After successfully bringing Blood Bowl, the classic board game by Games Workshop, to Consoles and PC with two faithful adaptations, Cyanide Studio is proud to take on another fan favourite from the Warhammer 40,000 universe with their turn-based tactical game, Space Hulk: Tactics!
Bringing a unique twist to the classic gameplay of the cult board game, engage in bloody battles through an immense Space Hulk - a twisted mass of asteroids, wrecked ships and debris – as either a squad of Terminator Space Marines or the deadly alien Genestealers. Which side will you choose?
Battle through two distinct, narrative-driven campaigns, from the points of view of two different factions: one campaign puts you in control of a Blood Angels squad, which you will customise and upgrade as you progress, while the other puts you in control of the Genestealers for the first time in a Space Hulk game!
Space Hulk: Tactics is based on the rules of the popular board game, given a fresh new spin in the form of the unique Card system. Cards give more ways to customize your squad before a match, and allow you to turn the tides of battle with abilities that trigger game-changing effects when used at the right moment.
Test your skills against other players in the expansive online competitive multiplayer, letting you command a swarm of Genestealers or a custom squad of different unit types from one of four Space Marine Chapters – the Blood Angels, the Space Wolves, the Ultramarines, and the Dark Angels. Multiplayer modes and tools offer a rich and deep online experience, and include an intuitive map creation tool, which gives players everything they need to create original maps with custom objective, and share them with other players to play either online or against the AI, all from within the game!
Space Hulk: Tactics comes to PlayStation 4, Xbox One and PC in 2018. More information will be unveiled in February at Le What’s Next de Focus press event in Paris.
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I love tactics games, I'll deffo like to try this out. If it's in anyway similar to Final Fantasy Tactics, Fire Emblem, Tactics Ogre, I'll probably really enjoy it. Although give the fact that it's more or less based on the table top game I would imagine it's probably lacking a lot of the depth of the previously mentioned titles.
Not sure, they've already bought out a couple of Space hulk titles. One was a really old game (like over 10 years old or something) and most recently another remake that came out just a couple? of years ago now. Both were pretty much close adaptations of the tabletop game. Personally I didn't really get into either of them though, found it all a bit slow and clunky.. but maybe this version will be more interesting. ???
Can we stop wasting the potential of the setting by making these games with gameplay taken from the board games? They might as well be tabletop simulator games but with fancy graphics and camera angles.
Mordheim, Space Hulk, Bloodbowl, Battlefleet Gothic, more Space Hulk again... Then we have those that are not base on board games, yet are still the same old grid-based tactics games.
What's the problem with Mordheim and Battlefleet Gothic? These are good games for their budget.
Those genres require more money and we don't see any big publisher/developer rushing to grab a license.
Because they just look at the rule books and adapt it. I don't feel the fantasy of running a merc company or commanding a fleet in those games because at every turn contrived and odd video game mechanics ruin it. At least I could understand Bloodbowl since there seems to still be a fairly large community behind it.
For Mordheim, it is dice rolls for nearly everything you do, even when it wouldn't be necessary for a video game. I'm not playing solitaire, I'm not playing a card game by myself, I don't need all this randomness for a tactics game about mercs to function.
Same thing with Battlefleet. It's less random, but its still full of contrived rules that are only necessary on the tabletop, not for a video game.
It might be contractual to stay within the boundaries of the given license. Production value aside, I think Mordheim did a fantastic job considering the tabletop isn't exactly a masterpiece. As for Battlefleet, it was a different kind of strategy and I liked it. I don't know how the tabletop game is, but the video game suffered due to low budget and balancing issues that were addressed way too late.
It might be contractual to stay within the boundaries of the given license. Production value aside, I think Mordheim did a fantastic job considering the tabletop isn't exactly a masterpiece. As for Battlefleet, it was a different kind of strategy and I liked it. I don't know how the tabletop game is, but the video game suffered due to low budget and balancing issues that were addressed way too late.
See I would believe GW would have those limits for devs, if games like Inquisitor Martyr, or Total War, or Space Hulk Deathwing, or Armageddon, or Space Wolf or Eisenhorn didn't exist. Half of those don't even have the budget of Mordheim, BB or Battlefleet.
You can have your opinion, I'm not trying to argue this, but I just think if the TT game wasn't great to begin with, isn't it worst that they don't look at actual video games for inspiration for how to adapt it. FF Tactics? XCOM?
Are fans of Warhammer looking forward to these games for virtual board games? Or are they in it for the IP? Obviously, I want Warhammer video games.
You forget that Inquisitor Martyr or TWW are not following a very specific and limited license like the games based on the spinoffs.
I know, and I'm wondering why are they so insistent on taking specific licenses, rather than just the IP itself. There are lower budget games that aren't tied to one board game or book. So why are they so keen on adhering to Space Hulk, when we already have 2-3 Space Hulk games in the last few years.
Probably because there are higher expectations from the IP than specific licenses. I would like some higher budget Warhammer/40k games, maybe some Souls-like in any of the universes. But if bigger companies don't want to risk, I'm fine with some decent spin-offs. In fact, I can't wait for Battlefleet Gothic Armada 2 to come out this year.
Looking forward to it, hope it's goood, at least it looks promising!
Perfect alternative to have my Space Hulk board game fix when I don't have anyone around to play with.
Space Hulk: Tactics comes to PlayStation 4, Xbox One, and PC on October 9. Pre-order Space Hulk: Tactics today on Steam and get special bonuses, including a 10% discount, beta access, and unique colour and emblem for each chapter and other variants.
Never played the tabletop, but I'd guess this is a 1-to-1 conversion after playing a bit. Incredibly atmospheric, 40k oozing out of every orifice. In a good way.
The gameplay itself is very slow, watching terminators slowly thumping along gets old kinda fast. The cinematic cameras are really well done and the terminator and genestealer models are just gorgeous. Extra point for including a first person view.
Why can't we have a decent horde-mode FPS in this universe? After Deathwing receiving abysmal feedback, I didn't even bother isodemoing it.
Bah, this is such a fucked-up game that could've been good otherwise. Full of bugs (or just lack of a proper 'tutorial' that explains the rules instead of pupping up with the ssame, mostly useless info all the time), controls are abysmal (misclicks can be quite frequent), and it's scripted AF. The AI always takes the same route/actions after reloading a saved game, and even the hits/misses seem fixed. It's also annyoing that the almighty terminators cannot shoot a genestealer 1 foot away...
I started the GS campaign, and was totally lost. Then I tried SM, and the rules are a bit better explained there, but I still can't fathom why e.g. my units can't pass warp gates on one level and can on the next.
Also, as zmed mentioned above, the game is too slow, as you are forced to wait minutes until turns are resolved. Gets fucking boring and annoying real fast.
Hmm yeah, it feels like a missed opportunity. I haven't encountered any noticable bugs yet, but already had 2 crashes (game locking up) in relative short timespan.
Not sure if the enemy not walking into overwatch can be considered a bug. But it's extremely exploitable, that's for sure. But I have never played the pen&paper version (only the simplified 'Space Crusade', from MB) and considering that genestealers have unlimited spawn, it's the only valid tactic to keep them at bay really.
Pacing appears slow, but most of the time that's only the first couple of moves at the start of a level. Once you're in combat, it becomes quite tactical, with the cards and choice to convert them to extra moves. Enemy turns take a while to resolve, however, that should be fixed.
What disappoints me are the levels in the campaign. There's basically one 1 unique level per chapter, the rest are always same 3 or 4 encounters. Once you know what to do in these, they become just a waste of time.
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