Something a little different than my usual wargaming related posts. Recently I picked up and have played part way through the new PC title Warhammer 40,000: Space Marine.
Overall Review: Excellent game on almost every level with only a few minor quibbles.
Visuals: Amazing. To start, they really took the 40k gothic visuals and created a convincing and awe inspiring landscape. Amazing detail down to the very nuts and bolts. Dark, gritty, ruined, gothic. Everything 40k is supposed to be without going over the top, which is even more impressive. The models look amazing. This is what space marines are supposed to look like. Plus, the animations are fluid and realistic, and the voice acting and characters are done really well. What's more, the action animations and the pure carnage factor is stunning. The power a single marine is able to unleash in this game truly does these 40k legends justice. You can literally become a walking engine of death and cut a swathe of destruction.
Gameplay: This is where it gets even better. This game delivers on the action. What I really like is that not only does the game allow you to seamlessly switch from ranged to melee combat, both styles of combat have their place. There are parts of the game where it is better to stay ranged, use cover and gun down the waves of enemies. Other times there is nothing for it but to wade into the enemy and brutally hack and slash your way through. In fact, there are times when if you choose the wrong approach, you will find yourself gunned down from long range or swamped and cut to pieces in a wave of death. This balance of gameplay is not only important, it is impressive that they executed it so damned well. Space Marines are great at both roles. I personally prefer the ranged approach, and there is something satisfying standing back and gunning down waves of Orks with head shots from a standard bolter. Even more awesome is the power of a melta gun at close range.
Story and Level Design: This is a mixed bag. The story is very cool and the plot is pure 40k. Ork invasions, an Inquisitor, a Forge World, and even a somewhat competent Imperial Guard force swirl around the intrigue of a secret weapon and the attempt to prevent it from falling into Ork hands (or worse). So the story gets a plus from me. The only detraction was that there was not that much character interaction beyond short (sometimes too short) cut scenes. But hey, this is an action game and we are playing a Space Marine...so who cares?
Level design is where I will say that the game falls short, but only in some minor ways that can be easily overlooked. The levels are very linear. That's ok, but added to the next factor, I think it becomes mildly annoying. At every part of the level where your character needs something it just happens to be lying in an open crate, on the ground, or in a drop pod or Adepticus Mechanicus machine. In fact, the game delivers your skill ups in these awkward Adepticus Mechanicus consoles. Get to a part where you need to fly? Oh look! A jet pack conveniently located in a drop pod. Done with that zone? The jet pack runs out of fuel just in time. Does the zone ahead have a few mini boss type enemies where you need to use a Lascannon? Oh look! There's one! Done those mini bosses? Oh well, no more ammo for that weapon. I don't mind crates of ammo throughout a game, but the way this game delivers not only ammo, but the very tools you need to complete a part of the game comes across as kind of silly and predictable. Also, there are times when you lose a weapon you had, only to come across another one later on. It's all a very awkward element of the game design.
The strange part is the fact that while they handled level ups and weapons so awkwardly, they handled health really well. You regain your power field after waiting a short time out of combat. That makes sense as it recharges back up to full. Health is handled even more uniquely and in two related but different ways: you build up rage as you are in combat. Once your meter is full you can unleash the rage in a storm of energy. It adds health to you, slows time slightly and turns you into a killing machine. Even neater is how it can be used both in melee and ranged combat (melee allows you to land devastating blows, ranged allows for super accurate shooting). It functions as an almost trance like Matrix style state without being cheesy. Plus it is easy to use.
Also, there is the ability to regenerate health by first stunning an enemy and then delivering a killing blow. It is kind of awkward at first, but it quickly becomes second nature. Though sometimes it is a pain in the ass to line it up right, but that is part of the challenge. Also, you must time it right. Not all enemies can be stunned right away but must be damaged first. Also, if you don't time it right, your foe can counterattack. There is nothing more aggravating than being picked up and slammed down and then stomped on by an Ork nob. Of course, there is nothing more satisfying than delivering that vicious and gruesome killing blow back on him...
One of the things I really like is the way they designed the actual enemies you fight. The Orks are far more than just waves of chainsword and axe wielding maniacs. There are nobs, stormboys with jet packs, shoota boys, Weirdboy psykers, Armored boys with huge shields, gretchin mobs...everything you think of for the Orks which makes an old school 40k fanboy smile (my only gripe would be that it would be nice to see some variety of color and details on the models-every type of Ork always looks the same even though there are a bunch of different types). The best part about your enemies is that each type of encounter requires you to think about how to handle it. Shoota boys will quickly reduce your power field and start taking chunks out of your health if you stand in the open. If you get swamped by Orks you will find yourself unable to fight your way out.
