Showing posts with label space marines. Show all posts
Showing posts with label space marines. Show all posts

Saturday, February 13, 2016

Building a gaming legacy, the Games Workshop series, part 6...

Once upon a time Games Workshop used to support original, stand-alone games. These titles often expanded the canon of the established Warhammer Fantasy and Warhammer 40,000 systems. In the previous blog I mentioned that the company created Adeptus Titanicus out of necessity when Battletech had become all the rage in the tabletop gaming community. In doing so they made the 40K universe much more interesting with the use of robotic Titans and allowed gamers to experience the awesome power of walking battleships. This system ended up being expanded and created the 6mm scale and Epic Space Marine rules which allowed players to deploy entire legions in battle. One of the more popular and even longer-lived systems actually debuted just a year after Adeptus Tianicus. In 1989 GW released Space Hulk. A boxed game set aboard an abandoned space ship in the 40K universe.


The game was unique for several reasons, but the most important were the introductions of the Terminator Armor Space Marines and the alien enemies known as Genestealers. An entirely new chapter of 40K lore was written in Space Hulk. It was explained that the First Company of each Space Marine chapter consisted of the most experienced and capable warriors from each unit. They were the ones tasked with the most dangerous missions and as such had access to the most powerful weapons and armor. The Terminator Armor was created for the most inhospitable environments. It was bigger and stronger than the standard Power Armor and treated with the reverence of a holy relic. These suits of armor were worn in battle but had gained a reputation for being used while being deployed in a Space Hulk. So what is a Space Hulk? In the 40K universe spaceships are able to cross the galaxy by using the Warp. It is like crossing through a wormhole or tear in space that unites systems that are countless light years apart. The ships have to have powerful reactors in order to escape the gravity well created by the Warp, as well as not to be torn apart by the forces within the Warp which bend time and space as well.

 

Anyhow, some ships are damaged in the process or have engines that break down and cause the ships to be stuck in the Warp. They will pop in and out of the universe from time to time before being pulled back into the Warp. Some of these ships have weapons and resources that are attractive to scavengers. Aliens and humans alike will risk everything to board one of these vessels. After thousands of years of being adrift in the Warp some of the ships are fused together and get stuck in asteroids and other debris that makes its way into the Warp. These enormous floating piles of debris are often bigger than cities and may even reach the size of a state or nation. They are dubbed Space Hulks and are an ominous sign when they appear near inhabited planets. The reason they are bad news is because within the Space Hulk there are often diseases or even alien species that may easily wipe out an inhabited planet. Those foolish enough to try to salvage the Space Hulks, explore the wreckage of the ships or asteroids they are tied to don't always make it back to port with their bounty. Orks sometimes take over a Space Hulk, put engines on it and raid outposts. This was the plot of the THQ multi-player video game Warhammer 40,000 Kill Team.

 

Just like the video game there is something far more sinister than Orks lying in the bowels of the oldest and most traveled Space Hulks. The Space Hulks can be lost for countless generations in the Warp. They may turn up in yet uncharted parts of the galaxy and when that happens an alien race may board them and then hibernate, waiting for a foolish explorer to wake them from their slumber. This is the case with the Genestealers. They are an alien shock troop that is the first wave of a species that would later be known as the Tyranid. The Genestealer was modeled after the H.R. Geiger Alien. They are huge, covered in a carapace stronger than steel, quite strong and can even survive in the vacuum of space. Traditional Space Marine armor and weapons are not powerful enough to handle wave after wave of the Genestealers. This is why the Terminators are called in whenever a Space Hulk appears near an Empire-controlled portion of the cosmos.

 

The Terminators have a set of missions that they can complete in the original boxed game. Sometimes they have to recover a relic from a Space Marine chapter, sometimes they have to find a piece of crucial data from a system computer. Often they have to ensure that there are no Genestealers on board and try to poison the life support systems if they are still functioning so that they can eradicate the threat before the ship slips back into the Warp. The game allows players to explore tight corridors and engage in firefights with scores of Genestealers. Anyone that has seen the film Aliens can remember how intense it is to fight wave after wave of alien with limited resources and in tight quarters. Space Hulk ramps up this concept tenfold and makes surviving each map all the more intense. Speaking of the maps, the original game also came with printed cardboard tiles and doors that could be assembled in any number of layouts. This ensured that the game would constantly keep evolving and offer a different experience each time a player started a campaign. The other thing these printed pieces did was help immerse the player into the game. Those with limited hobby experience didn't have to build or paint any terrain. Each piece was highly detailed, the tiles were painted by Games Workshop artists after all. The boards made it easy to imagine that the Terminators were battling for survival in the maze-like Space Hulk.

