. I’m
not gonna lie chaos is the protagonist… sorry antagonist… slip of the tongue
hehee. Anyway chaos is in here, the
names heresy after all. But it’s not
gonna be this obvious.
So we are gonna start with a beautiful cut scene of a bunch
of candles. Pan out to the main
character bowed before an imperial shrine in the staff briefing room of a
thunderhawk drop ship reciting a prayer to the emperor. A squad of space marines file in, for
practical reasons we are limiting your squad from act one. You’ll have the grizzled battle veteran we’ll
call him Julius, veteran of many battles he’ll give you sound military
advice. Then you’ll have Arthur, the
ordnance specialist. Arthur is also a
veteran but he specializes in “Special weapons” like plasma guns and melta
bombs. Next is Cestus, the strong silent
type, heavy scars and cybernetic reconstruction leave him totally unvoice
acted, I mean mute. But that’s fine his
favorite chain sword does most of his talking.
And last you’ll have Trajian, the newbie. Just promoted to the veteran company he is
only a hundred and fifty, as a result he’s brash and headstrong always
suggesting a frontal assault as the most honorable path.
I don’t care what chapter my marines are. Personally I think choosing ultrasmurfs was a
bad idea for Space Marine. I don’t like
smurfs that’s why I call them smurfs and why my blood angels exsanguinate them
on sight. Dawn of War had a better idea,
make it custom. The blood ravens were an
awesome introduction and were played perfectly with a richly developed
iconography and well done backstory.
Sure they get their homeworld blown up and basically half of them go
evil but they were marketed well. Now if
we were going full RPG here I’d suggest before game starts you could forgo the
build your own character generator in favor of a “chapter builder” choose color
and iconography like dawn of war style to make it more fun for the fluff addicts
among us. Then if you use game rendered
cinemas like a lot of these games now do you just stick the color scheme and
icons in as appropriate. If we are
leaning towards shooter then any chapter will do but I’d say a custom or lessor
developed chapter would be good. Maybe
one of the big named ones that isn’t played up in the game often like
Salamanders or White Scars, the choice at this point changes an aesthetic for
the marines more than anything else so whatever trips the developers trigger.
The battle brothers wait for the end of the prayers and then
begin a briefing. The first briefing is
about the tutorial part 1. Basically your
strike force has been deployed to fight… “insert 40k enemy here” I’d probably
go with tyranids. I like the nids and
classic genestealer versus marines would start the game with a horror pace
which would be awesome. The mission brief is your game hub where you decide
what missions to do. At first its only
one mission but you’ll get more options here later. The briefings
would introduce the character personalities as the game gives you the option of
what to do. In the first one your
mission is to extract some important people from a jungle death world that’s
being overrun. Trajian of course suggests
landing on the research facility’s gantry,
Arthur suggests using defoliant weapons on the jungle first, and Cestus
just polishes his chain sword. Julius
suggests a daring decent via Jump packs and a hike through the jungle to the
facility followed by an exit through the roof of the facility’s main command
tower. All this is meant to set up the
dynamics of the group and choose your starting load out.
My basic idea is simple, you keep what you kill. Your party will have the option to pickup
equipment in game and return to the ship with it. Once you complete a mission with equipment it
appears in your inventory and you can buy upgrades, ammo, etc for it. Till then
you’re out of luck. So to start you
choose, Daring landing pad raid and you get classic tactical marine load out. As
defoliator you get slow and purposeful terminator armor with flamers and storm
bolters. And before anyone cries about game balance I’d set up termi armor with
some drawbacks, no running or jumping for one, probably no duck either so while
tactical marines can go prone the termi’s just have to take gun fire. Also a lot of weapons wouldn’t work with
termi armor so there. Lastly you’d go
jump pack as assault marines with Bolt Pistol and CCW. Sergeant would have a power sword by default
and Arthur a Plasma pistol.
First play through you’d go Jump pack decent by default
unless you opt out of the “Tutorial” mode.
