pace Hulk: Deathwing
Alien inspired Space Hulks? Deathwing Terminators? Yes
please. As a Dark Angels player on the tabletop this game called to me. I tried to get into this a few times with friends to little
success, never getting to the second mission. Which is a shame because it was
quite fun and it’s definitely geared towards multiplayer over singleplayer. But after
looking at multiplayer lobbies and seeing the 9999 ping I decided it wasn’t
meant to be and jumped into the campaign.
The campaign itself is a totally different experience from multiplayer. I wouldn't quite call it horror but the game certainly takes on a more ominous, tense and atmospheric tone instead of just blasting xenos filth with the squad. The
Psyker class becomes the main character, brandishing his warp powers. You form
a special squad including assault specialist Brotehr Barachiel who has seen
service in the Deathwatch (Inqusition Xenos hunters) and is always seeking
glory. As well as Brother Nahum, the rational and logical apothecary of the
squad. They follow you as Belial uses your psychic visions to his full
advantage over your alien foes. Belial’s rousing speech to his brothers before they board the
Space Hulk is all kinds of badass. Exactly what I’d expect from one of the Master
of the 1st Company of the 1st Legion.
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Belial the Gigachad |
The opening
boarding sequence is amazing as you punch through the vessel. It would be cool if there
was more of a rumbling entry as you explode through steel and ceramite. Upon entry you’re welcomed to a large industrial area. By all accounts decrepit, claustrophobic
and soulless. As you move to rendezvous with a squad you notice rustling but do
not get attacked. Upon
entering halls that to a regular man would seem large, but in terminator armour
seem suffocating, we’re finally ambushed by the swarms. And they don’t stop coming so
you need to keep moving. It remind me of Left for Dead in a sense but tighter in
its level design and slower. Much more atmospheric like Alien - I loved it. The protagonist – our librarian in terminator
armour gets psychic visions throughout the game – dead squads, ambushes, incoming
super Xenos, etc. After finding the squad dead, we’re commanded to power up
the generators and then prepare for boarding. After slaying a crazy amount of Tyranids we’re joined by the rest of the
Deathwing. At first I thought the amount of drop pods was overkill; at 30 or so
that’d be the entire 1st company and one lone pod would be way
cooler. But as the story goes on you realise why this is. Also, Space Hulks are
gargantuan amalgamations of hundreds or thousands of fleet ships from the warp,
each able to hold thousands or tens of thousands of people. The fact that a
hundred or so Astartes would be able to survive the horrors within is nothing
short of impressive in a testament to the capability of the Deathwing.
The plot from here is surprisingly well done. It’s nothing too unexpected
but it’s certainly fan servicey and does what it needs to. Anyone who’s not
a fan might find this pretty meh but for me it was awesome. As the plot progresses Deathwing have found a beacon from a mysterious source that’s raised the claxons (Unforgiven?). After
finding the body of a 1st Legion member dissected, it turns out to
be Caliban’s Will, a 10 thousand year old lost relic from the Age of Heresy. After
being drawn into the Space Hulk the Tyranids infesting it have corrupted the
caches of geneseed aboard it. To maintain the honour of your chapter and genefather,
Lion El Johnson, you must recover the seed and more importantly purge any strain
of Xenos. For if its reintroduced to a Hive Fleet, it will weaponize the legacy
of the Lion and the Emperor against the Imperium. It’s quite an interesting
plot, simple in premise yet grand in it’s potential ramifications.
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Burn the Xenos. |
As you progress the visions escalate and get worse which is
awesome. You have a vision of a dead brother Maegon using a Mace of god damn
Absolution as he tears through Genestealers. Was the 1st Legion
defending the geneseed to the last man? The dialogue is absolutely superb – my only complaint being
there is not enough of it. Typically at the start and end and nothing in
between. Brother Barachiel will cheer for slaughtering the foes of the Imperium
and apothecary Nahrum will counter this with a more considered approach. There's so much potential for ongoing banter here and it's a missed opportunity. I understand they don't want to chatter too much and ruin the atmosphere - but certainly at some points it'd be welcome like after killing 30 Tyranids or when Nahum heals his brothers. Meanwhile, Belial
is always speaking as that person we all know who could convince anyone to join
him on a suicide mission. He’s also voiced by the Psyker from Inquisition
Martyr which seems to be popping up a fair bit (he's a great VA).
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Brother Barachiel the ultimate badass. |
The final mission is set upon a dying Black Templar vessel (fittingly
zealous) where you must overload its plasma reactors to set off a chain
reaction in each vessel creating a star level event destroying the Space Hulk.
