The Sin of Damnation is a vast space hulk, a conglomeration of wrecked starships fused together by the unholy powers of the Warp. The Blood Angels chapter of the Space Marines has located the ship near their fortress monastery world of Baal and ordered a full-scale assault to cleanse the ship of hostile lifeforms.
Space Hulk was originally a board game released in 1989 by Games Workshop. Set in their Warhammer 40,000 universe, the game cut out the complexity of the main wargame and presented a focused, straightforward contest: heavily-armed Space Marines versus hordes of ferocious Genestealers on a battered old spacecraft. The game was popular for its steep difficulty level and nailbiting tension. Two video game adaptations followed, Space Hulk in 1993 and Vengeance of the Blood Angels two years later. Using the same setting, these two games were real-time rather than turn-based but were otherwise rock hard.
The latest attempt to adapt the board game is, by contrast, slavishly faithful to the original game. You have a number of Terminator Marines, ranging from 3 to 10 depending on the mission. Each marine has four action points per turn. Turning 90 degrees, taking a step forward, firing a weapon or repairing a jammed gun all take a single action point. Going onto 'Overwatch', which allows your Terminators to fire automatically as enemies come into sight, takes two and is essential. You also have a pool of between one and six command points, which can be distributed across the squad. However, command points need to be used carefully: if your marine's weapon jams whilst on Overwatch during the enemy's turn, only command points can unjam it and allow firing to continue, so make sure you have some left.
The Genestealers don't have ranged weapons, but they are faster than Terminators (able to move six squares a turn) and spawn in large numbers out of air vents. With the exception of a few specialists, the Space Marines suck at close combat: if a genestealer closes to melee, the marine is probably dead. This makes it crucial to set up overlapping fields of fire, cover all the flanks and keep the enemy at a distance. However, the design of the space hulk makes this difficult, with single-spaced corridors, narrow rooms and the Terminators' own bulkiness making it hard to cover all the angles. You also have a number of marines with special weapons: Librarians can use psi-powers to temporarily block off corridors or even slay Genestealers at a distance, but they have a limited pool of psi-energy which will quickly be used up. Flamers can set fire to rooms and send fireballs rolling down corridors, but only have six shots. Assault cannons never jam, have a very high to-hit score and tremendous range, but only have twenty shots per mission and need to be reloaded after ten (which takes four action points).
This relatively small array of different options makes for a surprisingly large number of tactical decisions. Each turn can be an edge-of-the-seat affair as you move marines to block off approaching enemy forces whilst also trying to advance to meet the mission objectives. It's not uncommon to cross half the map, set up a perfect defensive grid and then suffer a massacre as you have to disrupt it to reach the target. There are times when taking the slow and steady path is the way to go, but others when riskily using all of your action and command points in one movement is the only chance to win. In short, Space Hulk replicates the tension of the original game quite well.
Unfortunately, the adaptation is probably a little bit too slavish to the original. The game is highly dependent on luck, with defeat sometimes happening despite you doing everything to tactical perfection. This is something that works quite well for a group of friends clustered around a board, but in a computer game (where you are going to just reload anyway) feels rather frustrating. There are also gaps in logic which you accept as part of the board game but in the video game seem rather more obvious: why do the Space Marines' bolters jam so frequently? Why do the standard Terminators have infinite bolter ammo but the assault cannon guy and flamer only have a few shots each? How can you only take four shots during a normal turn but on Overwatch might manage twenty? Why do the Terminators wear such crazily huge and bulky armour if they die from just one hit? Why haven't the marines got any extra equipment like melta bombs, grenades or deployable turrets (present in the original board game's brother-title, Space Crusade)? Why do you only get more powerful units like the Librarian on some missions and not on others?
There's also the variety, or rather the lack of it. Whilst the game does a good job of upping the ante and introducing new weapons and units at a steady pace throughout its first half, in its second it seems to get more bogged down in long, frustrating missions where a single mis-rolled die can wipe out the entire squad. Some of the later missions can only be reliably completed by saving-scumming after every turn and reloading multiple times. There's also a distinct lack in mission structure, although the free DLC Messenger of Purgatory does feature some livelier corridor and room designs.
