Sunday, December 9, 2012

Super Nerd Sundays Presents: Return to Warhammer 40,000: Space Marine!



During the summer I finally sat down and played through the superlatively fun Warhammer: 40,000 Space Marine.  I was all like “whaaaaaa” and it was all like “yeaaaaaaaaa” and then we were all like “SMAAAAAAAAASH.”  It was an amazing game to experience, an opportunity to inhabit, albeit briefly, the armor of one of the Space Marines of legend in a way that Dawn of War’s superlative gameplay always made me want to.  Running around, breaking shit, crushing hordes of orcs…  It was good.  Real good.  It was a marvelous take on the beat-em-up that realized one of the more iconic sets of beloved tabletop characters we’ve been exposed to a lot over the last few in video games in a way that was both unexpected while remaining solidly rooted in the fiction that generated the game.

Recently I started using the game’s campaign to de-stress while grading papers.  It’s a well built set of power-fantasy moments, and there were some achievements that I wanted to get, so…  It made sense.  It was good to be a Space Marine, grimly fighting against hordes of whatevers that I could drive into the ground for fifteen to twenty minutes at a time.

But then I tried the multiplayer game.  And holy shit.

Beneath a middling deathmatch/CTF game plagued by latency issues and serious feature creep (players will have to put in a minimum of five hours to actually get anywhere with Space Marine’s multi, and even then they can expect to die frequently against min-maxed powerhouses who will simply stomp them at will) I found something incredible: the Exterminatus game type.

Exterminatus is essentially a love letter to Horde modes: a third person version of the amazing Last Stand mode from Dawn of War II.  But it’s more than just the sum of those parts.  There’s something intense about it, incredible and compelling that most horde modes simply can’t provide.

Part of it may very well be the product of the Warhammer 40,000 license.  Kicking ass in power armor with a sweet glowing sword is pretty great, and the feeling of cooperation, paired with the sensation of being a highly specialized juggernaut is a pretty solid high.  Killing hundreds of orcs?  Not too shabby either.

But what really makes it impressive is a superlative construction of the Horde game type which understands the appeal of the genre, the appropriate level of stakes for Horde games and the right way to curve challenge in a Horde game type.
A lot of Horde game types have steep curves that immediately and ruthlessly suddenly peak their difficulty in a way that makes them incredibly frustrating to play – progression within the horde game becomes a chore of sorts, tremendously unpleasant.  Resources can be distributed in a way that permits a single inexperienced player to screw over their entire team without knowing it.  Early mistakes can make the game untenable or unplayable.  Exterminatus addresses this by utilizing a single shared resource for the team: life.  You’ve got four lives at any given time, max.  You can’t bank them, but you can use them to respawn and you earn additional lives as you rack up kills.  Stakes and resource management are addressed artfully in one fell swoop.  And the game stages quite nicely, especially in light of the tropes of the genre.  Players will be exposed to new, harder enemies with greater frequency as the game goes on, but it happens in an easy, splayed fashion and waves are meted out in such a way that kept me from ever feeling overwhelmed by a new twist.  There was always a decent warm up period before I found myself fighting hordes of nobs soon or having to dodge an unreasonable number of suicide squigs.

Paired with a system of equipment unlocks and three very distinct, very satisfying classes, none of which felt overpowered or overwrought, there’s a lot to dig into in an elegant, understated framework.  It has all the power-fantasy volume of the original game and lots of gear to grind towards, which eliminates the tendency that Horde games often have to grow stale or dull in short order.

It’s not perfect: latency issues are still relatively severe, early game balance is infuriating and certain pieces of very, very useful gear are gated behind pay-gates, so that players who want to use some of the better equipment in the game have to drop, minimum, a dollar to do so.  It’s mercenary, and a little pointless, but I can only decry it so loudly having paid for my power sword with the rest of the rubes (and what a powerful sword it is!).

And it’s remains on the same page as the normal multiplayer mode which, while fun, isn’t really any great shakes.  There are moments that are truly great, but the power creep issues that beset the standard multiplayer are tremendous, the lag is a bit much and new players will be infuriated and lost until they get their first plasma weapon.  Even then, the game won’t really open up until the secondary perks become available – they’re a compelling reason to actually play the standard multiplayer game, since they provide real bonuses and carry over between Exterminatus and normal play.

It’s not perfect, but it doesn’t really have to be.  It’s just fun enough to make me want to pony up a couple of extra bucks for digital toys in it, which is saying quite a bit, but it isn’t fun enough to make me actually pay three bucks to play as a Dreadnaught.  That’s a road I just can’t go down.

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