Warhammer 40,000: Inside the Grimdark Galaxy


“In the grim darkness of the far future, there is only war.”

Warhammer 40,000—usually shortened to Warhammer 40K, 40K, or simply Warhammer—is a science-fiction miniature wargame and one of modern pop culture’s largest shared fictional universes. Built around the famously bleak promise that “In the grim darkness of the far future, there is only war,” it imagines humanity in the 41st millennium: still alive, but reduced to a decaying, fanatical, militarized empire fighting an endless conflict against aliens, demonic powers, and its own self-destructive instincts.

What began in 1987 as a strange, punk-inflected tabletop release has become a global entertainment property spanning miniatures, novels, comics, animation, video games, audiobooks, collectible figures, apparel, and planned screen projects. Its strength is that it works on several levels at once: it is a tactical game, an art-and-modeling hobby, an enormous science-fiction mythology, a cosmic-horror setting, a military epic, and a satire of authoritarianism pushed so far that it becomes monstrous.

From Rogue Trader to a Global Hobby

Warhammer 40K emerged from Games Workshop’s earlier success with Warhammer Fantasy Battle. Founded in the United Kingdom during the 1970s, Games Workshop began as a hobby company concerned with mail-order games, tabletop role-playing games, and miniatures. After the release of Warhammer Fantasy Battle in 1983, the company developed a science-fiction counterpart: Warhammer 40,000: Rogue Trader, released in 1987. Games Workshop identifies that launch as a major turning point and says the game rapidly became the world’s most popular wargame.

The original Rogue Trader was far stranger and less regimented than modern 40K. It was part skirmish game, part tabletop role-playing game, and part open-ended science-fiction sandbox. Players might command a small expedition of explorers, mercenaries, aliens, mutants, pirates, or Imperial agents rather than the large armies associated with the game today. The rules encouraged improvisation, scenario-building, character creation, and the invention of bizarre corners of a hostile galaxy.

Its titular Rogue Traders were Imperial explorers and licensed opportunists: merchants, colonizers, diplomats, archaeologists, and private adventurers granted authority to travel beyond the Imperium’s established borders. That concept captures early 40K’s loose, exploratory spirit. The setting was a collage of pulp adventure, cosmic horror, war fiction, medieval religious imagery, dystopian bureaucracy, science-fiction clichés, and black comedy.

As later editions arrived, Warhammer 40K increasingly became an army-scale miniature wargame. Players began building forces around recognizable factions, leaders, squads, vehicles, and monsters. They buy unpainted plastic or resin kits, assemble them from separate parts, customize their weaponry and colors, paint them, and deploy them on terrain-filled tables.

A game may involve infantry formations, tanks, artillery, giant psychic creatures, alien swarms, aircraft, war machines, and genetically engineered super-soldiers. Dice resolve shooting, melee attacks, armor saves, morale, special abilities, and unpredictable battlefield events. Rulebooks and faction codexes provide the mechanical framework, but the miniatures remain the true center of the hobby. They are game pieces, collectible objects, art projects, and physical embodiments of the fiction.

A Universe Built From Influences

Part of Warhammer 40K’s longevity comes from its deliberately hybrid nature. It was never built from one source, genre, or artistic philosophy. It is a science-fantasy setting assembled from decades of literature, comics, horror, military fiction, mythology, history, tabletop gaming, heavy-metal album art, and British satire. Its most distinctive achievement is not inventing every ingredient from scratch; it is fusing familiar influences into a universe with an immediately recognizable voice and aesthetic.

Frank Herbert’s Dune is among the clearest and most consequential influences. Dune supplied a model for science fiction that felt ancient, religious, feudal, ecological, political, and mythic all at once. The 40K Emperor shares obvious conceptual territory with Leto Atreides II, the transformed ruler at the center of Herbert’s God Emperor of Dune. Rick Priestley has explicitly compared the Emperor to Leto, noting the shared notion of a ruler defined by long-term sacrifice and an individual transformed into a reluctant or burdensome deity.

The influence appears throughout 40K’s structure. The title “God-Emperor,” the use of “lasgun,” the importance of interstellar navigation, the dangers of psychic power, and the notion of a galaxy shaped by feudal houses, religious institutions, and decaying imperial authority all evoke the imaginative territory Herbert helped popularize. The Imperium is not a direct copy of Herbert’s Imperium, but it channels the same sense of vast history and civilizational exhaustion: humanity has conquered the stars, yet has become trapped by the systems it created.

