"In the grim darkness of the far future, there is only war." It's this iconic catch-phrase that introduces us to the grisly war-torn world of Warhammer 40,000 Space Marine -- the new third-person action title from Vancouver-based developers Relic Entertainment.
The HD-generation, and more specifically the shooter genre has seen the phrase "space marine" earn itself something of a negative connotation as of late. What was once a simple pairing of context-related words now tends to summon the trite image of the overly buff, cigar-chomping, buzz-cutted antihero that's adorned and overstuffed GameStop shelves in every variation of the brown-grey color spectrum. Generally as deep as the bullet holes they leave behind, the idea of the space marine has, to many, become synonymous with a lack of narrative cohesion, and more often than not, an excuse to show cool stuff blowing up. In space.
These tired conventions may be one of the reasons I find myself so excited for Relic's upcoming action game, Warhammer 40K: Space Marine. The Warhammer 40K franchise is largely responsible for integrating the phrase into the gaming medium as far back as 23 years ago, yet has hardly succumbed to the same cliches many of the moniker's more contemporary carriers have. Space Marine trades brown-and-grey for bright blue and gold battle armor, chest-high cover mechanics for being the cover, and hastily constructed wartime scenarios for a fantastical universe rich with its own unique war-torn lore.
I recently took a short trip up to Vancouver, British Columbia-based Relic Entertainment where I was able to see the game in action. Having already proven their Warhammer mettle with the critically and commercially acclaimed Dawn of War series of real-time strategy titles, Space Marine serves as the studio's first foray into the realm of third-person action, and even this early on in the game's development cycle, it's obvious that the studio's talents aren't limited to the isometric playing field.
Players are set to fill the massive metal shoes of Captain Titus of the Ultramarines -- a seven-foot tall, chainsword-savvy, genetically altered Space Marine with an itchy trigger finger and a general disdain for all things Ork. Relic wants players to understand exactly what being a Space Marine entails -- namely, the honor of the samurai, the devoutness of the medieval knight, the discipline of the centurion, and the relentless nature of the Spartan. Titus is meant to act as the pinnacle of all these historical warrior archetypes: the perfect soldier in a universe populated by unending war.
We're first introduced to Titus as he rides passenger on a Valkyrie Gunship, speeding towards the Ork-infested bulk of the Imperial's weapon-harboring Mechanicus Interruptus. Pulse-pounding seconds pass before a swarm of jetpack-strapped Orks begin to speed alongside the Gunship, prompting Titus to man a stationary machine-gun turret in one of the game's first "set pieces" -- cinematic action-oriented segments meant to break up the core gameplay. Titus spends the next few minutes picking Orks out of the sky, blasting with reckless abandon -- so reckless, in fact, that he doesn't notice a gargantuan, skull-emblazoned Ork gunship creeping up from behind. The Orks begin to deploy onto the roof of Titus' gunship, prompting him to detach from the turret and manually pick them off with an assault rifle. A carefully placed shot hits an unlucky Ork right between the eyes, sending him flying into the gunship's engine turbine in a flurry of blood and flesh.
Moments later and the Valkyrie is sent plummeting towards Interruptus, prompting Titus to eject and safely land on the bulk's surface. From here, we're treated to the game's core third-person presentation: an over-the-shoulder camera angle, with Titus carrying two guns, his trusty melee chainsword, and an optional side-arm. Titus bears down on Interruptus' impressive architecture, blasting any imposing Orks in the way, their bullets pinging off the Ultramarine's iconic power armor. It's here that Space Marine's producer Raphael Van Lierop chimes in to answer the question on everyone's mind: no, Space Marine won't have any snap-to cover elements. As a Warhammer 40K property, Relic wants to ensure that Space Marine lives up to its title, offering up the one-man-army experience that the 40K lore boasts. "It's contradicting to the core fantasy of the Space Marine, which is to be a seven-foot tall marine encased in these amazing weapons. You don't need cover; you are the cover," he quips as Titus shrugs off his attackers, tossing a grenade into the distance and dispersing a tightly-knit crowd of Orks.
Following the explosion, the ground beneath Titus collapses, dropping him into an Ork-infested underground facility. It's here that we get our first glimpse at the game's melee, as Titus revs up his chainsword, swiftly slashing through an oncoming horde of enemies. He strings together three lightning-fast hits, quickly shifting from rifle and back to sword again in a near-seamless blend of shooting and melee hack-n-slash. Back to the chainsword and we're treated to an exquisitely brutal finisher, as Titus lifts a nearby Ork off the ground, tearing the unfortunate foe in half.
This level ends, but only moments later the screen lights up once more. Titus is now joined by an AI-controlled squad-mate, the two trekking through a dark mining facility where an enormous, ominous sword looms in the background.
"You're in my house now, Space Marine, and you're not welcome!" booms the gravelly voice of an Ork war boss. Within moments, the once-empty mines are overrun with swarms of Orks, and Titus and his AI compatriot are at arms. In the corner of the screen, Titus notices a hulking portable Gatling gun -- the Heavy Bolter. "We want to take advantage of 40K's big and devastating weapons," insists Van Lierop as Titus hefts the gun to his side, transforming the oncoming Orks into a series of wet stains. A distant Ork takes cover behind a chest-high metal barricade, prompting Titus to charge at and easily crash through said cover, instantly killing his foe.
Orks continue to relentlessly warp into the environment, prompting Titus to switch to a plasma gun as he races towards them, letting out a massive burst of charged energy in the process. Van Lierop cites this charged attack as one of the game's "progressive weapon abilities" -- new attacks, attributes, and ammunition types unlocked the more a player utilizes the armaments in their arsenal.
"Space Marine will take players to several key 40K locations," announces Van Lierop as the level shifts one last time. We now find Titus deployed on the back of an Ork-commandeered rail cart, speeding faster and faster towards an impending collision with an Imperial Titan Factory. Titus slashes and shoots his way through the cart, ducking behind crates of cargo as a nigh-endless supply of Ork gunships buzz overhead, lead by what appears to be the same skull-painted gunship from the demo's beginning. Titus spots another stationary turret, and, once close enough, rips the gun off its hinges, launching an all-out attack on the oncoming barrage of Orks and gunships. This scene, which brilliantly illustrates the war-fueled essence of the 40K universe, marks the demo's end.
"Space Marine is in the same class as other triple-A shooters, and even exceeds some of our competition," notes Van Lierop as the house lights return. While early impressions are sure to note the game's similarities to other HD-gen action titles, my short time with Space Marine gave a glimpse of a richly detailed shooter, steeped in a fantastical war-fueled lore that might just buck the conventions and cliches associated with its title. It's still early on in development, and both Relic and publisher THQ are remaining mum on the prospect of a release date, but here's hoping that when Space Marine does eventually hit the Xbox 360, PC, and PlayStation 3, it'll call for a revision and reinvention of the "space marine" staple.
Will Herring
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