Monday, February 22, 2016
Building a gaming legacy, the Games Workshop series, part 8...
The Warhammer 40,000 universe was one of the most detailed, well written and presented science fiction systems ever published. Fans of combat, aliens and even demons fighting in some corner of the galaxy had decades of resources they could call upon. Hobbyists had small armies that they could take to a store or friends house for a skirmish every weekend. Those that had more time and money could even build enormous Titans and do battle on a bigger table. From the tight quarters combat of Space Hulk all the way to the Epic rules for Titans there was a system for every type of player. Yet Games Workshop was always looking for new ways to branch out their systems. One of the most important games that they developed was Space Fleet. Released in 1991 the game had learned from Space Hulk, HeroQuest and Space Crusade when it came to containing a self-contained experience.
Gamers were invited to pick a side in a space battle featuring the Eldar and Imperial Navy. The ships featured within were wild designs, They looked like floating cities as much as they did battleships. This was for a reason. In 40K every battle for dominance in space required war machines that were impossible to imagine. The ships featured in Space Fleet were massive. The biggest of which could actually transport several of the biggest Titans created by the Forge Worlds. I'm sure many of you were wondering how the Empire managed to move the Titans from planet to planet. Well, it was the job of the Imperial Navy to do that. Players were doing battles with ships large enough to house several of our modern aircraft carriers. It was a wonderful genre and one of the few that Games Workshop helped flesh out.
Space Fleet contained pre-printed tiles of outer space and grids that could be arranged in any pattern so that the player would never run out of "space" while playing. Like the other boxed sets it was easy for audiences to get into this game and even share it with their friends. There is a great blog on the history of Space Fleet that I recommend you check out. Despite the uniqueness of the title it never really took off. Games Workshop did begin including scenarios for their 40K systems featuring the space ships they had revealed in Space Fleet. At the end of the decade the studio decided to give the genre another go. This time audiences were paying attention.
Battlefleet Gothic was released in 1999. With it came a greatly expanded universe and set of rules that complimented the small attack fighters as well as super destroyers from the Imperial Navy. Along with it came rules for Chaos fleets as well as those from some aliens as well. Ships could be armed with an assortment of weapons, their effectiveness depended on the opponents armor, range, obstacles and a number of other factors. There was a lot of strategy involved with the game just as there was with the more open systems from GW. Fans of 40K, and especially the Epic rules were all over the system. Hobbyists found themselves creating planets and asteroid belts to use on homemade outer space placemats. The models that Citadel released were insanely good. The ship designs from GW were completely unlike anything out there. Nothing in Star Wars or Star Trek could compare to the Gothic-inspired space cruisers. These ships were ornamented with statues and reliefs, they looked like floating cathedrals. They belied their awesome planet-destroying firepower and ability to transverse the warp.
Games Workshop would release expansions to Battlefleet Gothic over the next few years. The studio would add rules for the new aliens introduced into 40K canon from the late '80s through the '90s. The robotic Necrons with their Egyptian-inspired monoliths and the living space fleet of the Tyranids. Orks would have battle barges and even access to the occasional Space Hulk. The Dark Eldar, Eldar and Empire would engage in battles far more massive than any other science fiction system ever filmed or presented. Near the end of the series publishing there were even ships for the Tau, the last new race introduced to 40K canon. The ships and outer space battles spoken of for years in the 40K novels and game scenarios were much easier to visualize thanks to an actual game system. The ships would turn up as backdrops in various animated films and even video games but for years they never had a video game to call their own. That was of course until Games Workshop announced Battlefleet Gothic Armada at the end of 2015. Published by Focus Home Interactive and developed by Tindalos Interactive, it looked to capture everything that made the tabletop game so memorable.
The game would start off small, Imperial Navy versus Chaos, Orks and Eldar. It would hopefully get expansions if it proved to be successful. There was no reason to doubt the future success of the game as it seemed to be capturing all of the details from the tabletop system. It was something to see the ships flying around in three-dimensional space in the pre-alpha footage. It was how I always imagined it must have looked like live. Outer space combat had a more naval feel in 40K than in any other system. Ships could set traps, sort of like mines in space. As well as they could cloak in gas clouds and surprise opponents like a submarine. There were countermeasures and technology that allowed the battleship to find the hidden opponents, the space equivalent of sonar. Battlefleet Gothic Armada went so far as to capture the "rewards" that Chaos would bestow upon their champions. Ships would twist and change shape thanks to the ruinous powers of the warp, which Chaos had sway in. The ships from the legions that turned traitor against the emperor no longer looked like those from the Imperial Navy. They were instead brutal reminders of a particular Chaos God. Perhaps covered in gigantic skull effigies in honor of Khorne or spewing poison throughout the cosmos in favor of Nurgle. It would be interesting to see how these blessings would help the Chaos fleet in battle.
I have no doubt that this will be a great gateway to the Warhammer 40,000 universe. A few years prior to Battlefleet Gothic but after Space Fleet there was another system from Games Workshop that captured the was of ship combat. Only this was set in the ancient world rather than outer space. In the next blog we will look at this game. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