Dune also helps explain why 40K feels less like sleek technological futurism and more like a medieval empire projected into space. The Imperium has spaceships, energy weapons, genetic engineering, and interstellar travel, but it is socially structured around dynasties, priesthoods, hereditary institutions, sacred relics, and ritualized warfare. A starship captain can wield authority like a feudal noble; a machine-priest can treat a computer system as a holy object; an entire planet can be governed according to rules that resemble an exaggerated mixture of medieval monarchy, colonial empire, and religious absolutism.

Robert A. Heinlein’s Starship Troopers also looms behind the setting, especially in its militarized future, armored infantry, planetary invasions, and questions about citizenship, duty, service, and the relationship between soldiers and the state. The Space Marine may not be a direct lift from Heinlein’s mobile infantry, but 40K shares the image of heavily armored future soldiers descending into hostile worlds as humanity’s elite warriors. The major difference is tonal. Heinlein’s novel is explicitly invested in debating civic responsibility and military service; 40K turns militarized citizenship and state power into a far more excessive, terrifying, and baroque nightmare.

The roots of Chaos reach deeply into the work of Michael Moorcock, especially the Elric stories, the broader Eternal Champion cycle, and Moorcock’s recurring tension between cosmic order and cosmic chaos. Priestley has said that Realm of Chaos, a foundational early Warhammer supplement, drew inspiration from Moorcock’s fiction. Moorcock’s influence can be felt in Warhammer’s willingness to treat Chaos as more than generic evil. It is a metaphysical force of mutation, temptation, instability, transformation, corruption, and destructive freedom.

The Chaos Gods of 40K are not simply demons waiting outside reality. They are entities shaped by mortal emotion and civilization’s psychic debris. Rage creates Khorne, ambition feeds Tzeentch, despair strengthens Nurgle, and obsession empowers Slaanesh. That fusion of cosmic mythology and inner human failing is distinctly Moorcockian in spirit, even as 40K develops it into a universe of its own.

Walter M. Miller Jr.’s A Canticle for Leibowitz is another key lens through which to understand the Imperium. Miller’s post-apocalyptic novel imagines a future in which religious custodians preserve fragments of lost knowledge after civilization collapses, often without fully understanding what they have saved. The Adeptus Mechanicus—the techno-priests of Mars—operates on a grandiose science-fiction version of that principle. It preserves ancient technologies, treats machines as sacred, seeks lost artifacts, and often turns scientific understanding into religious ritual.

The Imperium’s relationship with technology is therefore central to its tragedy. Humanity possesses equipment advanced beyond anything available in the present day, yet much of that knowledge has been forgotten, distorted, or rendered taboo. A machine can be repaired through liturgical procedure. A blueprint can be treated like scripture. Innovation can be regarded with suspicion because it threatens inherited dogma. A Canticle for Leibowitz offers one important ancestor for that image of civilization after knowledge has become relic, ritual, and superstition.

John Milton’s Paradise Lost also echoes through 40K, most strongly in the story of the Emperor, his Primarch sons, and the Horus Heresy. The broad outline has unmistakable Biblical and Miltonic flavor: a father figure of immense authority creates near-divine sons; his favored son falls into rebellion; a vast heavenly order is split by betrayal; the resulting war reshapes creation; and the remnants of the fallen become demons or devils waging eternal war against their former kin.

Horus Lupercal is not simply Satan, and the Emperor is emphatically not a straightforward God figure. 40K is too morally compromised for that kind of clean analogy. The Emperor can be visionary, tyrant, savior, manipulator, father, failed reformer, and imprisoned god all at once. Yet the emotional architecture is Biblical: the fall of beloved sons, the tragedy of betrayal, the creation of a false church around a broken father, and the transformation of rebellion into eternal damnation.

British comics are just as important as canonical science-fiction novels. The influence of 2000 AD—especially its anarchic, darkly comic, satirical approach to dystopia—helps explain 40K’s original voice. Judge Dredd offered a future city-state defined by absurdly authoritarian law enforcement, brutal social control, violence, and exaggerated fascistic spectacle. The comic’s writers and artists mixed dystopian science fiction with satire and a distinctive, sometimes savage sense of humor.

That sensibility can be found in 40K’s hive cities, the planet-sized urban slums and industrial nightmares where billions live under crushing conditions. It can be found in the Adeptus Arbites, the Imperium’s heavily armed enforcers; in the Inquisition’s secret-police authority; and in the setting’s fascination with rules so vast and convoluted that they become a form of madness. If Dune helped give 40K its mythic science-fantasy scale, 2000 AD helped give it its dystopian absurdity and its willingness to make political cruelty both horrifying and grotesquely ridiculous.