So taken overall, this is one amazing game. It is a lot of fun. It is challenging in all of the ways I like, yet not needlessly frustrating or difficult for the sake of being difficult. The few minor gripes are annoying and mildly detracting from the experience. But overall, it is one solid game. I recommend it for anyone that is a big fan of 40k. I really hope they continue this series. I would love to go up against Eldar, Tyranids, or the other 40k universe baddies. Note: I have not yet completed the game. I understand that chaos forces make their appearance...I can't wait.
A wargaming, modeling, and miniature painting blog. These days focusing primarily on projects set in the Warhammer 40,000 universe, but not necessarily using those rules. Also the home of the Betrayal at Badab project, a rules mod for Horus Heresy: Betrayal at Calth
Friday, September 23, 2011
Thursday, August 4, 2011
"All Gone Dead"
Continuing with the 80s post nuclear project theme music: Subhumans "All Gone Dead" was always one of my favorite punk songs of all time. I used to think it was such a powerful expression of the fear of a nuclear attack. Growing up near TMI, I always feared hearing the sirens for either a meltdown or some other kind of emergency. Add to that some powerful movies from the time and an active imagination and nuclear war was something that really worried me when I was younger.
Today, as a history teacher, I sometimes find it hard to explain to young students the feeling of growing up during the Cold War. How do you explain the fear of the real possibility of a nuclear war between us and the Soviets? (What's a Soviet?) It's just hard to put into words sometimes without sounding strange or silly. Maybe that's because our worst fears from the Cold War never happened, but in light of our recent experience with real terrorist attacks, the 80s US vs Soviet nuclear war hysteria now just kind of seems like something from a strange dream or a bad movie.
I was a little young for the "Duck and Cover" of my parent's generation, but I remember well things like Red Dawn and The Day After (and then later, the blast scene from T2). Punk really pulled all of that hysteria and fear together into some powerful imagery and music. It all sounds and looks kind of silly now, but back then the feeling of fear was palpable at times.
Inspired by my teenage fears and taste in music, I decided my post nuclear what-if project needed some appropriate scenery to go with it. I need that burned out landscape. The ruins I already have covered. What I don't have is cars. Burned out husks of cars. Nothing says post apocalypse like burned out cars.
All I had in my basement was a box of 1960s die cast cars (Franklin Mint I believe). Most of them weren't worth much or were too bad a condition to sell. So I decided to wreck 'em. I took the windshields out and removed the tires (those never survive nuclear blasts). After Googling some pics of burned cars, I decided I wanted to go with a extremely wrecked and completely torched look. I kept thinking of the kind of cars you see in the future scenes of T2 and stuff like that.
Here is the result. They are 1960s American cars, but they look sufficiently wrecked to fit into any post nuclear landscape. I need a lot more of these though, and I plan on hitting the cheap die cast sources this week to see what else I can find.
The paint job is done by spray painting a base coat of Krylon Flat Camo Brown. After that I drybrush and stipple a gray primer color onto the flat areas and on the major body panels. Follow this with a drybrush of metal to stripped areas and other metal parts. After that I drybrush and stipple a rust brown color onto most of the edges, blending into the other colors. Finally, a last layer of bright rust orange is applied by drybrush to the edges and heavily rusted areas. A final very light drybrush of white overall pulls it all together.
Enjoy!
Remember kids! Duck and Cover! (and kiss your ass goodbye!)
"We've Got a Bigger Problem Now."
Following up on the Soviets are my US in MOPP Gear. These are some amazing minis, with great detail and accurate weapons and gear. You can see the faces inside the lenses. I hope Eureka follows these up with more heavy weapons and support like they did the Soviets.
While working on the Soviets put me in the mood for Sisters of Mercy, the US called for some classic Southern California 1980s punk...such as the Dead Kennedys. The song I thought of most was "We've Got a Bigger Problem Now" off In God We Trust Inc.
Here are the first painted examples. I have to finish painting the pack with helmets to make a more complete force.
Group shot.
M-60, M-16s, and M-203 Grenade Launcher.
While working on the Soviets put me in the mood for Sisters of Mercy, the US called for some classic Southern California 1980s punk...such as the Dead Kennedys. The song I thought of most was "We've Got a Bigger Problem Now" off In God We Trust Inc.
Here are the first painted examples. I have to finish painting the pack with helmets to make a more complete force.
Group shot.
M-60, M-16s, and M-203 Grenade Launcher.
"Mother Russia Rain Down, Down, Down!"