But basic idea is you footslog through the jungle fighting predators and
carnivorous plants as a tutorial followed by part 2 maybe 3 being added levels
of real game play. After you enter the
deserted facility you start getting into real gamer fun. Most of the science teams and general
squishes are dead ala Doom style body shredding. You get a signal from a survivor deep in a
sublevel and proceed through some puzzling maze like corridors down into the
structure while being attacked by genestealers, gaunts, and whatever else we
feel like tossing at you. Just for the
hell of it the station’s machine spirits are going crazy and autoturrets try to
kill you too. Finally you get into the
facility’s last secure lab and find an ordo xeno’s inquisitor we’ll call
Andureal. Inquisitor Andureal, a Jokuro
scientist, and his guard staff of female inquisitorial storm troopers code
named “Squadron Valkyr” are all that’s left of the station personnel. You extract them through the station’s secure
containment tunnels to the command tower only to have Mawloc or some similar
Nid monster knock it down. You regroup
with some losses to Valkyr and battle instead to the landing pad where the
thunderhawk awaits with the rest of your strike force. But the inquisitor orders the group to
abandon the planet which you dutifully do.
Onboard the ship the Inquisitor officially demands the
Astartes’ assistance with resolving an urgent matter. Though he won’t explain he insists there is
an urgent matter you must help with. Then orders you to make course for a
highly populated hive world. At this
point you can free roam a bit. Talk to
the other marines for advice, the jokuro is your weapon upgrade mechanic. The Valkyr’s chief of staff should be a sassy
little tough as nails officer that reports to the Inquisitor. You’ll also have an Apothecary on board for
medical stuff, maybe a librarian and a techmarine as upgrade mechanics or
supply options. Not sure. Along with your squad you’ll have a few other
marine squads on the thunderhawk. Maybe
30 people in total, counting the survivors let’s say 50 tight fit for the time
being. All in all in all you get some
interactions and some back story, not full RPG stuff more like the hubs in Star
Craft 2, if we are really clever you could do a mechanic where the librarian
records you’re great deeds and can do instant replays or maybe have the other
squads talk about how amazingly you kill things in the name of the
emperor. And one of the valkyr’s could
say “I used to be space marine like you then I took a bolter round in the knee.”
You know fun stuff like that.
The inquisitor lands you on an industrial hive world where
your first task is to find a scientist who hid something stolen from
someplace. What follows is a fun and
unique interaction with the 40k universe.
Space marines are gods among men in 40k and here they dine to walk amongst
the populous. The common people bow to you, crowds part as you walk, if you
stop to talk to a merchant he humbly offers you his wares for free though they
never have anything useful. The hive
market becomes your hub. By talking to
the commoners you learn of their troubles.
A growing gang population, brutal totalitarian government, mass
disappearances, and run amuck robot maniples.
The list goes on. You have the
option to dispatch your squad to deal with these issues in an attempt to
possibly find your wayward scientists. Depending
on the missions you take you’ll get certain equipment and certain equipment
will be needed for certain jobs. But that’s
all part of the RPG elements. Each
mission is a map you go to and fight your way through, completing objectives
and collect equipment from. You’ll also have the option to dispatch some other
marine squads to deal with a mission, by doing so you get a piece of looted
equipment but no requisition or other rewards of game play. Depending on the depth of the RPG/RTS
influence you might also lose marines from the squad you send eventually
running out of subordinates. You’ll be
limited to doing say 3 of the dozen missions yourself before the story mode
triggers.
Finally the scientist reveals himself but you are cut off by
gangers before you can capture the scientist.
You fight your way to the Gangers headquarters where you confront the
scientist. He reveals the object he
stole was taken by the aristocrats but he isn’t sure who but they have ties to
the Spyer Arena and the gangers. In
order to find the object without alerting the aristocrats you remove your armor
disguising yourself as gladiators you enter the spyer arena battles to find
information. You fight your way through
the arena gladiators interrogating your opponents between battles looking for
clues as to who has the object. In the
final battle you beat down the gladiator champion and confront the arena’s adjutant
as the artifact’s possessor. But the
adjutant releases an army of cybernetic abominations on the arena, you and its
spectators. The gangers wisk the
adjutant away deep into the under city.
From here you return to the thunderhawk. You’re presented with several tactical battle
scenarios. These include things like
evacuating civilians to safety, retaking key structures like comms control and
water recycling. Or maybe just good old
fashioned hold the line against waves of cybernatically enhanced abominations
made from kidnapped civilians. Once more
you can do 3 of them personally and a small number of squad assignments to your
allied Astartes. As you are doing this
if you are talking to people your officers will be giving you advice and
talking about past campaigns or 40k story points. You could also tie
multiplayer in here, you could do a bunch of multiplayer maps alongside the 3
single maps to get requisition and upgrades.