The Grim Darkness of Humanity

The universe of Warhammer 40K is set roughly 38,000 years in the future, during the 41st millennium. Humanity once spread across the stars during a technological golden age, but that civilization collapsed under the weight of war, artificial intelligence, psychic catastrophe, isolation, and rebellion. By the present-day setting, human worlds have been reassembled into the Imperium of Man, an unimaginably vast empire that is too decentralized, bureaucratic, and dangerous to be fully governed.

The Imperium is humanity’s main shield against extinction, but it is also one of genre fiction’s most oppressive regimes. It is a theocracy governed through censorship, terror, war, forced labor, religious obedience, and endless sacrifice. Its authorities routinely destroy entire populations to stop the spread of Chaos, mutation, rebellion, or alien influence. Its citizens are taught to fear difference and accept death in the Emperor’s service as the highest possible duty.

At the center is the Emperor of Mankind. Long ago, the Emperor was an active psychic ruler who attempted to unite humanity under a secular, rational Imperium. Following the catastrophic civil war known as the Horus Heresy, he was mortally wounded and placed upon the Golden Throne, a colossal life-support device on Terra—the future Earth. Ten thousand years later, he is physically inert, sustained by immense sacrifice, but is worshipped as a literal god by trillions of Imperial citizens.

The irony is crucial: the Emperor’s earlier project was hostile to religion, yet the civilization founded in his name has turned him into the center of a fanatical state faith. His dead or dying body has become a symbol that justifies absolute obedience, endless crusades, censorship, and the persecution of anyone defined as impure or disloyal.

The galaxy is connected by the Warp, a parallel psychic dimension used for interstellar travel and communication. But the Warp is unstable, dangerous, and shaped by mortal thought and emotion. It is home to Chaos, a supernatural force embodied by four great gods:

  • Khorne, the god of rage, war, slaughter, blood, and martial violence.
  • Tzeentch, the god of change, sorcery, mutation, ambition, manipulation, and conspiracy.
  • Nurgle, the god of plague, decay, despair, entropy, and grim endurance.
  • Slaanesh, the god of obsession, pleasure, excess, perfection, sensation, and self-destruction.

Chaos is both an external threat and an internal consequence. It feeds on the fear, pain, rage, greed, and desperation of sentient life. The more brutal and hopeless the galaxy becomes, the stronger Chaos becomes. This makes the universe a self-perpetuating tragedy: the Imperium commits atrocities to preserve itself, but its cruelty produces exactly the despair and violence upon which its greatest enemy thrives.

Fascism, Satire, and the Imperium

Any serious account of Warhammer 40K has to address the politics embedded in the Imperium of Man. Its authoritarian, fascistic, xenophobic, ultra-nationalist, and theocratic character is foundational to the setting. It is not a decorative aesthetic applied to otherwise uncomplicated heroes. The Imperium is a nightmare-state built from state violence, militant conformity, religious terror, permanent war, enforced ignorance, and the idea that collective survival excuses every atrocity.

The Imperium’s language is full of concepts familiar to real-world authoritarian movements: purity, loyalty, unity, sacrifice, tradition, enemies within, enemies without, obedience to sacred authority, and extermination of the “other.” Aliens are not merely rivals but existential contaminants. Mutants are treated as proof of corruption. Heresy is not a disagreement but a disease. Citizens are expendable resources in a war machine. The state is sacred; doubt is treason.

But that is not an invitation to admire the Imperium. Its grotesque political logic is part of the property’s original satirical foundation. The early Rogue Trader era was shaped by the same punk, anti-establishment, dystopian, and satirical energy that ran through much British genre culture during the 1980s. Its creators were working against the backdrop of Thatcher-era Britain, a period of profound political conflict over nationalism, policing, class, militarism, organized labor, public institutions, and the treatment of dissent.

The broader Warhammer line occasionally made that influence explicit. The 1986 campaign The Enemy Within, written for Warhammer Fantasy Roleplay, included Empress Magritta/Magraritha as a pointed satire of Margaret Thatcher, while its title echoed Thatcher’s notorious rhetoric about “the enemy within.” It would be simplistic to reduce the whole of 40K to a single anti-Thatcher allegory, especially after decades of expansion under many writers. Yet the setting’s foundational instinct was to take authoritarian rhetoric and imperial fantasy to ridiculous, horrifying extremes.