Gamers were invited to pick a side in a space battle featuring the Eldar and Imperial Navy. The ships featured within were wild designs, They looked like floating cities as much as they did battleships. This was for a reason. In 40K every battle for dominance in space required war machines that were impossible to imagine. The ships featured in Space Fleet were massive. The biggest of which could actually transport several of the biggest Titans created by the Forge Worlds. I'm sure many of you were wondering how the Empire managed to move the Titans from planet to planet. Well, it was the job of the Imperial Navy to do that. Players were doing battles with ships large enough to house several of our modern aircraft carriers. It was a wonderful genre and one of the few that Games Workshop helped flesh out.

Space Fleet contained pre-printed tiles of outer space and grids that could be arranged in any pattern so that the player would never run out of "space" while playing. Like the other boxed sets it was easy for audiences to get into this game and even share it with their friends. There is a great blog on the history of Space Fleet that I recommend you check out. Despite the uniqueness of the title it never really took off. Games Workshop did begin including scenarios for their 40K systems featuring the space ships they had revealed in Space Fleet. At the end of the decade the studio decided to give the genre another go. This time audiences were paying attention.

Battlefleet Gothic was released in 1999. With it came a greatly expanded universe and set of rules that complimented the small attack fighters as well as super destroyers from the Imperial Navy. Along with it came rules for Chaos fleets as well as those from some aliens as well. Ships could be armed with an assortment of weapons, their effectiveness depended on the opponents armor, range, obstacles and a number of other factors. There was a lot of strategy involved with the game just as there was with the more open systems from GW. Fans of 40K, and especially the Epic rules were all over the system. Hobbyists found themselves creating planets and asteroid belts to use on homemade outer space placemats. The models that Citadel released were insanely good. The ship designs from GW were completely unlike anything out there. Nothing in Star Wars or Star Trek could compare to the Gothic-inspired space cruisers. These ships were ornamented with statues and reliefs, they looked like floating cathedrals. They belied their awesome planet-destroying firepower and ability to transverse the warp.

Games Workshop would release expansions to Battlefleet Gothic over the next few years. The studio would add rules for the new aliens introduced into 40K canon from the late '80s through the '90s. The robotic Necrons with their Egyptian-inspired monoliths and the living space fleet of the Tyranids. Orks would have battle barges and even access to the occasional Space Hulk. The Dark Eldar, Eldar and Empire would engage in battles far more massive than any other science fiction system ever filmed or presented. Near the end of the series publishing there were even ships for the Tau, the last new race introduced to 40K canon. The ships and outer space battles spoken of for years in the 40K novels and game scenarios were much easier to visualize thanks to an actual game system. The ships would turn up as backdrops in various animated films and even video games but for years they never had a video game to call their own. That was of course until Games Workshop announced Battlefleet Gothic Armada at the end of 2015. Published by Focus Home Interactive and developed by Tindalos Interactive, it looked to capture everything that made the tabletop game so memorable.