Graphically, the game is functional rather than attractive. Perhaps sensibly, the designers have realised that you're going to spend most of the time zoomed way out to assess the overall tactical situation rather than closely zoomed-in, and have de-emphasised the close-up graphics. However, they then rather oddly deploy an 'action cam' showing close-ups of your units when they fire weapons and engage Genestealers in melee combat. At this close range the Space Marines look blocky and the Genestealers are rather cartoonish. Still, graphics are not the game's key focus. Thankfully, a number of bugs that the game originally shipped with (including clipping through walls and the 'ghosts' of enemy units remaining standing after they've been killed) have either been eliminated altogether or reduced to very rare occurrences, and the release of a three-mission bonus campaign (now included with all copies of the game) helps make up for this early inconvenience. The only remaining bug of note is that the game is not very good at counting how many points an action will cost, and you'll often find yourself saving points by guiding a unit square-by-square and action-by-action rather than leaving the AI to do it.
Overall, Space Hulk (***) can be a tremendous amount of fun, but the time you spend really enjoy playing the game will likely be almost equalled by the times you find yourself frustrated or annoyed by the game's over-reliance on luck. Played in short doses, and certainly purchased at a reasonable cost (certainly don't spend more than £10 on it), it's a reasonably entertaining stopgap of a game.
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Selasa, 10 Desember 2013
Kamis, 28 November 2013
HERO QUEST maybe not returning after all
Just a few days into its campaign to resurrect the classic 1989 board game Hero Quest, Gamezone Miniatures have run afoul of IP laws and had the project suspended.
So far the only official word is that the Kickstarter is the subject of a copyright dispute, with no word given on what parties are involved. The most likely possibility is that Hasbro, who own the Hero Quest brand name and the original game rights, were not impressed with Gamezone's claim that they would be shipping the game outside of Spain and other countries where they still have the licence. According to Gamezone, they had been in talks with Hasbro about officially licencing the game to other territories (presumably for a fee); Gamezone saying they could ship anywhere in the world effectively meant they were saying this was not required and the game could be delivered regardless of talks with Hasbro, which Hasbro may have taken a dim view of.
An alternative possibility is that the famously litigious-even-when-they-don't-have-a-leg-to-stand-on Games Workshop decided to get involved. Whilst Hero Quest was created and owned by MB (owned by Hasbro), Games Workshop created the lore for the original game and manufactured the miniatures, some of which were drawn from its Warhammer IP. The only Warhammer-specific monsters in the original game were Fimirs and Chaos Knights, neither of which were apparently going to feature in the new version; all of the other creatures were 'standard' elves, dwarves, orcs, goblins, undead, gargoyles etc. Removing the few (and always very vague) references to the Warhammer world from the setting and plot description would also be very easy.
Even if Gamezone's project is unable to continue, hopefully the fact that people were willing to back it to the tune of several hundred thousand dollars sight unseen might mean that the project could be continued by Hasbro themselves. More news as it appears.
So far the only official word is that the Kickstarter is the subject of a copyright dispute, with no word given on what parties are involved. The most likely possibility is that Hasbro, who own the Hero Quest brand name and the original game rights, were not impressed with Gamezone's claim that they would be shipping the game outside of Spain and other countries where they still have the licence. According to Gamezone, they had been in talks with Hasbro about officially licencing the game to other territories (presumably for a fee); Gamezone saying they could ship anywhere in the world effectively meant they were saying this was not required and the game could be delivered regardless of talks with Hasbro, which Hasbro may have taken a dim view of.
An alternative possibility is that the famously litigious-even-when-they-don't-have-a-leg-to-stand-on Games Workshop decided to get involved. Whilst Hero Quest was created and owned by MB (owned by Hasbro), Games Workshop created the lore for the original game and manufactured the miniatures, some of which were drawn from its Warhammer IP. The only Warhammer-specific monsters in the original game were Fimirs and Chaos Knights, neither of which were apparently going to feature in the new version; all of the other creatures were 'standard' elves, dwarves, orcs, goblins, undead, gargoyles etc. Removing the few (and always very vague) references to the Warhammer world from the setting and plot description would also be very easy.
Even if Gamezone's project is unable to continue, hopefully the fact that people were willing to back it to the tune of several hundred thousand dollars sight unseen might mean that the project could be continued by Hasbro themselves. More news as it appears.
Selasa, 26 November 2013
HERO QUEST returns
Back in 1989 Games Workshop joined forces with MB Games to produce Hero Quest, a miniatures boardgame which pitted four heroes against the forces of a diabolical wizard. The game drew on the Warhammer world and setting for inspiration, though foreknowledge of that game was not required. The game was immensely successful in Europe and a minor hit in the USA, spawning both an SF spin-off (Space Crusade, based on the Warhammer 40,000 setting) and numerous expansions to the base game. Now it's coming back.