The Imperium is the ultimate in-joke about the bankruptcy of those ideas. It asks what would happen if every authoritarian fantasy—racialized or species-based purity, sacred hierarchy, militarized masculinity, obedience, nationalism, fear of outsiders, religious certainty, and expansion through force—were granted total control over a galaxy for ten thousand years. The answer is not a stable civilization. It is stagnation, paranoia, ignorance, endless violence, and a government that can preserve life only by making life unbearable.

This is why far-right and fascistic bad-faith actors who try to claim the Imperium as an ideal are missing the point, whether unintentionally or deliberately. They see its armored soldiers, skull-covered banners, huge weapons, slogans about purity, and worship of the God-Emperor as an image of restored order. Yet 40K frames the actual consequences of this “order” as horrific: worlds burned clean, populations sacrificed, dissidents tortured, knowledge lost, and humanity spiritually hollowed out.

Games Workshop has directly addressed real-world prejudice and fascist appropriation in its community. It stated that it would “never accept nor condone any form of prejudice, hatred, or abuse,” described the Imperium as driven by hatred and extreme xenophobia, and declared: “The Imperium is driven by hate. Warhammer is not.” The company also stated that people displaying real-world hate symbols or behaving in discriminatory ways are not welcome in official stores, events, or the Warhammer community.

The satire can become complicated because Warhammer 40K is made to be visually spectacular. It sells massive armored warriors, cathedral-sized starships, gigantic tanks, heroic last stands, and grandiose military imagery. A Guardsman defending civilians or a Space Marine holding a city against monsters can still be brave. Individual courage is real within the fiction. But the heroic action of a character should not be confused with moral endorsement of the system that character serves.

A good way to understand the setting is to distinguish people from institutions. A soldier can be selfless; the empire can remain monstrous. A Space Marine can save a planet from Tyranids; the Imperium can still be a fascistic theocracy. The tragedy is that many of the setting’s protagonists have been born into conditions where brutality is taught as necessity and alternatives appear impossible.

Factions, Heroes, and Horrors

The most famous force in Warhammer 40K is the Adeptus Astartes, better known as the Space Marines. They are genetically engineered, heavily indoctrinated super-soldiers created from the genetic legacy of ancient demigod generals. Organized into independent Chapters rather than massive unified legions, Space Marines are the Imperium’s elite shock troops—the “Angels of Death.”

The Ultramarines are disciplined and highly organized warriors with Roman-style military and civic imagery. The Blood Angels are noble heroes afflicted by a hereditary thirst for bloodshed. The Dark Angels are secretive knightly warriors haunted by ancient betrayal. The Space Wolves use Viking and Norse mythic imagery, while the Black Templars are crusading religious zealots who embrace the Imperium’s faith with particular intensity.

The Imperium is much more than Space Marines. The Astra Militarum, also called the Imperial Guard, consists of ordinary human soldiers confronting impossible threats with rifles, tanks, artillery, discipline, and numbers. The Adeptus Mechanicus are the cybernetic techno-priests of Mars who preserve and worship ancient machines. The Adepta Sororitas, or Sisters of Battle, are armed warrior-nuns who serve the Imperial faith. The Inquisition hunts heresy, alien infiltration, rogue psykers, and Chaos cults with nearly unlimited authority. The Adeptus Custodes are the Emperor’s golden-armored bodyguards, while the secretive Grey Knights specialize in combating daemons.

The main human enemy is Chaos, and its most iconic servants are the Chaos Space Marines—the descendants of legions that rebelled against the Emperor during the Horus Heresy. The disease-ravaged Death Guard serve Nurgle. The occult Thousand Sons serve Tzeentch. The berserk World Eaters serve Khorne. These factions illustrate one of the franchise’s recurring themes: virtues such as courage, ambition, loyalty, knowledge, and strength can be warped into fanaticism, cruelty, obsession, and self-destruction.

The xenos factions are equally essential. The Orks are massive green war-addicts who find genuine joy in combat, making them one of the setting’s strangest blends of comedy and menace. The Aeldari, formerly called Eldar, are an ancient psychic species divided among multiple societies, including the nomadic Craftworld Aeldari and the sadistic Drukhari raiders. The Necrons are ancient machine dynasties awakening from tomb worlds to reclaim a galaxy they believe belongs to them. The T’au Empire is technologically advanced and organized around the “Greater Good,” but its rhetoric of unity also hides coercion, surveillance, and imperial expansion.