Maybe even use requisition to upgrade your allied astartes if you want
not sure I think this mostly would depend on developer time needed to impliment.
Eventually the main story progresses. After tactically retaking key facilities your
squad strikes into the undercity to fight the gangers. At first you battle through gangers with
their legions of cybernetically enhanced minions. However it turns more evil
over time. The Cybernetic minions give way to mutant abominations and chaos
taint creeps into the gangs. Finally you
fight into the bowels of the city and finally confront the adjutant to find him
a monstrous demonic half serpent amidst a horror show mad scientist laboratory.
A massive boss battle ensues and you kill him but just barely. Finding the
artifact is a large archiotech box like device about the size of a devastator marine’s
back pack. Collecting it you find the
mutated gangers are going insane without the demonic influence of the adjutant
to guide them. Together you and your
squad fights towards the surface. As you
go the spyer is wracked with explosions as the cyborgs and mutants destroy
supports and power systems. You reach
the upper levels through force of arms and there on the platform beside the
thunderhawk you face down a demon engine built form countless civilians sewn
together and fueled by their dyeing breaths.
In a valiant effort your marines turn their weapons on the thing as the
thunderhawk lifts off but the monster’s pincing claws grasp at the vessel and to
save them all Cestus hurls himself from the open bay doors into the creature’s
face sawing it to pieces, buying time to escape. As you ascend the hive explodes as the
mutants detonate the nuclear reactors destroying themselves and any unfortunate
enough to survive.
The thunderhawk, your surviving crew aboard along with the
surviving valkyrs and the inquisitor ascend into space where they dock with a
giant space station known as the Skysprawl Citadel. A vast ship yard in orbit around the
planet. Upon arrival you discover dark
machinations afoot here as well. Strange
carvings have been found throughout the station depicting an evil pyramid and
the demon named Helldrian. Arbites
enforcers patrol the station at all hours in response to rioting. Brutal serial killings have been occurring. What’s worse is the mutants and cyborgs have
been smuggled on board the station which is threatening the lives of all aboard
as they go crazy. Here again you get the
option to walk amongst the people. Different groups have their own motivations
and will push you to do their missions. Arbites want the riot inciters caught
and murders stopped, station officials want the mutants and cyborgs put down
before they do damage, and of course the inquisitor and the valkyrs want the
taint of chaos purged from the station before the situation disintegrates totally. You’ll collect missions from multiple
sources, you can do 3 again yourself, a small number of ordered missions for
your surviving allies, and a bunch of multiplayer missions.
When the story mode picks up it’s a confrontation between
yourself and the inquisitor. You insist on requesting backup from the Astartes
but Andureal has ordered the mechanicus on Skysprawl to disable all
transmitters and the telepaths have been sequestered by the Valkyrs. Suspicion is rampant and the station’s
population erupts into riots. The
Arbites stretched thin already are pushed to their breaking point and mutants
slip through damaging the station’s orbital control systems during the riot you
are forced to put down. The station
begins to fall into the atmosphere and break apart. Your squad fights its way through the
habitation section into the science labs in an attempt to reach the
thunderhawk. Once more a race against
time you are forced to disable parts of the station’s security to get where you
need to be while fighting off rioting civilians, mindless cyborg killing
machines, and horrid mutant scum.
Finally you reach the secure facility the inquisitor had requisitioned
but it’s been over run. You find that
before being taking by the mutants the artifact had been opened. There in the facility’s house of horror,
among the corpses of the techmagos’s assistants you find a young girl in
strange attire. With little time to
think you gun down the mutants that are about to kill her and drag her away with
you pushing her into julius’s arms and tell him to protect her. You battle through the station’s remaining
corridors to the thunderhawk. But as you
enter the docking bay from a gantry at the top you find that the station’s
docking arm is locked on the thunderhawk and can’t be disabled now the station’s
power is failing. As the station’s
docking bay buckles and begins to decompress, Arthur wishes you farewell and
jumps onto the docking arm from the gantry holding on for dear life he
overloads his plasma gun melting the thing in half. Your dwindling crew drops onto the pack of
the thunderhawk and rushes through the nearest hatch to safety as the station
breaks apart in flames.