The game would start off small, Imperial Navy versus Chaos, Orks and Eldar. It would hopefully get expansions if it proved to be successful. There was no reason to doubt the future success of the game as it seemed to be capturing all of the details from the tabletop system. It was something to see the ships flying around in three-dimensional space in the pre-alpha footage. It was how I always imagined it must have looked like live. Outer space combat had a more naval feel in 40K than in any other system. Ships could set traps, sort of like mines in space. As well as they could cloak in gas clouds and surprise opponents like a submarine. There were countermeasures and technology that allowed the battleship to find the hidden opponents, the space equivalent of sonar. Battlefleet Gothic Armada went so far as to capture the "rewards" that Chaos would bestow upon their champions. Ships would twist and change shape thanks to the ruinous powers of the warp, which Chaos had sway in. The ships from the legions that turned traitor against the emperor no longer looked like those from the Imperial Navy. They were instead brutal reminders of a particular Chaos God. Perhaps covered in gigantic skull effigies in honor of Khorne or spewing poison throughout the cosmos in favor of Nurgle. It would be interesting to see how these blessings would help the Chaos fleet in battle.

I have no doubt that this will be a great gateway to the Warhammer 40,000 universe. A few years prior to Battlefleet Gothic but after Space Fleet there was another system from Games Workshop that captured the was of ship combat. Only this was set in the ancient world rather than outer space. In the next blog we will look at this game. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
Tuesday, January 19, 2016
Building a gaming legacy, the Games Workshop series, part 2...
In the previous blog I mentioned that the sculptors working at Games Workshop create some fantastic miniatures for the Warhammer 40,000 system. Specifically these sculptors, sometimes freelancers, work for Citadel, the studio responsible for making the paints, models and tool kits for Games Workshop. Citadel is owned and operated by GW but have the responsibility of all the hobby elements that go into the system. In 40K the sculptors have to create vehicles and machines that reflect the aesthetics of each race. From human to alien, each species has a certain look, a certain style. The designers at GW help put together the back story and origin of each species. The sculptors at Citadel help translate the paintings and illustrations of the artists into three dimensional figures. The work that they do is beyond exceptional, they are awe-inspiring. For example in 40K there are aliens called the Eldar. Think of them like space elves. They are tall, slender and have weapons, armor and vehicles that are sleek. The lines on their war gear are smooth and flowing, inspired in many regards by the beauty of nature. Their weaponry is run on an exotic crystal fusion. By comparison the humans have weapons that we could imagine are forged from iron and steel and are run on diesel fuel. Take a look at the single-pilot walkers that the Eldar and Imperial Guard use in combat. Both machines are prime examples of science fiction storytelling. They have mounted weapons on a robotic frame with two legs but one seems to be half the weight and able to glide across the battlefield while the other stomps around like a clumsy wind-up toy.
These aesthetic choices are by design and help reinforce the species that make up 40K. The Eldar are very proud of themselves and think that all of the other aliens are primitive and crude. The word that they have for humans is Mon-kei. Some of the aliens that they speak of certainly fit the bill. The Orks for example have heavy, cumbersome weapons that double as clubs for the savage greenskins. They manage to cobble together weapons, artillery and spacecraft using whatever crude material they have on hand. In a way they are engineering savants. Their work is not pretty but it gets the job done. On the other side of the cosmos are the Tau. The gray-skinned aliens are very advanced and are trying to bring peace throughout the cosmos, by conquest of course! The technology they exploit is neither fluid like the Eldar or gothic like the humans but instead something completely different. I would compare the design aesthetic applied to the Tau like mecha designs featured in Japanese anime. Not surprising is how well it balances out the technology exploited by the other aliens. These things are especially obvious when you look at the robotic armor that the races can field. Space Marines have Power Armor, Terminator Armor and other forms of armor and battle suits that they can wear. They are not the only ones that benefit from this type of armor.
The Tau have a fast and powerful suit called the Crisis Battlesuit. By comparison the Orks have a crude, but equally lethal, robot they can pilot called the Killa Kan. Even though the subject matter of a future that was eternally at war was quite grim the game designers always found a way to put some humor in the system. It's easy to see the differences in alien technology when you compare the weapons side-by-side. When GW was designing the 40K system they learned early on that every alien race needed some sort of counterpart to a particular troop type or weapon. If an alien had a single-person speeder then humans and other species ended up with their own variation on that speeder. If an alien had a tank or transport then humans and other creatures had their own version as well. This sense of balance went from small handheld weapons and armor all the way up to gunships and space craft. The 40K universe always had a great sense of scale. The volumes written and drawn about the universe gave audiences an idea that there were countless other planets and stories waiting to be discovered. When it came to war there were giant robots that made human soldiers seem inconsequential. The artists and sculptors working on the gigantic models never forgot to reflect the technology behind each species. Take a look at the enormous Ork Stompa and Tau Riptide. They were not far removed from their smaller robotic suit counterparts.