The Tyranids provide the setting’s purest form of cosmic horror. They are an extragalactic hive species controlled by the immense Hive Mind. They do not want land, gold, ideological victory, revenge, or diplomacy. They consume worlds for biomass. A Tyranid invasion strips a planet of plants, animals, people, oceans, and every possible usable resource. Their advance is often prepared by Genestealer Cults, which infiltrate human societies, breed hybrid populations, incite rebellion, and prepare entire worlds to be devoured.

The Horus Heresy and Mainstream Rise

The foundational historical event in Warhammer 40K is the Horus Heresy, a galaxy-wide civil war that occurred ten thousand years before the main setting. In humanity’s earlier period of expansion, the Emperor launched the Great Crusade, a campaign to reunite scattered human worlds beneath a secular Imperium. To command his armies, he created twenty Primarchs, superhuman sons and generals whose genetic material was used to create the original Space Marine Legions.

The Emperor’s favored son was Horus Lupercal, whom he named Warmaster. Horus was manipulated and corrupted by Chaos, then led roughly half of the Space Marine Legions in rebellion against the Emperor. The father-and-son imagery echoes Paradise Lost and Biblical tales of rebellion, but 40K gives it a brutally ambiguous twist: the Emperor is not a blameless divine father, and his rebellious sons are not united by a coherent moral cause. The war is a catastrophe born from pride, secrecy, ambition, manipulation, and the failure of a ruler who tried to shape humanity’s future through absolute control.

The Heresy ended during the Siege of Terra. The Emperor confronted Horus aboard the traitor’s flagship and destroyed him, but received mortal wounds in the process. The Emperor’s survival on the Golden Throne saved humanity from immediate collapse, yet it also ensured that the Imperium would spend the next ten thousand years worshipping a broken relic instead of realizing the future he claimed to seek.

The Horus Heresy became one of the franchise’s largest literary projects through the expansive The Horus Heresy novel series, and its ancient battles now form the basis of the dedicated tabletop game Warhammer: The Horus Heresy. Its impact explains nearly every major feature of modern 40K: the division of Space Marines into Chapters, the hatred between loyalists and traitors, the divinity of the Emperor, and the Imperium’s permanent paranoia about betrayal.

For decades, Warhammer 40K was huge within hobby culture but comparatively specialized in wider popular culture. Its mainstream growth accelerated through video games, online miniature-painting communities, audiobooks, social media, and increasingly polished adaptations. Relic Entertainment’s Warhammer 40,000: Dawn of War helped establish the setting as a major PC strategy property after its 2004 release. Later games such as Warhammer 40,000: Space Marine, Warhammer 40,000: Darktide, Warhammer 40,000: Rogue Trader, and Warhammer 40,000: Space Marine 2 made the franchise accessible to people who may never have collected miniatures.

Black Library, Games Workshop’s fiction label, also made the setting more accessible by turning its lore into character-driven stories. Eisenhorn works as a detective thriller and political mystery centered on the Inquisition. Gaunt’s Ghosts follows ordinary soldiers through the machinery of Imperial war. Ciaphas Cain brings a more comic, self-aware perspective to the setting. The Horus Heresy transforms the franchise’s oldest backstory into a vast tragic saga.

The move toward television and animation marks the clearest mainstream expansion yet. Secret Level featured a Warhammer 40,000 animated episode in 2024, while Amazon MGM Studios, Blur Studios, and Games Workshop are developing a larger animated project connected to the Deathwatch. Henry Cavill is attached as an executive producer and is also associated with Amazon’s developing live-action Warhammer 40,000 project.

Ultimately, Warhammer 40K has endured because it is not merely a franchise about powerful soldiers and giant battles. It is a gigantic, flexible setting that can support military tragedy, gothic horror, cosmic horror, detective stories, religious dystopia, dark comedy, political intrigue, space opera, and apocalyptic adventure. Its most enduring insight is that a civilization cannot build genuine security through hatred, obedience, and endless war. In Warhammer 40K, those ideas do not create order. They create the grim darkness from which no one can escape.

Artist Profile: Karl Kopinsky


Karl Kopinski is well-known for his powerful and vivid artwork within the Warhammer 40,000 and Warhammer Fantasy universes. His illustrations bring to life the dark and intense atmosphere of these worlds, combining detailed pencil sketches with digital painting techniques. Kopinski’s art captures the ruggedness and drama of the characters and environments, giving fans a strong visual connection to the stories and miniature figures. His early work with Games Workshop helped establish the distinctive look and feel that many associate with the Warhammer brand.