Each will have you fighting a terrifying brood lord before you make flight and
your final stand is in a hall of heroes. Genestealers and Hybrids come from all
sides with no end in sight as you find yourself pushing up further and further
with your back to the wall before teleporting. From the safety of your Dark
Angel Strike Cruiser you watch a phenomenally animated cutscene as the Space
Hulk implodes in all its holy glory. Ceasing to be a threat to the Imperium.
In this final scene brother Nahum didn’t make it. Noooo! I'd
say it was meant to be and that I actually like the fact that we didn’t all
make. But the reality is the true Nam - an intelligent logical Astartes wouldn’t
be as dumb as this terrible AI. It took some save scumming (Psy Gate right before
the showdown) and two Terminators with Thunder Hammers and Storm Shields to get
them both through and only barely.
As you make your way through each ship you’ll find logs that
add context to each ship as part of the overall Space Hulk. From Inquisition to
Mechanicus, Black Templars to Dark Angels. Each has their own stories to tell and
ghosts roaming the decks. Mission 3 had you exploring an Inquisition Black Ship
that had increasingly bad warp activity such as crew hearing voices. These ships
transport Psykers from each world and when you hear voices it’s not something
you ignore. The crew wanted to dispose of batch 2952* but were disregarded. Of course
they got worse and worse and then they’re trapped in the warp, the voices stop
and the log ends. Is this when they joined the space hulk? Later on, you
find a mountain of thousands of Psyker bodies so I’d say so. Mission 5 was an
absolute highlight as a Dark Angels fan. Exploring Caliban's Will with all the
DA iconography. Is this how a Black Templar fan felt in Mission 4? A lot of the
time I wanted to stop and appreciate it – but knew it could be my death. A
common issue in these games. Space Hulk's really are the perfect excuse for 40k
fan service wrapped in an action game. Voice logs would have been cool, and you could have put them in the menu only not to ruin the atmosphere.
As for gameplay the difficulty is way to high to start. Exploding
enemies can drop you in 1-2 hits. A burst of stubber fire can destroy your Terminator armour. AI team mates are dumb as dog shit. Like so
dogshit. Waiting for enemies to be in their face slashing away before they even
rev their chain gun (WHICH HAS A DELAY). You can be hacking away using a turret
and they'll let exploding nids run up and destroy all of you instantly... Eventually I realised it's actually set to hard by default. Not sure why as this doesn’t'
feel balanced for starting and you'd need intelligent team mates and better gear to even stand a chance.
Gameplay is actually good. You feel strong and powerful as
your assault cannon raws, bolter demolishes genestealer heads or redemption
shotgun blasts your foes. While at the same time you feel constricted in a
bulky suit of armour and claustrophobic in the tight murmuring halls of the
Space Hulk. Scuttling and stomping around you in the crawlspace before you're inevitably suffocated by oncoming Xenos swarms.
Even if the jankiness of Streum On Studio persists across their games from
E.V.E. to this and Necromunda - all weapons felt punchy but not completely
smooth in their gameplay. Possibly the hallmark of a budget developer? Hellfire and Vengeance are my favourites. Hellfire
is a modified storm bolter that spits tiny anti-organic rockets and melts most tyrranids
in 1-2 shots. The vengeance is an extremely powerful Assault Cannon with a clip
size of 65 (instead of 400). But quantity over quality as this is easily the
best crowd control weapon. I will say the Heavy Flamer and Plasma Cannon are
the most dissapointing. Particularly in single player where you need to be the
main sniper and crowd controller, these weapons are underwhelming AF. I have a
soft spot for the Storm Bolter but it's just not as effective as it's souped up
contemporaries. It also sucks you can't use force sword/axe with the storm
bolter variants. Won't be using the Storm Bolter much beyond chapter 2 when the variants,
Assault Cannon or Thunder Hammer is so much better. Last but not least Mace of
Absolution is an absolutely beast outclassing the Thunder Hammer in every way
with it's AOE monster slaying attacks. It dominates all Tyrranids even
including the terrifying Brood Lord if you can parry well enough.
Psyker abilities are fantastic as well. Smiting Nids
especially pesty Hybrids with Rocket Launchers at uber long range NEVER gets
old. Especially when you throw a desperate biolightning bolt at an enemy Hybrid
Psyker (fk those guys). I will say powers interrupting weapon reloads is a huge
oversight. Isn't that the advantage of being able to mind blast people? It should
have had animation pause when using these powers. Reloading a 400 clip Assault
Cannon while smiting that Stalker who gets too close just in time for your
barrels to roar and mow down dozens of other nids would be amazing. Other bugs are felt too such as dialogue which is often muted (what
little there is) or bugs/characters getting stuck. That being said Psyker was the right choice for gameplay and
abilities, but it would have also been cool to be the legendary Deathwing
Knight. Twist it a little and allow there to be Psykers in their ranks – I’m
sure that has happened before. I’ll admit I’m not a fan of the blue
armour for all Psykers, but I suppose you're looking at your Deathwing Squad
most the time so it's clever in that sense.