Robotic suits of armor were the backbone of the Space Marine armies. I mentioned that there were more than one set of power armor that a unit could wear. There was a reason for these different types of armors and as you can imagine the bigger ones were designed for more dangerous encounters. The sculptors at Citadel had been refining the armor designs for almost three decades. These are easily some of the best miniature figures you will ever see. The detail applied to each piece is amazing. When you see them side-by-side you can only imagine that the team spent countless hours not only creating these models, but they had to turn around and create a balance for each of the alien races as well. Of the single-pilot suits of armor the largest is the Imperial Knight. This was the armor featured in the game Freeblade. This suit of armor was at a scale to combat the enormous robots like the Riptide and Stompa.
What made the robots used by humanity, and specifically by the Space Marines, different than those piloted by the aliens was the neural interface. Pilots of the Imperial Knight actually became a part of the machine. Their brains and life support systems were tied into the robot during a process called the "Becoming." The consciousness remained with the robot for centuries if not for thousands of years. Only in death would the service to the Imperium end. At which point the robot would be taken apart, reassembled and a new pilot be selected. The robotic host was a tradition that went back to the early days of 40K. The Space Marines were long-lived and super resilient yet even the greatest Space Marine eventually succumbed to injury. Rather than "retire" those warriors and lose much valued military knowledge and experience the best underwent something similar to the Becoming. Those marines were interred in Dreadnought Armor. Their life support systems were connected to the machine and they would be able to fight on for centuries more.
A collection of servitors, or robotic servants would attend to the Dreadnought when not in battle. A Dreadnought was treated like a holy relic. The servitors cared for the mechanical and organic parts with incantations, litanies and sacred oils. The robots received the same care that a nun would give a leper in the slums of poor countries. In many instances the warrior within would sleep for decades at a time until his services were needed once more. One of the great examples of the importance of a Dreadnought in the universe was explored in the comic book Damnation Crusade. A portion of the story is told from the point of view of Tankred, a member of the Black Templars. It's one of the best examples of the sacrifice that the Space Marines make in order to keep humanity alive against the cruel aliens and twisted demons of Chaos. It was great science fiction storytelling and went over amazingly well in the game system.
Each legion had its own unique Dreadnoughts, they were honored members and brought into battle an assortment of heavy weapons. The weapons they used, the literal arms on each robot, could be replaced depending on the battle. They had robotic hands that could tear open tank armor, flame throwers that could burn down buildings and plasma cannons that could blow holes through the biggest opponent. The idea of man and machine unified was something that made the science fiction in the world dark and foreboding. This technology was not exclusive to the Space Marines but had a variation in the alien races as well. The most interesting combinations of living tissue and robot came in the forms of the Chaos engines of destruction. The forces of chaos could turn man into beast and heroes into demons. Those that were previously pilots and crews on tanks and artillery became fused with the machines. Not thanks to technology but the magic of the warp, that part of the galaxy that exists beyond our concepts of time and space. Bones became forged into the structure of the machines and blood replaced oil in the infernal contraptions. Skin was stretched across the joins like some macabre hide. Just look at how more intense the Chaos Defiler looks when compared to the already enormous Dreadnought.
The more powerful the demon the more powerful the living weapon they would become. Some of the larger machine and creature hybrids dwarfed the mighty Dreadnought. Just take a look at the Soul Grinder. The multi-legged robot was far more than a Defiler and yet not quite a demon prince but instead something in between. The forces of Chaos rewarded their champions with awesome powers. Some became larger and more grotesque monsters, some were given weapons with magical properties. Other machinations of chaos were metal birds that could take on any assault jet. The larger weapons of chaos had a purpose, they were a counterpart for the most powerful artillery in an army. Citadel did a fantastic job bringing these creations to life. The designs created by the studio went on to influence other miniature gaming systems and even video game development as well. Several of these monsters-turned-vehicles began popping up in Games Workshop video games.
For years the Dreadnought was considered the most valuable single-pilot robot in canon. The Space Marines and Chaos Space Marines made great use of these machines. Just a handful of the robots could change the course of a battle. Yet as the system grew over the past 30 years the threats became bigger and stronger. Thanks to aliens that became more aggressive and dangerous it was not enough for a Dreadnought to take on the most powerful opponents. Games Workshop began creating more powerful armor for the Space Marines. The Terminator Armor was the best for a long time, then the studio introduced Centurion Armor as well. Gray Knights even had access to a gigantic walking frame so that they could face demon princes in hand-to-hand combat. Yet these bigger and better armor choices were not always enough for the biggest enemies in the 40K universe. This would become the task of an even larger robot. The Imperial Knight, the star of the mobile game Freeblade, would become the most powerful single-pilot robot in the ranks of the Imperial Army. The best part of this robot, aside from its awe-inspiring design, was that it was created so that it could freely move between armies. It did not have to adopt the livery of any particular army. Instead it was a freelance robot that had its own legacy recorded on its own armor. It could have its own insignia and even custom weapon choices to wear in battle. Then it was free to move to another sector of space where it was needed by a different legion.
The Imperial Knight was a force to be reckoned with. The forces of Chaos and the different races learned to feel the mechanical giant in battle. Yet when it came to the history of Warhammer 40,000 it turned out that the Imperial Knight was not at the top of the robotic food chain. If you can believe it there were robots even bigger helping keep the torch burning bright for humanity. The next blog will feature these colossal machines. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

