My half tonne
genetically engineered superman rockets into the sky, two giant jet
engines strapped to his back, and a hammer the size of a small truck
gripped between his hands.
Reaching to top of my
flight arc, I feel like doom incarnate a living personification of
the Sword of Damocles. Hanging in the air for a moment, before
plummeting towards a hapless victim.
There
were times when I played Space Marine when just for a second
everything just clicked into place. In those moments it was hard not
to smile, the game made me feel like a unstoppable force of
nature full of momentum and power. At its best it was a intoxicating
and potent example of the sort of power fantasy that has increasingly
fallen out of favour as games have begun to seek mainstream cultural
acceptance.
Space Marine was my
guilty Christmas gift to myself. Having been a Warhammer nerd since
my teenage years bitter experience has taught me there are certain
assumptions I have about what to expect from adaptations of the
license. Even the best examples have never been inclusive, the lore
remains archaic and full of incomprehensible dogma to a outsider
leaving the barrier to entry set intimidatingly high.
Even by those standards
however, Space Marine's initial half hour is quite something.
Xenos?? A Forge World??
Exterminatus?? A Thunderhawk?? The God Emperor?? The Inquistion??
Vox??? The Codex Astartes!!!!????
Now I may know exactly
what every single one of those is* but to expect the same of everyone
who plays the game borders on the absurd.
Obviously
it's difficult to convey a what makes setting as dense as the
Warhammer 40,000 universe unique from a cold start, but I couldn't
shake the feeling that Developer Relic were never quite able to the
grasp that there is a difference between telling a story about
controlling Space Marines,
and telling a story about being a
Space Marine.
In
games where I’ve been in controlled a group of Space Marines what
they represent to me is that in a universe that is coming apart at
the seams they are absolutely reliable. They do not run away, they
will not panic, they will just fight and kill with superhuman finesse
and unfaltering loyalty until something finally kills them. While
those superhuman qualities made them a ideal troop for me to command,
it also makes them individually very difficult to empathise with.
I
live in a consumerist democracy, secular and rationalist. I have
fears, moments of self doubt and of cowardice. A Marine by contrast
is a warrior monk, fighting a religious war, part of a fascist
society that has fallen so far from its heights that much of their
own science has become indistinguishable to them from magic, utterly
certain of his purpose in life.
I've
seen many people who think that player power and choice in games are
should almost be a god given right, that telling a player that they
have to do something and not providing an explanation of why is
tantamount to a sin. To a Space Marine however this is something
perfectly natural, they are given a job, and they get it done no
questions asked. Playing Space Marine it
feels as if this disconnect between how a 21st
century mind works and the certainty of purpose possessed by a
Space Marine led to some problems for the game's designers when it
came to creating believable characters.
Choosing
to make a lead character embody a creed as Relic seemed to have
attempted with Space Marine's Captain Titus is something I think may
be inherently problematic. Titus is a un-corruptible dutiful and
unfeeling paragon, with no discernible emotions other than
'righteous' anger. What makes him a good solider also makes him any
incredibly boring protagonist.
That
is not to say I think Space Marine had to be this way. You only have
to look to the Assassin's Creed series to see how a company can
stumble on it's first game before going onto recover in a
impressively manner by shifting to a more sympathetic main character.
Allot about Titus reminds me of Altair the protagonist of the
original Assassins Creed. Altair was suppose to be a prodigy, the
youngest to ever achieve his position a heroic individual seen as a
example by many of his peers but this focus on him as a Assassin not
as a person meant I was never able to really feel anything about his
story. My problem with both these protagonist is that despite their
'vitues' they both felt inhuman as if they exist only to best
represent a archetype. They feel totally artificial, constructed
instead of born.
In its (numerous)
sequel's Assasin's Creed fixed the problem by showing you what made
its new protagonist Ezio a person, before they showed you what made
him a assassin. It was simple and it was also extremely effective,
and there was no reason that Space Marine couldn't have done the
same.
While Relic failed to
get me into a Marines mind they were far more successful in getting
me into his shoes. My armory of weapons all
felt appropriately weighty (as befitting a 8ft tall giant) with the
highlight being the iconic Space Marine Boltgun which feels suitably
massive(they are supposed to be 0.75 calibre) and fired
with a satisfying “THUNK”.
Even more importantly
was that from the very first moment I took control over Titus he has
a tangible sense of weight and momentum. He was not the over muscled
testosterone junkie 'space marine' of some games, this felt like
something closer to a human tank. I found the flow of combat
satisfyingly smooth, and special care seems to
have been took to capture the moment when my human juggernaut's
momentum comes thundering to a halt.
Aim
a sprinted shoulder barge into a Ork, drop from the sky onto a
unsuspecting group of enemies while wearing a jump pack, or perform a
spectacular finish move and for a instant time slows (dramatically in
the case of the finishing move less noticeably in the other cases).
These slow motion moments gave a strange kind of rhythm to the
combat, almost acting like punctuation to Titus's movement. I'm sure
this undoubtedly is as much a result of a certain amount of
showboating by the games developers to best show the game's
'visceral' gore as anything else, but it gave me a real sense of
physical contact to both movement and combat.