 

Space Hulk did such a great job at capturing even non traditional tabletop audiences that it was turned into a PC game by Electronic Arts in 1993. The PC game did a fantastic job of recreating the isolation and horror of each mission. Genestealers would lurk at every turn and you would find yourself saying a prayer to the machine spirit that your heavy bolter wouldn't jam during an intense firefight. In the science fiction genre it was a refreshing change of pace, it worked because of the liberally sprinkled horror elements as well. It was unlike anything the US and Japanese studios were producing. Best of all the PC game was getting people interested in the universe of 40K. Space Hulk, the tabletop and PC versions would receive expansions.


The Deathwing expansion came out in 1990. It would begin to flesh out the Tyranids as well as the other alien species that called the Space Hulk home. The games also helped shed some light on the Dark Angels and Blood Angel Space Marine Chapters. Two of the oldest and most tragic chapters from the earliest days of the Empire. The popularity and longevity of the game was apparent when Fantasy Flight Games released a CCG (collectible card game) based on Space Hulk. The new game called Death Angel came out almost 20 years after the original tabletop game. It instantly brought audiences up to speed on the elements that made the original game so memorable. Players had missions, could arm themselves with rare items or even hunt down opponents as Genestealers. The card game and the expansions that followed could be found in most book stores and even toy stores. This was one of the few Games Workshop systems that found a bit of mainstream success. The popularity of which would bring a few generations into the larger system of Warhammer 40,000.


Because of Space Hulk all new models and rules would be created for the Tyranids. Not only that the entire alien race would be fleshed out. Genestealers would only be one type of troop. There were small, spore-like Tyranids that acted like land mines, releasing toxins and poison quills to those that approached them. There were larger Tyranids, like the Carnifex that were the size of tanks and could peel them apart like a tin can with their massive claws. There were even Tyrnaid large enough to fight against Titans! Tyranids were becoming the alpha-predator in the 40K universe. They would eat and harvest the DNA of every species they came across. This caused the troop types to mutate and gain the best traits of a particular species. Some became bulky and strong thanks to Ork DNA. Some became powerful psychics because they had absorbed Eldar DNA. Because of this new threat the Space Marines would get a boost in new weapons and armor as well.

 

The love of the Space Hulk never died off. In 2013 the PC game was remade, called Space Hulk Ascension. It helped spark renewed interest in the universe. That same year Games Workshop would publish a third-generation of the game with all new rules, models and tiles. Games Workshop made sure to use the latest advances in publishing and released a superior product. The old illustrated cardstock tiles were replaced with thicker, higher quality embossed tiles that featured digital renderings. The printing on the tiles gave them the illusion of depth, light and even texture. One of the problems with the old cardstock tiles was that they were flat-edged, this did allow each tile to perfect align to the next but they often slid around on a table. The new tiles had jigsaw edges so that they could all interlock. The majority of the miniatures that Citadel created for the Games Workshop systems were metal, originally lead but then later on they went to pewter. The plastic miniatures that Citadel developed in the late '80s and early '90s were well done but lacked the same level of detail of metal miniatures. Citadel went with plastics for the self-contained systems, they were cheaper to produce and less prone to bending as a metal figure. The plastic models were used in boxed sets like Blood Bowl, Heroquest and Space Hulk.

 

The original Space Hulk featured printed cardstock tiles that allowed gamers to create their own mazes, scatter objectives and never have the same experience twice. The combination of plastic miniatures and printed cardstock tiles worked very well for the genre. Audiences didn't have to invest time or money in building elaborate sets to play in, although some of the more hardcore gamers did just that. In fact a few companies popped up featuring easy-to-assemble terrain, much of which was pre-painted or pre-printed so it complimented the Space Hulk rules. What Games Workshop did was create a bridge between the tabletop roleplay system of Warhammer 40K with more traditional board games. By limiting the movement to corridors and small open rooms the studio streamlined the rules on movement, ranged and melee attacks and line of site so that audiences could pick up the gameplay much faster than 40K. In the fantasy world GW did the same thing with Warhammer Quest, which took the characters and rules of Warhammer Fantasy Battle and made it an easy to pick up system with mazes that audiences could randomly build.

 

Space Hulk and the other boxed games from the studio, which I will highlight on future blogs, were gateway systems for the hobby and in some cases could even be found in large-scale toy stores. The plastics manufacturing process had improved greatly over the decades. When Space Hulk was relaunched the miniatures created for the game were amazing. The characters had individual dynamic poses, both the Terminators and Genestealers and an unparalleled level of detail. Even the relics being searched for got a makeover thanks to the Citadel modeling department.

 

The third and fourth editions of Space Hulk won several awards and the accolades of gamers and editors the world over. It gave Games Workshop the confidence to pursue other self-contained boxed sets, which was something they hadn't done in years. Before I go too far into the science fiction worlds that Games Workshop created I want to go back and explore the fantasy systems that helped put them on the map. You see if Space Hulk was a great introduction to tabletop role playing systems for sci-fi there was something even more successful for fantasy. The next blog will look at this system. 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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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!