These aesthetic choices are by design and help reinforce the species that make up 40K. The Eldar are very proud of themselves and think that all of the other aliens are primitive and crude. The word that they have for humans is Mon-kei. Some of the aliens that they speak of certainly fit the bill. The Orks for example have heavy, cumbersome weapons that double as clubs for the savage greenskins. They manage to cobble together weapons, artillery and spacecraft using whatever crude material they have on hand. In a way they are engineering savants. Their work is not pretty but it gets the job done. On the other side of the cosmos are the Tau. The gray-skinned aliens are very advanced and are trying to bring peace throughout the cosmos, by conquest of course! The technology they exploit is neither fluid like the Eldar or gothic like the humans but instead something completely different. I would compare the design aesthetic applied to the Tau like mecha designs featured in Japanese anime. Not surprising is how well it balances out the technology exploited by the other aliens. These things are especially obvious when you look at the robotic armor that the races can field. Space Marines have Power Armor, Terminator Armor and other forms of armor and battle suits that they can wear. They are not the only ones that benefit from this type of armor.

The Tau have a fast and powerful suit called the Crisis Battlesuit. By comparison the Orks have a crude, but equally lethal, robot they can pilot called the Killa Kan. Even though the subject matter of a future that was eternally at war was quite grim the game designers always found a way to put some humor in the system. It's easy to see the differences in alien technology when you compare the weapons side-by-side. When GW was designing the 40K system they learned early on that every alien race needed some sort of counterpart to a particular troop type or weapon. If an alien had a single-person speeder then humans and other species ended up with their own variation on that speeder. If an alien had a tank or transport then humans and other creatures had their own version as well. This sense of balance went from small handheld weapons and armor all the way up to gunships and space craft. The 40K universe always had a great sense of scale. The volumes written and drawn about the universe gave audiences an idea that there were countless other planets and stories waiting to be discovered. When it came to war there were giant robots that made human soldiers seem inconsequential. The artists and sculptors working on the gigantic models never forgot to reflect the technology behind each species. Take a look at the enormous Ork Stompa and Tau Riptide. They were not far removed from their smaller robotic suit counterparts.