Onboard the Thunderhawk your surviving crew has shrunk
greatly. The inquisitor and the valkyrs
are missing. Your informed by the pilot
that the valkyr comms chatter indicated they and the inquisitor commandeered a frigate
from the ship yards and headed towards a planet named Caldera via the immaterium.
You order a pursuit course. In the
briefing room the woman, named Helen reveals herself to be a psyker. She was put into dimensional stasis by
researchers millennia before the imperium came to be so that she could be
studied. Her power gives her foresight
but also drains her life. She claims
that the inquisitor was drawn to evil by the temptations of his lieutenant, the
leader of the Valkyr. Julius recommends they
overtake the Frigate in the warp if possible.
With the intention of doing just that they head in pursuit.
Through a trick of the warp they unfortunately arrive in the
Caldera system weeks after the inquisitor.
They find the frigate and board by force. Again you are presented with missions, this
time making tactical decisions to take the ship sending yourself or the small
number of remaining allied squads to take key objectives such as seizing the
engine room, isolating crew quarters, life support, primary guns, and so
on. On board you find mutant imperial
navy solders driven onward by monstrous demonic valkyrs tainted by the touch of
slaanesh. Their twisted wings and snake
like lower bodies betray their allegiance all to well. Once you’ve done your 3 missions you’ll
discover an opening to seize the bridge.
A week Helen carried by Julius
warns that the Inquisitor has fled the ship but the bridge will lead you to his
ultimate location and your final confrontation with him. So you battle up through the bowels of the
ship to the bridge and confront an even more mutated Valkyr on the bridge. After a protracted battle she is slain. The bridge log indicates an lander was
deployed to a small facility on the surface of the otherwise lifeless rock of a
planet. The thunderhawk is deployed to
the same location.
Arriving you find an abandoned archeological dig. The Valkyrs have slaughtered through the
station crew and demons freely walk its halls.
Your survivors follow you through the station battling through the
seekers to reach a chamber deep under the facility. There a strange demonic pyramid awaits,
flanked by monoliths and a great stone alter atop a dias at its front. Lashed to a monolith at the dais’ landing is
the inquisitor. The lieutenant waits
patiently as you approach battling down from the chamber’s edge and up the
pyramid’s long steps through her demonic soldiers. Then as you reach the dias to confront the
valkyr turned daemon Julius draws his combat knife and drives it through Helen’s
heart hurling her into the alter. The lieutenant laughs as you battle your
possessed friend as the dias, pyramid, and monoliths begin to first glow then
crack apart. The dias snaps in two and drops
several hundred feet before stopping, the alter, now far above glows like a
sick green sun. Andureal freed by the
fall beheads Julius with a discarded chainsword as he is about to strike you
down. Crippled, bleeding, and broken
Andureal pushes you back up the cavern slope.
You retreat through the crumbling station at last reaching
the thunderhawk. There you take off
towards the frigate. A parting shot of
the planet shows the volcanic shelf has crumbled to reveal the pyramid is just
one part of a massive construct. The pyramid is held aloft by a strange coiled serpent
creature much like the valkyrs, this one colossal in size with a dozen limbs. The coils glow now and begin to undulate
flaking stone off as it returns to life.
Back on the frigate’s bridge the dying inquisitor reveals that he
discovered from the scrawled text of the mad cultists on Skysprawl that Helen
was the trapped soul of the deamon Heldrian the Siren of Slanesh. He couldn’t be sure who her power had
infected as her very voice could drive mortals mad. So he intended to abandon her on Skysprawl
and come here to destroy the temple that acted as the focus of Heldrian’s summoning. He believed the ancients had given Heldrian a
mortal form and trapped her in stasis. Now that her soul and were once again
united her siren call would be a psykic beacon to rival the Astronomicon. After a short debate he agrees that
shattering the pyramid before Heldrian awakens might stop the resurrection. All agreeing Trajan rushes to the engine room
while you operate the ship’s guns. Hurling everything into the giant statue the
ship hurtles through the atmosphere a blazing red spear against the nimbus of
glowing green stone. The cinematic
climaxes with the imperial eagle emblazoned on the frigate’s prow splintering
the pyramids surface and the planet cracking in two.
Roll credits.
After the credits a short cinematic would depict a rogue
trader crew sifting through asteroid debris.
Finding the frozen body of a human girl embedded in the stone. And then
cut to black.
That’s a 40k Game… Hope someone took notes.
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