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Reader Comments (16)

Posted: Jun 16th 2011 9:21AM Sephirah said

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If it's true that they'll aggregate all the races in two factions, it surely will play differently from the tabletop WH 40K...

Posted: Jun 16th 2011 9:40AM Equillian said

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@Sephirah

Seriously, 2 faction system seems... understandable, but annoying. The fun I remember with 40k was two races, pitted in battle, and here comes number three... not to save anyone, but to beat the ever-lovin crap out of everyone! Jury is still out on wether or not I hate this. - We have plenty of time to decide I suppose.

So I wonder if we're going to call it DEE-Moe or if the old timers are gonna shine through and just call it "40-k"

man, that realism issue got me thinking... In the games (and tabletop) there wasn't many women serving in the Ravens. I'd bet the farm that they're going to allow for female marines. That said, I HOPE they issue them a REAL set of armor and not some specially designed armor to make them hotter. Boobie-armor has its place... hopefully not in the marines. Don't worry, we'll still know you're hot under that 2 tons of armor.

Now if you'll excuse me... I need to see if I can talk my wife into wearing a space marine uniform..... hawt.
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Posted: Jun 16th 2011 10:24AM foofad said

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@Equillian No, they shouldn't allow for female marines. That's ridiculous. The closest thing is Sisters of Battle, and that's a perfect concession.
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Posted: Jun 16th 2011 9:30AM Yarr said

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If it is still two factions I won't even look at it, that isn't WH40K. If the IP is changed so drastically so it can be squeezed into yet another WoW/EQ clone, don't even bother making it.

Isn't THQ hinting that WH40K: Dawn of War III is going to be MMO-like with a persistent world.. um galaxy, but keeping the type of play from both earlier series? That sounds much more interesting than another repeat of the mistakes WAR made but set in the 40K time. Bleh.

Posted: Jun 16th 2011 9:47AM Daverator said

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Has a lot of potential for a good shooter MMO with possibly conquerable locations and such. Maybe even commander view that is closer to RTS. Also story reasons for immersive and robust guild (chapters for Space Marines)

I beg that they do not make it WoWclone #213.

Posted: Jun 16th 2011 10:02AM Dunraven said

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It was asked by my good friend if DM would more than two faction at E3 and the answer was most certainly and no faction sharing.

Posted: Jun 16th 2011 10:13AM Space Cobra said

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@Dunraven

Well, we shall see if it's true, because currently all the scuttlebutt says no.

We'll all find out soon enough, at least same time next year.
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Posted: Jun 16th 2011 10:07AM (Unverified) said

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If I've learned anything from SWTOR and GW2 it's don't start following this game until March 2013 at the earliest.

Posted: Jun 16th 2011 11:53AM Vegetta said

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@(Unverified)

LOL really

2013 is a long way off guess this game goes back under the radar for me for a while. I'll not really going to get overly excited about it til they have a real website for it and start releasing more information....
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Posted: Jun 16th 2011 10:42AM real65rcncom said

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Pic looks like a Transformer wearing a loincloth.

Posted: Jun 16th 2011 2:14PM Valdamar said

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@real65rcncom
That's a dreadnought - it's basically a walking sarcophagus for an (almost) dead space marine, while at the same time being a holy relic from thousands of years ago, that can also lay down some serious hurt and firepower.

But yeah it looks like a robot - I guess that's just unavoidable as it's made of metal and walks on two legs.
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Posted: Jun 16th 2011 12:23PM DocVandar said

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This game has A LOT of potential. The graphics and art style look sweet, the combat sounds action-packed and original, and it's a great IP. But, I agree with the majority -- it needs more than two factions.

IMO, Vigil should just make each race its own faction. Put in Imperium, Orks, Eldar and Tyranids and let the chaos begin! (No pun intended). Four factions, would create some awesome RvR scenarios.

Posted: Jun 16th 2011 2:08PM Valdamar said

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@DocVandar
I agree each race should be it's own faction.

But we know Chaos is in from official info - Imperials are obviously confirmed too (Guard/Marines/AdMech - I suspect Sisters of Battle will be put in as a female-only option to balance the male-only Marines - hoping for playable Inquisitors too at some point). I'd hope Eldar are in (so much variety there) and Orks would certainly make sense - maybe Tau and Dark Eldar could be saved for future expansions, but I wouldn't mind if they weren't playable.

Personally I'd want Tyranids to be NPCs, not playable - ditto for Necrons - because I really don't see how the lack of individuality/personality of both would translate into making them playable with any kind of believable single character progression - in particular with Tyranids being barely sentient, expendable beasts that are constantly recycled in gene pools (if dead, injured, no longer required) and regrown, Necrons being basically identical to all other Necrons of the same type. It might possibly work for Tyranid synapse creatures that would survive for long periods and have a certain amount of leeway regarding "equipment"/modifications to be playable, or for Necron Pariahs that maybe still had some vestiges of their humanity left and some individualism, but I think it would still be an unsatisfactory compromise both for gameplay and lore.

The only way I could see both races working satisfactorily and be playable in some form is if both were only player-controlled for some kind of limited "Monster Play" scenarios, like LotRO had in the Ettenmoors. How I'd see it working is that you could log in and play as different Tyranids or Necrons, tiered according to how powerful they were, but you'd earn "experience" as a player rather than as an actual character so that eventually you could unlock higher tiers of more powerful Tyranids/Necrons - but each character you played would be expendable and temporary (permadeath, basically) - you'd get more experience for staying alive longer than average and for how many player kills you accumulated. So for Tyranids if you did really well playing the lowest tier termagants/hormagants/gargoyles, maybe you'd "unlock" being able to play genestealers, and so on until eventually you could play hive tyrants - but it wouldn't be like playing a persistent progressing single character in most MMORPGs. But it could work great for battle-based scenarios where, say, all the regular factions also had to contend with an NPC force of Tyranids and Necrons, within which there were also some player-controlled Tyranids/Necrons just to thrown in some unpredictability/spontaneity and shake up the usual predictable dullness of two-sided PvP.
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Posted: Jun 16th 2011 12:29PM Zuljundwumn said

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2 factions isn't so bad, from a lore point. You should see it in a campaign context. Although the empire and the Eldars aren't friends (well, ennemies, most of the time), they manage to team up when they don't have a choice.
It's pretty stupid when you consider it as a static value, but when you place it in the game's context... It can work.

Otherwise, we would have 10 factions.

Posted: Jun 16th 2011 12:50PM DemonXaphan said

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Yeah there is still not enough info to even start negative comments yet. What little info is gleaned, does not even give a clear picture of how this game will play out.

Posted: Jun 17th 2011 1:53PM Shadowstorm said

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Instead of my usual attempt to reason with the lemmings whining about 2 factions, I'm just going to laugh at them with the knowledge that if they ever were a 40k fan, they'll give it a try and stop caring about 2 factions soon after.

I just have to ask though, has anyone here ever played a 3+ sided apocalypse game? Or have you all been doing the same thing I do and mash all the available armies into two sides for a game?

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