In his Warhammer 40K pieces, Kopinski focuses on dynamic characters and battle scenes that feel full of energy and history. From armored soldiers to monstrous creatures, his work emphasizes strong contrasts and vivid expression, creating images that suggest an ongoing saga of conflict and heroism. Similarly, his fantasy art conveys mythical themes with a fresh, raw energy, balancing realism with imaginative design. His style invites both players and artists to immerse themselves in the rich narratives of these fantasy worlds while inspiring miniature hobbyists who recreate his detailed designs.

Beyond his contributions to Warhammer, Kopinski continues to explore fantasy art through various projects, blending realistic anatomy and dramatic light with creative storytelling. His illustrations stand out for their ability to mix traditional drawing techniques with modern digital tools, offering a unique and compelling look that appeals to a broad audience.

Artist Profile: Neil Roberts


Neil Roberts has a knack for bringing the dark, brutal world of Warhammer 40K’s Horus Heresy to life with his cover art. His paintings do an amazing job of showing the grim and epic atmosphere that defines the setting — filled with shadows, war-torn armor, and a sense of endless struggle. The moody lighting and intense detail in his work really pull you into a universe that feels both vast and oppressive, perfectly matching the tone of the stories inside.

What makes his art stand out is how he captures that feeling of dread mixed with heroism. His Space Marines and iconic characters aren’t just soldiers; they’re larger-than-life figures bathed in harsh light and surrounded by chaos, which really nails the “grim darkness” aspect Warhammer fans expect. Every cover looks like a scene from a massive battle where hope is scarce, but courage burns bright—which is exactly how the Horus Heresy saga plays out.

Roberts’ style balances digital polish with a painterly touch, giving his art depth and life without losing the hand-crafted vibe. This approach makes the scenes feel immersive, like a visual gateway to the brutal and tragic history of the Imperium. For fans, his covers aren’t just illustrations; they’re essential to experiencing the full weight of the Warhammer 40K universe’s darkest moments.

Warhammer Gets The Total War Treatment


TotalWarWarhammer

Creative Assembly has made a name for itself creating just type of game and for fans of their titles that’s all well and good. Not every studio has to make every type of games. Some just figured out a way to do one type and just get better and better with each new title. This studio is one such company and even with Sega acquiring them they haven’t missed a beat.

Now, the studio ventures beyond the historical realm that the Total War series has always been based on. With Total War: Warhammer the studio now enters the realm of the epic fantasy. Nothing shouts louder in the epic fantasy genre than the world created by the minds over at Games Workshop with their Warhammer Fantasy gaming series.

While there’s still no release date as to when Total War: Warhammer will come out this title has already made my “buy-list” whenever they do announce the date.

Space Hulk


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A long time ago, Games Workshop released a board game for their popular “Warhammer 40,000” game franchise. It featured a web of interlocking pieces that could be fashioned together to create the claustrophobic interior of a derelict spacecraft, adrift an unknowable period of time in the great beyond. Obstacles such as doors (both functional and not) populated the game board, and then one player took control of an incursion team of elite Space Marine Terminators as they attempt to secure the derelict. In the lore of the universe, this is done because such derelicts, or “Space Hulks”, have the awesome potential to harbor lost technologies from the distant past. Also, such ships could be full of random marauding Orks, or much worse… the Tyranid Genestealers controlled by Space Hulk’s second player.

You don’t need to know what all of that stuff is to understand that the game was fun. The Space Marine player deploys their squad of Terminators and attempts to achieve their objective, while the Genestealers spawn into the map after play begins as ‘radar blips’. Until visual contact is made, the Terminators can’t know how many Genestealers each blip represents… and even a single one of them is a mortally dangerous adversary at close quarters. Of course, the Terminators prefer to do most of their fighting at range, and have stormbolters (think assault rifles), assault cannons (think miniguns) and heavy flamers (think heavy flamers!) they can deploy to wipe out the Genestealers before they can close to close-combat range. Combat within the game is capriciously lethal, and the whole experience was half an hour or so of good, clean fun.