Before
its release allot of fuss was made of the decision to not use the now
common regenerating health mechanic, and to instead encourage the
player to charge into close combat and use special finishing moves
which recovered a generous proportion of his health. In theory (and
sometimes in practice )this was a good idea, and indeed sometimes I
did find myself trying to break up large groups of enemies to isolate
an individual who I could quickly finish off for quick boost. My
problem with it was that these kill animation took to long, a quick
half second of slow mo was great, but 5-6 seconds totally killed the
flow of the combat.
Unfortunately
however this is the kind of mistake the game seem to make far too
often, forgeting the very things it does so well. My momentum ends up
grinding to a halt as I meet enemies placed behind immovable
barriers, and perched on unreachable ledges which could only be dealt
with using ranged fire power. Confined in small arenas that felt
anything but epic, strafing my way around taking them out one by one,
just staying alive until I could finally deal with the massive horde
of melee foes who have been chasing me around like something out of a
fevered homicidal take on a Benny Hill sketch.
The
environments used to frame all this, are all suitably inhumane in
their dimensions as befits the source material, and would have been
even more impressive if I'd actually got to use more than a tiny
percentage of them.
Annoyingly one of the
most widely loathed gaming bugbears also makes a appearance. Space
Marine's quick time events although mechanically competent compared
to some I've experienced (the controls have the
same type of action mapped to them that they did the rest, so the
game the attack button attacks, avoid button avoids ect) still
ultimately felt like a lazy choice, went on for to long, and which
the game would have been better without.
The
multi-player was solid and enjoyable enough, but the experience of
having one superhuman soldier fight another superhuman soldier
leaves neither feeling special. In contrast the co-op mode
(Exterminatus) which pits four players versus increasingly large
waves Orks allowed me and my team mates to be heroes again. As
individuals the players are stronger and tougher (hopefully smarter)
than their non-player character opponents, but balance of power is
fine enough that they can easily get taken down
by a mob of the weaker NPC's if they allowed themselves to become
isolated. Essentially the co-op works because it doesn't have to
worry about giving both side a fair chance, and it can use this
asymmetry to create interesting tactical choices, which combined with
the sheer numbers it threw at me kept things challenging enough to
keep me coming back.
Crucially
the arenas used in the multiplayer portion of the game seemed to have
avoided some of the pitfalls of the single player environments, you
are never forced to deal with enemies you cannot reach and there is
far greater freedom of movement within the levels. The decision to
revert to be regenerating health model seems a wise one because it
helps reduce lone wolf behaviour. Even the best players needs to be
able to trust his team mates to watch his back when he goes low on
health Forcing him to seek cover instead of charging forward on his
own generally helped create a good cooperative environment than would
have been present otherwise.
The
progress system is well balanced and paced with each level bringing
new options, none of which felt overpowered. Instead they
offer a chance to customise your style of play to suit you taste
without altering your base power level. That freedom to build a
marine of my own is impressive and make what could have been a very
generic game play mode feel genuinely fun. I've put far more time
into it than I expected and currently I’ve been indulging my love
affair with aerial delights of the Assault Marine. I'm not halfway to
the level cap yet but my jump pack has been two upgrades that allow
me to fry Orks with flame jets on takes off, then pancake them when I
land (occasionally creating a amusing sight of my marine yoyoing into
the air and then cooming immediate back down again into a unfortunate
mob of Orks.
Finally I feel I should
mention a strange and uncomfortable moment that occurs early in the
game when we first meet a female Imperial guard commander. One of the
Marines reacts to the sight of her with by commenting 'I'm surprised
YOUR in command'. Sexism from Space Marine is a very strange thing to
see, these are not supposed to be dude-bros, these are warrior monks
utterly devoted to their duty and essentially sexless (In the lore
its not explicitly stated marines are chaste, but its pretty heavily
implied), si I can't see why on earth any of them would so much as
blink a eye at a female soilder. I suppose I should be grateful they
didn't over sexualise the lieutenant (no boobplate armor) and made
her a competent soldier, but this moment left a bad taste in my mouth
and seemed to serve absolutely no purpose.
In conclusion Space
Marine has done a fine job of setting out the template of how a
digital marine should feel, but too many annoying bumps along the
ride and failure to give to sympathetic cast which I could engage
with sufficiently to make me care about what was going on are all
black marks against it's name.Ultimately I think at the price I paid
for it (£15 in the steam sale) that I have no regrets about
purchasing Space Marine. It is a good game for any fan of the
mythology and worth putting time into to despite its problems and the
campaigns relatively short length.
Hopefully Vigil Games'
(who's darksiders engine was used as a base for Space Marine) Dark
Millennium MMO can capitalise on some of good part of what Space
Marine achieved. I hope they can also perhaps learn lessons about
where Space Marines character building failed, and give us characters
in the 40,000 universe who can be flawed even if they superhuman.
*(aliens, a giant
planet wide heavy machinery production facility, the destruction of a
world using orbital bombardment, what happens when the space shuttle
& a panzer tank have a baby, a messianic figure who has been
entombed in a giant life support machine for 10000 years, basically
the same as the original but with psychic powers, a combination of
the bible & the little red book & the art of war)
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