Robotic suits of armor were the backbone of the Space Marine armies. I mentioned that there were more than one set of power armor that a unit could wear. There was a reason for these different types of armors and as you can imagine the bigger ones were designed for more dangerous encounters. The sculptors at Citadel had been refining the armor designs for almost three decades. These are easily some of the best miniature figures you will ever see. The detail applied to each piece is amazing. When you see them side-by-side you can only imagine that the team spent countless hours not only creating these models, but they had to turn around and create a balance for each of the alien races as well. Of the single-pilot suits of armor the largest is the Imperial Knight. This was the armor featured in the game Freeblade. This suit of armor was at a scale to combat the enormous robots like the Riptide and Stompa.

What made the robots used by humanity, and specifically by the Space Marines, different than those piloted by the aliens was the neural interface. Pilots of the Imperial Knight actually became a part of the machine. Their brains and life support systems were tied into the robot during a process called the "Becoming." The consciousness remained with the robot for centuries if not for thousands of years. Only in death would the service to the Imperium end. At which point the robot would be taken apart, reassembled and a new pilot be selected. The robotic host was a tradition that went back to the early days of 40K. The Space Marines were long-lived and super resilient yet even the greatest Space Marine eventually succumbed to injury. Rather than "retire" those warriors and lose much valued military knowledge and experience the best underwent something similar to the Becoming. Those marines were interred in Dreadnought Armor. Their life support systems were connected to the machine and they would be able to fight on for centuries more.

A collection of servitors, or robotic servants would attend to the Dreadnought when not in battle. A Dreadnought was treated like a holy relic. The servitors cared for the mechanical and organic parts with incantations, litanies and sacred oils. The robots received the same care that a nun would give a leper in the slums of poor countries. In many instances the warrior within would sleep for decades at a time until his services were needed once more. One of the great examples of the importance of a Dreadnought in the universe was explored in the comic book Damnation Crusade. A portion of the story is told from the point of view of Tankred, a member of the Black Templars. It's one of the best examples of the sacrifice that the Space Marines make in order to keep humanity alive against the cruel aliens and twisted demons of Chaos. It was great science fiction storytelling and went over amazingly well in the game system.

Each legion had its own unique Dreadnoughts, they were honored members and brought into battle an assortment of heavy weapons. The weapons they used, the literal arms on each robot, could be replaced depending on the battle. They had robotic hands that could tear open tank armor, flame throwers that could burn down buildings and plasma cannons that could blow holes through the biggest opponent. The idea of man and machine unified was something that made the science fiction in the world dark and foreboding. This technology was not exclusive to the Space Marines but had a variation in the alien races as well. The most interesting combinations of living tissue and robot came in the forms of the Chaos engines of destruction. The forces of chaos could turn man into beast and heroes into demons. Those that were previously pilots and crews on tanks and artillery became fused with the machines. Not thanks to technology but the magic of the warp, that part of the galaxy that exists beyond our concepts of time and space. Bones became forged into the structure of the machines and blood replaced oil in the infernal contraptions. Skin was stretched across the joins like some macabre hide. Just look at how more intense the Chaos Defiler looks when compared to the already enormous Dreadnought.

The more powerful the demon the more powerful the living weapon they would become. Some of the larger machine and creature hybrids dwarfed the mighty Dreadnought. Just take a look at the Soul Grinder. The multi-legged robot was far more than a Defiler and yet not quite a demon prince but instead something in between. The forces of Chaos rewarded their champions with awesome powers. Some became larger and more grotesque monsters, some were given weapons with magical properties. Other machinations of chaos were metal birds that could take on any assault jet. The larger weapons of chaos had a purpose, they were a counterpart for the most powerful artillery in an army. Citadel did a fantastic job bringing these creations to life. The designs created by the studio went on to influence other miniature gaming systems and even video game development as well. Several of these monsters-turned-vehicles began popping up in Games Workshop video games.