Gamezone Miniatures have the licence to reproduce the original board game in Spain, as well as adding various new features to it (the 'scenery' markers in the original game were cardboard tokens, but in this release will be small 3D models). Gamezone are also talking to other IP holders (Hasbro own the Hero Quest IP in the UK) about rolling out a wider release. However, the game will be available (in English) from Spain for international orders.
The Kickstarter has already been an enormous success, raising over $320,000 of a mere asked-for $58,000 in just a day. It's expected that the appeal will comfortably raise more than $1 million before the Kickstarter closes in 30 days' time.
The original Hero Quest and its monsters, board and scenery.
Gamezone Miniatures have the licence to reproduce the original board game in Spain, as well as adding various new features to it (the 'scenery' markers in the original game were cardboard tokens, but in this release will be small 3D models). Gamezone are also talking to other IP holders (Hasbro own the Hero Quest IP in the UK) about rolling out a wider release. However, the game will be available (in English) from Spain for international orders.
The Kickstarter has already been an enormous success, raising over $320,000 of a mere asked-for $58,000 in just a day. It's expected that the appeal will comfortably raise more than $1 million before the Kickstarter closes in 30 days' time.
A rough mock-up of the new version.
Jumat, 01 Maret 2013
New SPACE HULK game will be influenced by XCOM
A new Space Hulk game is on its way from Full Control Studios. It will be arriving on PC at the end of 2013, with an iOS port to follow.
Space Hulk is a sub-set of the Warhammer 40,000 universe. The game features Space Marines storming an ancient derelict spacecraft (the hulk of the title) which has been taken over by genestealers, a hardy breed of space-going Tyranid (one of the principal enemies in the WH40K setting and, we have to legally add, in no way was the inspiration for the Zerg in StarCraft, ahem). Because the genestealers are so hardcore, even the normal Space Marines (eight-feet-tall, genetically-engineered superhumans) are no match for them, so the even more massively-armoured Terminator Marines have been deployed instead.
The game started off as a board game, released to critical acclaim in 1989. Every time Games Workshop has re-released it (the last time in 2009), it's sold out in days. Electronic Arts have also released two successful computer games based on the franchise, Space Hulk (1993) and Space Hulk: Vengeance of the Blood Angels (1996).
The new game is taking inspiration from XCOM, my favourite game of last year. In particular, they using similar line of sight and overwatch systems (overwatch actually being present in the original board game), but they are also using action points. The game will resolutely be turn-based, but with action cinematics showing the outcome of your orders.
So far the game is looking impressive. If they nail the potential, this could be a superb strategy game.
Space Hulk is a sub-set of the Warhammer 40,000 universe. The game features Space Marines storming an ancient derelict spacecraft (the hulk of the title) which has been taken over by genestealers, a hardy breed of space-going Tyranid (one of the principal enemies in the WH40K setting and, we have to legally add, in no way was the inspiration for the Zerg in StarCraft, ahem). Because the genestealers are so hardcore, even the normal Space Marines (eight-feet-tall, genetically-engineered superhumans) are no match for them, so the even more massively-armoured Terminator Marines have been deployed instead.
The game started off as a board game, released to critical acclaim in 1989. Every time Games Workshop has re-released it (the last time in 2009), it's sold out in days. Electronic Arts have also released two successful computer games based on the franchise, Space Hulk (1993) and Space Hulk: Vengeance of the Blood Angels (1996).
The new game is taking inspiration from XCOM, my favourite game of last year. In particular, they using similar line of sight and overwatch systems (overwatch actually being present in the original board game), but they are also using action points. The game will resolutely be turn-based, but with action cinematics showing the outcome of your orders.
So far the game is looking impressive. If they nail the potential, this could be a superb strategy game.
Rabu, 06 Februari 2013
Games Workshop attempts to trademark generic SF term
Games Workshop have, for a while now, claimed that they own the trademark to the term 'Space Marine'. They were largely ignored, because the term has an extremely long history in science fiction and is so generic (meaning 'marines in space') that the claim is borderline laughable.
However, GW's mailed power gauntlet came crashing down on SF author MCA Hogarth when she published a book called Spots the Space Marine. GW asked Amazon to remove the book from their website and informed the author that she was not allowed to use the term in either the title or text of her book. Hogarth, who is not very wealthy, declined to fight the claim legally but has publicised it, which has led to significant discussion of the subject by sites such as Boing Boing and Scalzi's Whatever (and Scalzi is taking it up with the influential Science Fiction and Fantasy Writers of America guild, of which he is president). This site also has interesting information for those Games Workshop customers - and that includes anyone who has bought a Black Library novel or Relic WH40K computer game - who wish to protest directly to the company.