I have been in an 80s mood lately. Especially after picking up Eureka's 1980s US in MOPP Gear (not on their site yet). I had been hoping they would release them to go against my Soviets, seen here. Eureka did not disappoint, with yet more amazing work by Kosta Heristanidis. These US in MOPP were released just in time for Historicon. Now my Soviets have something to fight other than zombies.
I really wanted to use these minis for a post-nuclear/chemical/biological setting...as grim and gruesome as that is. I began to look into some WWIII trigger ideas starting around the early 80s and came across some ideas from asking around on the TMP Modern "What If" message board and reading some of the other topics. Besides the massive NATO training exercises called Exercise Reforger (Return Forces to Germany), I came across this little lesser known trigger:
Able Archer '83
What if this had set off WWIII? It is an interesting what if, is around the right time that fits the miniatures, and it is a good wargaming scenario design basis for anything from full scale global nuclear war down to limited tactical nuclear exchange followed by conventional warfare. With this in mind, I got busy painting up the rest of the Soviets I had to finish and starting on my US.
Here are the Reds. You'll just have to forgive the amateurish artistic license I took with the photo editing. I couldn't resist the grainy film setting to help add some period style to the otherwise crappy pics I ended up with.
Command HQ.
Fire Team 1.
Fire Team 2.
Cover!
"Mother Russia...Mother Russia...Mother Russia rain down, down down..."
I really wanted to use these minis for a post-nuclear/chemical/biological setting...as grim and gruesome as that is. I began to look into some WWIII trigger ideas starting around the early 80s and came across some ideas from asking around on the TMP Modern "What If" message board and reading some of the other topics. Besides the massive NATO training exercises called Exercise Reforger (Return Forces to Germany), I came across this little lesser known trigger:
Able Archer '83
What if this had set off WWIII? It is an interesting what if, is around the right time that fits the miniatures, and it is a good wargaming scenario design basis for anything from full scale global nuclear war down to limited tactical nuclear exchange followed by conventional warfare. With this in mind, I got busy painting up the rest of the Soviets I had to finish and starting on my US.
Here are the Reds. You'll just have to forgive the amateurish artistic license I took with the photo editing. I couldn't resist the grainy film setting to help add some period style to the otherwise crappy pics I ended up with.
Command HQ.
Fire Team 1.
Fire Team 2.
Cover!
For inspiration, I have been listening to Sisters of Mercy's "Dominion/Mother Russia".
Friday, June 24, 2011
U.S. Vehicles.
Some U.S. tanks and vehicles to round out the Allies. These are all late war and are made by either Army Group North or Warlord Games (ex-Bolt Action Miniatures) 1/56th scale kits.
This unit of Shermans hails from the Five Boroughs of New York. The tanks are from Company B, and all of the tank names reflect this. They are: Bronx Bomber, Boilermaker, Babydoll, Berlin Bound, and Brooklyn.
A platoon of M3 halftracks for my Armored Infantry.
M8 Greyhound Armored Car and some Jeeps of the Recon platoon.
This unit of Shermans hails from the Five Boroughs of New York. The tanks are from Company B, and all of the tank names reflect this. They are: Bronx Bomber, Boilermaker, Babydoll, Berlin Bound, and Brooklyn.
A platoon of M3 halftracks for my Armored Infantry.
M8 Greyhound Armored Car and some Jeeps of the Recon platoon.
German Vehicles.
No collection is complete without some Germans to fight against. These are mostly Army Group North and JTFM 1/56th scale kits.
From the Blitzkreig collection.
Panzer I.
Panzer 38t.
Panzer III C.
Panzer IV D.
Sdkfz 251 C halftrack Platoon.
Sdkfz 11.
Stug III D.
From the Mid to Late War collection.
Panzer IV Js minus the armored skirts.
Sdkfz 234 Pumas and 2cm cannon makes nice little recon unit. The Puma is one of my favorite WWII vehicles. I don't care if they only made 101 of them, they make it into my games (and they did see a lot of action-most of them were destroyed in France).
Sdkfz 251 D halftrack platoon.
Don't forget some big cats. Panther Gs.
From the Blitzkreig collection.
Panzer I.
Panzer 38t.
Panzer III C.
Panzer IV D.
Sdkfz 251 C halftrack Platoon.
Sdkfz 11.
Stug III D.
From the Mid to Late War collection.
Panzer IV Js minus the armored skirts.
Sdkfz 234 Pumas and 2cm cannon makes nice little recon unit. The Puma is one of my favorite WWII vehicles. I don't care if they only made 101 of them, they make it into my games (and they did see a lot of action-most of them were destroyed in France).
Sdkfz 251 D halftrack platoon.
Don't forget some big cats. Panther Gs.
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