For years the Dreadnought was considered the most valuable single-pilot robot in canon. The Space Marines and Chaos Space Marines made great use of these machines. Just a handful of the robots could change the course of a battle. Yet as the system grew over the past 30 years the threats became bigger and stronger. Thanks to aliens that became more aggressive and dangerous it was not enough for a Dreadnought to take on the most powerful opponents. Games Workshop began creating more powerful armor for the Space Marines. The Terminator Armor was the best for a long time, then the studio introduced Centurion Armor as well. Gray Knights even had access to a gigantic walking frame so that they could face demon princes in hand-to-hand combat. Yet these bigger and better armor choices were not always enough for the biggest enemies in the 40K universe. This would become the task of an even larger robot. The Imperial Knight, the star of the mobile game Freeblade, would become the most powerful single-pilot robot in the ranks of the Imperial Army. The best part of this robot, aside from its awe-inspiring design, was that it was created so that it could freely move between armies. It did not have to adopt the livery of any particular army. Instead it was a freelance robot that had its own legacy recorded on its own armor. It could have its own insignia and even custom weapon choices to wear in battle. Then it was free to move to another sector of space where it was needed by a different legion.

The Imperial Knight was a force to be reckoned with. The forces of Chaos and the different races learned to feel the mechanical giant in battle. Yet when it came to the history of Warhammer 40,000 it turned out that the Imperial Knight was not at the top of the robotic food chain. If you can believe it there were robots even bigger helping keep the torch burning bright for humanity. The next blog will feature these colossal machines. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
Thursday, December 17, 2015
Freeblade, one of the best mobile games ever made...

I want to do a quick review on the new iOS game Freeblade by Pixeltoys. The game was one of the featured titles on the iTunes Store and an Editor's Choice when it debuted in late 2015. The reviews so far have been very positive, earning a 4 1/2 star average on the iTunes Store from thousands of players. Why isn't it a perfect 5-star game? The answer is simple, the game entices you to receive bonuses if you sit through a 30 second commercial for other games. Which is nothing to complain about given that this is a free to download and free to play title. From a design, control and execution perspective the game itself deserves 5 stars but I would argue it is being penalized by the pay-to-play market. Those that buy the in-game features get to extend their play and enjoy the title in more ways. Microtransactions are the bane of many game players but they are the necessary evil of the mobile market. Let's face it, if the game was priced at $24.99 on the iTunes Store with everything unlocked from then nobody would buy it because there are thousands of free games available. It's a strange dilemma for developers to be in. After playing it however I'd say that at $49.99 the game would be a bargain. Why is that? Freeblade looks as good and plays as good (if not better!) than some of the best AAA titles you would find on the portable consoles. Sony and Nintendo, I'm looking right at you! The cheap and mindless games about birds and candy may be more popular with audiences, and may make more money for the developers, however the era of the heavyweight mobile games has officially arrived.

I wasn't sold when it was first announced. I love the universe that Games Workshop had created but most of their video games left much to be desired. But then something happened this fall. At an Apple Special Event the details on the new iPhone 6 and new iPad were announced. In order to highlight the leap in performance that it had over the previous models Apple had a few developers demonstrate some of the features using their software. One of the last presenters was Andy Wafer the CEO and Co-Founder of Pixel Toys. He used Freeblade to demonstrate the new graphics processor on the iPhone. It was almost twice as fast as the previous generation and capable of presenting graphics with greater fidelity and with far more effects than any previous mobile device. Not only that the new touch scheme meant that the control was much tighter and allowed for advances in the way the game controlled and played. The presentation almost won me over but there was some doubt in my mind. Would I really have to get a new phone in order to enjoy the game? After all the 5th generation of devices, including my iPod Touch, had some memorable games and were capable of displaying some amazing graphics as well. Have you seen Ridge Racer Slipstream for example?