Games Workshop's use of 'Space Marines' began in 1987 with the publication of the first edition of the Warhammer 40,000 miniature combat game.
A quick survey of the internet discovers these examples of use prior to that time:
There is also the small matter of Games Workshop not attempting to protect the alleged trademark prior to this point, namely not when Dark Horse released a number of Alien comics and magazines in the early 1990s which sometimes used the term 'space marine' to refer to the Colonial Marines. They have also taken no action against Barnes and Noble, which has a sub-section called 'Soldiers and Space Marines'.
More notably, GW has not attempted to sue Blizzard Entertainment, despite the latter's creation of the StarCraft franchise in 1998 which is - sometimes breathtakingly - similar to Warhammer 40,000. The Terran Marines in StarCraft not only fulfil the same role as the Space Marines in WH40K but look extremely similar. Coincidentally, Activision-Blizzard is a multi-billion-dollar company with legal resources that vastly outstrip those of GW's by several orders of magnitude.
A use of the term 'space marine' that predates Games Workshop's by fifty-one years.
However, GW's mailed power gauntlet came crashing down on SF author MCA Hogarth when she published a book called Spots the Space Marine. GW asked Amazon to remove the book from their website and informed the author that she was not allowed to use the term in either the title or text of her book. Hogarth, who is not very wealthy, declined to fight the claim legally but has publicised it, which has led to significant discussion of the subject by sites such as Boing Boing and Scalzi's Whatever (and Scalzi is taking it up with the influential Science Fiction and Fantasy Writers of America guild, of which he is president). This site also has interesting information for those Games Workshop customers - and that includes anyone who has bought a Black Library novel or Relic WH40K computer game - who wish to protest directly to the company.
Games Workshop's use of 'Space Marines' began in 1987 with the publication of the first edition of the Warhammer 40,000 miniature combat game.
A quick survey of the internet discovers these examples of use prior to that time:
- A short story called Captain Brink of the Space Marines, published in Amazing Stories in 1932.
- A sequel to the above, The Space Marines and the Slavers, published in Amazing Stories in 1936.
- E.E. 'Doc' Smith's Lensman series mentions space marines in Galactic Patrol (1937-38) and Grey Lensman (1939-40) in passing before they actually appear in First Lensman (1950).
- Robert Heinlein's short stories Misfit (1939) and The Long Watch (1941) both feature the phrase. Whilst it doesn't mention the phrase directly, the novel Starship Troopers (1959) is considered the definitive portrayal of space marines.
- H. Beam Piper's Space Viking series of SF novels (beginning in 1963) use characters who strongly resembler space marines.
- The roleplaying game Traveller, which debuted in 1977 and was partially inspired by both Piper and Heinlein, also used similar concepts. It should be noted that Games Workshop was originally founded in 1975 as importers of US roleplaying and wargame materials, including the original Traveller upon its release.
- A popular 'filking' song at American SF conventions in the 1970s was 'Outer Space Marines', created by Jeff Duntemann.
- Fantasy Games Unlimited released a miniature wargame called Space Marines in 1977.
- The popular anime series Space Battleship Yamato (1974-1980) directly uses the phrase. The English-language version, Star Blazers, first appeared in 1979.
- A song called 'Space Hero', by Julia Ecklar, released on her 1983 album Space Heroes and Other Fools, uses the term 'space marines' in its lyrics.
- The movie Aliens, released in 1986, features a Colonial Marine Corps. Director James Cameron had the actors read Starship Troopers as part of their training for the roles. The same term was later used for the ground component of the Colonial military in the newer Battlestar Galactica (which debuted in 2003).
A tactical miniatures game called Space Marines, released ten years before WH40K.
There is also the small matter of Games Workshop not attempting to protect the alleged trademark prior to this point, namely not when Dark Horse released a number of Alien comics and magazines in the early 1990s which sometimes used the term 'space marine' to refer to the Colonial Marines. They have also taken no action against Barnes and Noble, which has a sub-section called 'Soldiers and Space Marines'.
More notably, GW has not attempted to sue Blizzard Entertainment, despite the latter's creation of the StarCraft franchise in 1998 which is - sometimes breathtakingly - similar to Warhammer 40,000. The Terran Marines in StarCraft not only fulfil the same role as the Space Marines in WH40K but look extremely similar. Coincidentally, Activision-Blizzard is a multi-billion-dollar company with legal resources that vastly outstrip those of GW's by several orders of magnitude.
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