Fast forward to 2013. Space Hulk (even its re-issue!) has been out of print for a long time. It is now very expensive to acquire, and must be procured second-hand (‘new’ copies exist, but you’ll more than likely have to resort to various hobbying or miniatures sites on the Internet to find them). Enter Full Control Studios, a UK-based developer with several other turn-based strategy credits to their name, who on 15 August of this year dropped “Space Hulk”, a fully realized 3-D recreation of the board game experience that some of us will remember. You know, from a long time ago. Their stated goal was to faithfully recreate the board game experience. The tension of that game primarily came from the uncertainty facing both the Genestealer and Terminator players. The Terminators knew their objective and had prior knowledge of the spawn points for the Genestealers, but had no way of knowing which spawn location they might choose to use, and as I mentioned before… the Genestealers always ride single file, to hide their numbers. The Genestealers need these advantages to make up for their deficiencies in long-range firepower, which the Space Marines have brought in spades.

At the time of the game’s launch, it was met with very mixed reviews. I’ll get to some of the game’s high points in a moment, but it was rightly criticized at launch for an obscene number of bugs. I’m happy to report (in fact, it’s the reason that I’m doing this review now) that with the advent of the 1.3 version patch and the release of the new DLCs, that the game has been running smooth and bug free for me ever since I revisited it. I have not even noticed any jarring graphical anomalies, though they seem like an inevitability in modern game experiences. With the game now smoothly playable, I feel like I can much more authentically recommend it to the interested player. If you are interested… read on, I guess!

Couched in these terms, the video game experience is a very pleasing one. The 3-D graphics are pretty (maybe nothing awe-inspiring, but this is 2013, you’d have to work very hard to impress me with game graphics), and more importantly, the environments have been well constructed to recreate the claustrophobia of the original game. Because, my friends, the corridors aboard the space hulk are only one square wide. You can’t just have your marines spread out in a fire line and advance under a withering hail of machine gun bullets. Instead, the winning tactic tends to be advancing slowly using the ‘Overwatch’ command to fire at moving Genestealers off-turn, or to deploy the heavy flamer or the powerful psionics of the Terminator Librarians to deny certain passageways to the Genestealers completely. Otherwise, what tends to happen, is that a whole bunch of Genestealers charge your position, and your guys die one after another. Oh, and that’s one thing to keep in mind if you do try out Space Hulk: Some of your guys will die. Trying to prevent all friendly casualties? That way lies madness.

If some of this stuff sounds at least a little reminiscent of another recent release (specifically, 2012’s XCOM: Enemy Unknown) that’s because the interfaces share some similarities. Veterans of the new XCOM game will probably find that they have an upper hand in some respects, as you’ll understand what kind of tactics work against enemies that you don’t always know the position of, and who are hilariously deadly if approached in a cavalier fashion. Each of your Terminators, by default, has four ‘Action Points’ available in a turn. One AP allows your space marine to take a step, change his facing 90 degrees, or discharge his firearm (the Heavy Flamer requires 2 action points). You can also use 2 AP to enter Overwatch or Guard (Guard gives you a marginally better chance of success in melee, can be effective on units who already have a leg-up in melee combat)… AP is also used for things like opening doors, acquiring mission critical objects, and so on.

The Genestealer player’s traditional disadvantage, on the other hand, is that she does not know how many command points the Terminator squad has on a given turn, which (in the original version) allowed them to do certain things ‘out of turn’. In the 2013 video game release, command points are rolled at the start of turn (1-6, and you can re-roll them if your squad’s ‘Sergeant’ is still alive), and can be used (at a 1:1 exchange rate) to supplement a Terminator’s normal limit of 4 AP in a turn. In addition, when autofiring while on Overwatch, any roll of ‘doubles’ (1s, 2s, 3s, 4s, whatever) will jam the overwatching weapon…but your Terminator can automatically unjam at the cost of a leftover Command Point.

The game is entirely tactical, without any sort of overarching strategic framework. You enter each scenario (or multiplayer match) with the Terminator’s forces and objectives pre-determined. Only the tactical combat on the map is in play. For that, I find it to be both engaging and fun… in small doses. The game play deepens when you add in all of the game’s potential features, like the Genestealers being able to loose Broodlords into the hulk, and the full Terminator arsenal, including heavy melee weapons, assault cannons, heavy flamers, and psionic Librarians, rather than just the vanilla stormbolter guys…but still doesn’t really match the tactical depth of a game like XCOM, which has many varied enemy types, special unit skills, and a wider arsenal of weapons. An average scenario can clock in at 40 minutes or so, which is not at all disagreeable for me, and, unlike XCOM, Space Hulk is quite amenable to the idea of saving, taking a break, and coming back to your game later.

