With Total Warhammer and Space Hulk announced, we put together a short wishlist for the next adapation.
By Tim Colwill on December 12, 2012 at 1:25 am
It’s been a great week for Games Workshop fans, with the announcement that not only will Creative Assembly be lashing themselves to the wheel of the Warhammer Fantasy license and making Total Warhammer, but that a small German company specialising in turn-based titles had picked up the rights to a Space Hulk video game.
So does this mean we’re on the cusp of a new wave of Warhammer Fantasy and Warhammer 40,000 licensed titles from the Nottingham halls of Games Workshop? I ran a quick eye across my heaving, neckbearded bookshelves and looked for the most promising titles yet to feel the tender touch of a video game license.
What is it? Inquisitor focuses on the Inquisition (no! really?) and presents a dark, heavily story-driven world where small individual warbands of powerful Inquisitors and their allies clash with both each other and the enemies of mankind. With Inquisitors able to command the best resources in the galaxy and possessing ultimate authority, the setting teems with cameo appearances from hulking space marines, alien kroot, horrific daemonhosts and berserk combat servitors — and much more.
How would it work? This would be a perfect chance to really go to town on the sheer, crushing brutality and darkness of the Warhammer 40,000 universe in a glorious, epic RPG. We’re talking a deep storyline, a rogues gallery of interesting NPCs, and environments that span the entirety of the galaxy from the depths of hives to the bizarre unreality of the warp itself. And single-player only, of course.
Who should make it? CDProjekt RED’s work with The Witcher and the upcoming Cyberpunk demonstrate a company with a strong handle on what it takes to make a great RPG. BioWare would be a solid second choice, but the crushing nihilism of the setting doesn’t mesh too well with their usual repertoire.
What is it? A radioactive, daemonic meteor smashes down onto a sprawling medieval town, killing almost everybody and leaving the survivors hideously mutated. Sounds bad enough, but when it’s discovered that shards of the meteor (known as warpstone) possess staggeringly powerful magical properties, it’s a gold rush of an awful, terrifying kind. Gold-hungry warbands of mercenaries, daemons and orcs clash with puritan priests and mutated beasts.
How would it work? Mordheim would be best as a turn-based, top-down strategy title. Assembling your warband from a wide variety of races and characters, you’d lead them to victory in a series of campaign missions or engage in online skirmishes against the warbands of your friends. Think XCOM: Enemy Unknown. With more stabbing.
Who should make it? Firaxis have proven they’ve got the goods to handle both solid strategy and atmospheric gameplay, and are my number one pick for a Mordheim game.
What is it? A space hulk the size of a small moon, carrying nothing but orks, crash lands on a deserted planet and irreparably destroys its ecosystem in the process. With nothing better to do, the orks start fighting amongst themselves in a planet-wide conflict of constant skirmishing and territorial conquest. Ramshackle buggies hoon through the desert, carrying truckloads of giggling ork boyz into battle, smashing through forts and engaging in high-speed motorbike chases while swinging rusty cleavers at each other.
How would it work? If the above doesn’t instantly scream “Angry, drunken Battlefield” at you then I don’t think we can be friends any more: with vehicles, squads and a ranking system, you’ve got all you need for greenskinned hooliganism. Go on, get in the trukk — I promise I’m a good driva.
Who should make it? It’s a pretty open and shut case on this one: nobody does open-world, infantry and vehicular warfare better than DICE.
What is it? A ever-niche but still popular space combat game set between the worlds of Warhammer 40,000 and its ground-pounding combat. Ponderous capital ships drift into position, firing spreads of torpedoes from hundreds of thousands of kilometres away while fighters vie for supremacy at close range and boarding crews rampage through the hulls of enemy ships, blasting them open to the dark of space. Spaceship combat in Warhammer 40,000 is fought on a massive scale: most capital ships dwarf those of other science fiction settings and have populations number into the millions — whole nations worth of people live and die on their floating worlds without ever knowing another existence.
How would it work? Although it’d be tempting to go for an X-Wing vs. TIE Fighter style dogfight simulator, the core essence of Battlefleet Gothic is in its sweeping overall strategy elements, bringing ships and formations together in just the right combination for victory. We’re talking a space-based RTS on a grand scale, although one that skips the resource-gathering and just takes it straight to the fight.
Who should make it? If the above sounded a lot like Homeworld to you, then we’re in agreement. Relic did an admirable job with Space Marine and a stand-up job with Dawn of War. It’s time to send them back into the skies for their next 40K project.
While We’re At It, Let’s Just Reskin PlanetSide 2, Please
An open, sprawling world with hundreds of players simultaneously fighting a massive war. Ships, vehicles, mechs, troopers, bases to capture and resources to fight over. It’s a Warhammer 40,000 simulator waiting to happen. Hell, I don’t even have anything clever to say about it. Let’s just… let’s just do it, okay? Does anyone have John Smedley’s phone number?