I downloaded the game on the iPod and right away I was warned that for best performance I needed to upgrade my hardware. I pressed OK and was presented with the opening story for the game but before it would ever load the first level the game would crash. I tried getting to run a few times. Tried resetting the iPod and uninstalling and reinstalling the game but it didn't work. So I had my coworker download the game on his iPhone 6 so I could test it out. Only then could I see why Freeblade required new hardware. The leap between gameplay and visuals on the handheld was like the leap from the Playstation 2 to the Playstation 4 consoles. Yes the PS2 had some incredible award-winning games, but the hardware was dated and incapable of presenting the next generation of visuals. As I was going through Freeblade I had an epiphany. Mobile games would only get better from here. If the console manufacturers didn't watch out they would become the second option for premium gaming experiences.

So what made Freeblade so great? If you are not familiar with Warhammer 40,000, the universe created by Games Workshop, it didn't really matter. The setup was relatively simple. It was the far future and you were on a distant planet. You were piloting a fully armed and fully armored 50-foot tall robot, known as an Imperial Knight against alien invaders. By touching the screen you got to shoot at just about anything that moved using your primary or secondary weapons. Freeblade took full advantage of the new touch features of the iOS devices. These devices recognized and responded to finger pressure instead of just finger contact. The devices and game also supported multi-finger gestures. Freeblade advanced the robot automatically during the fighting, all you had to do was aim and shoot. Essentially you were playing a mobile version of the classic arcade rail-shooter.

Pixel Toys developed a great game that brought back memories of some classic experiences. I wondered if the long-time arcade publishers were paying attention. Freeblade was doing to mobile devices what Panzer Dragoon had done for home consoles or Starblade had done for the arcade. Both games had cult-like followings. Sega and Namco, the respective publishers of those games hadn't really done much with the rail shooter in years. I could only imagine how great it would be if Sega developed a new Panzer Dragoon or if Namco released a new Starblade using the same mechanics of Freeblade. Yet I cannot think of a rail shooter that ever featured gigantic robot combat! In this way Freeblade stands apart from the other titles.

All of the hooks that mobile games depended on to keep players engaged were in Freeblade. Players could unlock secrets and upgrades as they went from battle to battle. They were rewarded for their accuracy, secrets found and point totals. They could apply some of these rewards by upgrading weapons, adding new weapons, and strengthening their armor. The player was encouraged to continue fighting through the level system. They gained experience based on how well they performed in each mission and what secrets they unlocked. Players could not only customize their weapons, they could even swap out colors to customize their robot. There were daily challenges which could make "grinding" or trying to level up your robot much more rewarding. Players did not have to spend real money in order to gain these rewards or upgrades. They simply had to be patient between sessions.

The visuals on the game were amazing. Among the best portable graphics you would ever see. The touch controls were responsive and become intuitive fairly quickly. The learning curve was relatively short, which allowed you to focus on the game itself. You had the ability to track and shoot you opponents using a gigantic machine gun, but beware of overheating! You could also fire a cannon blast or launch a barrage of missile to punch a hole through stubborn armor, roadblocks or other giant robots. Opponents emerged from every street corner and alley, in some cases they dropped in from space, rode by on motorcycles or flew overhead in jets. Sometimes the opponents were equally massive machines. When up close to other giant robots the game entered a quick-time event or melee mode. Ranged weapons were disabled and it was up to the player to use the Imperial Knight's enormous chainsaw(!) to chop an opponent down. The game was not all about offense however. The Imperial Knight was equipped with an energy shield and players could actually deflect incoming heavy fire if they responded quickly enough to the on screen cues. If the game was only graphics without the gameplay then fans would have voiced their disapproval right away. But Pixel Toys managed to make a game that looked great and played fantastic. The game only continued to grow and gain a new following on game forums and review sites. This could only be good news for the future of Pixel Toys. They had created a real winner and deserved some kudos. They were hopefully working on new content for this game as well. If you have a new iPhone or iPad and are looking for a great game then I couldn't recommend a better title. Download Freeblade now and tell me what you think. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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