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It's a crime to mute something that does fanservice so well... |
Enemy design is very good and each feel unique. It was wise
to add in hybrids and aberrants with their stubbers, missile launchers and
seismic cannons. They’re all fantastic except the Hybrid psykers which are ridiculous. They auto-hit from anywhere and other do more than half your health in one-shot… apart from the Psyker all the Hybrid types are good. The genestealers have your vanilla four-armed kind, but setting themselves apart are the explosive ones who's screech will keep you trigger happy. The stalker
strains are invisible unless you use your thermal scope, they’ll
always keep you on your toes and looking at your minimap. Lastly the Scythe
strain and Brood Lord are the dreaful heavy hitters and will demolish your squad if
they get close enough. That is of course until you get Brother Barachiel with a Thunder Shield (where
have you been all my life). There are three trees which are essentially combat,
psyker and squad buffs. I focused on the former two so it wasn't until the later
stages that I unlocked the hammer and shield and he goes from semi-useless most
the time to an actual essential tank that’s almost unkillable. Just wish he'd
defend the healer more like a good tank. I like this armour system in theory but when the damage is
rarely ever spread I don’t think it works. The ducking and weaving of genestealers is well done and
animated as they dodge past hails of bolter fire.
The gameplay objectives and
level design consist of get from point A to B. Along the way you’ll navigate
the labyrinthin tunnels, many blocked off, with vents and openings in dark
corners that Tyrannids will pour out of. Beyond blades, bolters and
biolightning, there are several tactical options. Positioning is important for
your squad (albeit nigh impossible in single player). For example assault at
front to tank, medic at back. Beyond this your radar is imperritive as it shows
you the direction of movement and allows you to rev up your assault cannon for
when they turn that tight corner and pounce – every second counts. Lastly you
can lock doorways and this allows you to cover your rear and create choke points - essential on later levels/higher difficulties. All in all it’s a very AlienS
experience.
Most the objectives are go here/recover this but one stood out
above the rest. With a lack of intel the final objective on Mission 5 had you
combing room to room to find what you need. It felt like a classic Space Hulk
feeling as you prodded in the dark where who knows what could lurk… sadly this
was the first and last. Another mission came close as you need to hunt down
Hybrid Psykers before they contact the Hive Fleet and return their
"gifts". Or so I thought... and then the Librarian used his Psyker BS
to pinpoint their approximate location. Lame. That’s okay, the atmosphere,
dynamic gameplay and level design were more than enough to hold me until the finish
line.
On the topic of difficulty at around mission 5 the game got
way too easy. I didn’t require a single Psy Gate and used a little over half
the med kits. I switched it back to hard and this carried me through to the
end. It feels like it needs a difficulty somewhere between normal and hard as
this is usually a hallmark of improper difficulty balance.
Something that wasn't apparent to me while playing the game was the absence of music. Perhaps it's because I was sucked into the atmosphere but this was sorely missed in several moments such as intense escape sequences, last stands or even the final cutscene. Compare this to the gloriously brilliant OST of Darktide and it makes a huge difference. The sound effects are also hit and miss. Some weapons fall flat while others absolutely decimate (Assault Cannon looking at you). Enemies sound queues are pretty terrible other than the exploding one and this feels due to necessity more than anything as they'd be rage inducing if they weren't. No roar from the Brood Lord or howel from the Stalker strain. It's a shame because other than the jank the OST and sound effects are what would have propelled this game into the hall of great games.
Lastly were the Special Missions which unlike the name
suggests, weren’t very. Return to
a prior map and do a different objective from another side of the map - essentially the bounties in Necromunda. They are
great in the sense that you'll likely explore parts of the Hulk you didn't
before but not one I'd go back to unless it was for multiplayer. I also tried the
Chaplin. The Crozius sucks and I never got the chance to use his abilities as I
got obliterated by nids. The last feature worth mentioning is the customization. Like Necromunda this
is insane with 15-30 skins for every class and weapon. Darktide could learn a
lesson or two from their cousin developers and vice versa with smooth
amazing gameplay. Perhaps these two should join forces somehow to make the ultimate single-player/multiplayer game.
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The detail on these banners are insane. |
All in all the game was superb and only held back by some budget
jank. Many will tell you the plot is convoluted to anyone who is not a fan –
but I don’t see a licensed game appealing to fans as a bad thing. I hope I get
the opportunity to come back to this one and play with friends.