Oh, one more thing: Space Hulk normally retails at $29.99 from Steam, but is featured in the 2013 year-end sale at 50% off!

Trailer: Warhammer 40K: Space Marine (I Am War)


Been an uneventful day for me today which usually means a slow posting day. One thing that I did come across which came out today was a new trailer for one of my more highly-anticipated games this year. The latest trailer for THQ and Relic Entertainment’s Warhammer 40,000: Space Marine has been released and shows more gameplay footage and hints at the single-player campaign’s storyline.

I was once asked if I ever was given a chance to be a fictional character who would I choose to be. Well, as this trailer clearly shows I definitely want to be a Space Marine (or the more accurate term used in this fictional world: Adeptus Astartes). I mean look at the size of these guys and they even get to wear very ornate and baroque looking armor. Though I’m sure Lisa Marie would want that I paint the armor in more pastel colors.

Warhammer 40,000: Space Marine still set for a September 6, 2011 for the Xbox 360, PS3 and Windows PC.

E3 2011: Warhammer 40,000: Space Marine (E3 2011 Trailer)


What can I say about this game other than….GODDAMN!!

Yes, I am beyond super-excited about THQ and Relic Entertainment’s latest Warhammer 40K title. The two have been doing a great job with the RTS Warhammer 40K: Dawn of War franchise so this third-person action game is a nice change of pace and quite a gamble.

Warhammer 40,000: Space Marine looks to be similar in tone to Epic Games’ Gears of War series except for two major differences: 1. this game won’t be using any cover game mechanics and 2. the game’s color palette looks to go beyond browns, grays, red and black. The trailers shown at this year’s E3 by THQ look to be using in-game graphics and little pre-rendered animations. Always a good sign when the trailers shows graphics of how the game will actually look when being played.

I’ve known about this game since it was first announced at last year’s E3 and have kept up with all new info that Relic and THQ have released since then. One piece of news that was quite a surprise but also awesome to learn is that British actor Mark Strong (Sherlock Holmes, Kick-Ass, Green Lantern) will voice the main playable character.

Warhammer 40,000: Space Marine has a release date of somtime around September 2011.

PS: For those who have no idea what the Warhammer 40,000 fictional universe is all about the video below gives a quick idea of what some of it is.

Warhammer 40K: Dark Millenium Trailer


E3 2010 has made some announcements in regards to several MMORPGs set for release in the near future. One game is Square-Enix’s Final Fantasy XIV which is the sequel to their previous MMORPG in Final Fantasy XI. The second is BioWare’s much-anticipated MMORPG based on George Lucas’ iconic space opera franchise, Star Wars: The Old Republic. Both titles have their fanbase looking forward to play them if just to take a break from the 800 lb. gorilla of the MMO-world: World of Warcraft.

Flying under the radar, but no less anticipated by their own legions of fans is Vigil Studios and THQ’s foray into the MMORPG genre. I am talking about their MMORPG title based on the very popular Games Workshop IP, Warhammer 40,000. Building upon the success and popularity of THQ’s own Dawn of War franchise (also based on the 40k universe), this MMORPG is to be called Warhammer 40K: Dark Millenium Online.

I’m not a huge fan of MMORPG titles since despite how well they play and how much they really look they’re major timesinks that require almost complete dedication from the player to really get into the game. This means almost leaving other games by the wayside and as a gamer that’s a big decision. Either play one game all the time and ignore other great games or only play casually the MMO title and not really get into it.

With this title I may have to rethink about how I feel about MMORPGs since this is one IP that even I am excited over. I have been a huge Warhammer 40K fan since 1990 when I was a senior in high school and my interest has never waned one bit. Now that the franchise has successfully made it’s transition over to video gaming I’m excited for the prospect of enjoying the franchise even more than just reading the lore and playing the tabletop.

The game looks to be like your typical persistent-world MMORPG with two opposing factions having their own unique classes. What I like from looking at the trailer is how heavily it’s based on combat and from the looks of things it might be similar to another scifi-based MMO of the past and that’s Sony’s very own Planetside. I like that vehicles are something that a player can use to fight NPCs and other players of the opposing faction. The only question I and other fans probably have is whether Vigil and THQ will avoid the mistakes Mythic made with Warhammer Online by actually creating a game with an endgame for people to use as their goal.

I’m sure more details will follow as the months pass by. Here’s to hoping that a release date or, at the very least, a beta date for people to participate in, gets announced in the near future. I already know what I shall play and that’s as a Space Marine and hopefully of the Dark Angels Chapter.