REVIEW: Total War Warhammer

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Review: This article goes in depth about a game and opens a dialogue about the positive and negative aspects that compose that game. At the end of the review, the author notes whether he or she feels this game was worth playing. Keep in mind that this review reflects the author’s opinion; you may have a different experience with this game!

Time Spent: 41 hours

Platform: PC-Only Release

Retail Price: $59.99

What do you get when you combine a popular strategy PC game series with the long established canon of a tabletop war game? Do you think the two would sync together beautifully or would doing such a thing only end up in failure? Video game adaptations of tabletop war games such as Warhammer, Warhammer 40K, and Warmachine really only seem to have two outcomes: spectacular success or crushing failure. While the Dawn of War franchise has received a generally favorable reception from critics and fans, Games Workshop‘s PC port of an iOS game called Warhammer 40,000: Deathwatch – Tyranid Invasion flopped and has garnered a mixed response. Several Warhammer games are set to release in the coming year and only time will tell if they show promise.

Thankfully, Creative Assembly has a track record of producing decent strategy games. While Rome 2 suffered a botched release and tried to accomplish too much and Attila: Total War incorporated a number of features that should have existed in Rome 2 (with Creative Assembly still charging full retail price for their newest title), the studio accomplished something wonderful with Shogun 2 and Medieval 2. Even their less polished titles still had flavor and flair with a intricate attention to detail that demanded respect. But what about Total War: Warhammer? The Warhammer Fantasy universe is one filled with rich lore and diverse factions each with their own history and style. From the vicious Orcs and Goblins to the murderous forces of Chaos to the regal High Elves and the daunting hordes of Skaven, Warhammer Fantasy incorporates all of the elements of a high fantasy world clearly inspired by J.R.R. Tolkien and amplifies it in wonderfully absurd ways. While I prefer Warhammer 40K, its fantasy counterpart exudes an intense appeal and significantly less grimdark.

Somehow through sheer creative genius, hundreds of hours of labor, a great deal of luck, or a combination of these three things, Total War: Warhammer is a resounding success. Unshackled by the bindings of real history and given the freedom to create a world steeped in fantasy with powerful heroes and monumental villains, Creative Assembly has crafted one of their best (if not THE best) Total War games yet. I am aware that this is a bold claim and please do not mistake me. Total War: Warhammer has many flaws. These flaws, however, do little to jeopardize the experience of the game.

Set right before the “End Times” in Warhammer Fantasy, Total War: Warhammer allows players to take control of one of four factions (five if you purchase the Chaos DLC): The Empire, Dwarves, Vampire Counts, and Greenskins. Each faction has a unique play style and certain mechanics that dramatically alter how a player must approach his or her grand campaign. Well balanced and filled with plenty of powerful units, the Empire is a perfect choice for the gamer who wants to do it all. They have some of the technological innovation of the Dwarves (the human god Sigmar did save their king in millennia past), cheap line infantry, heavily armored shock cavalry, and wizards who can support their allies or crush their enemies using a plethora of magic. As a radical counterpoint, the Greenskins field numerous cheap units that generally excel at melee combat with some heavily armed and armored infantry and terrifying monstrous creatures that crash through enemy lines and decimate their forces. Even more frightful is that if an Orc army reaches a certain “fightiness” (a measure of how much the Greenskin armies have been fighting and raiding that, if too low, the Orcs and Goblins will begin to fight each other and suffer attrition), a WAAAGH! will begin and an entirely new army appears next to your original. This army will target whatever your first army attacks and this momentum can catapult a savvy Greenskin player forward through several enemy cities.

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WAAAAAAAAAAAAAAAAAAGH!!!!! (You have to have at least 3 As)

As I mentioned before, Creative Assembly’s attention to detail usually shows in their Total War franchise of games. From the design of the units to the background information present in their encyclopedia, the developers certainly spend a great deal of time doing research in order to present a moderately accurate product. Total War: Warhammer is no different and the absolutely stunning units and their relative accuracy to the tabletop game left me impressed. While I understand that transposing a tabletop war game into the digital realm necessitates some sacrifices in terms of a unit’s rules or abilities, Creative Assembly has faithfully reproduced many of the faction’s units. Though I wish that they included all of the units present for each faction in the tabletop game, you can still train and command many of the most iconic units and Creative Assembly can always continue to add content as they go.

In fact, in the most recent update released, Creative Assembly added the Blood Knights for the Vampire Counts faction. On the tabletop, these elite shock cavalry can butcher enemy units with impunity. For Total War: Warhammer, the Blood Knights are Tier 5 (the highest tier) Shock Cavalry that have impeccable defense, a bone-shattering charge, and have frenzied attacks so long as their leadership remains high. Should Creative Assembly continue to add units to each of the factions and remain this dedicated to preserving their rules and roles from the tabletop game, then their latest title can only stand to improve. I am disappointed that we can only choose from five of the existing Warhammer Fantasy factions. While this is not to say that the starting five aren’t important, other factions like the High Elves, Lizardmen, and Skaven play incredibly influential roles in the story of the Fantasy world. Their absence seems to be an intentional and displeasing decision in order to streamline the experience and keep players from becoming overwhelmed. In fact, it appears to represent how Total War: Warhammer is meant to be played. Factions can only capture certain territory: The Empire can only capture territory belonging to other human factions and Vampire Counts while the Dwarves can only capture territory belonging to the Greenskins (and vice versa for both). I understand this decision from a mechanical standpoint, but it can cause some headaches when a player wishes to deal with a city that belongs to a faction he or she cannot conquer and can only loot or raze. What keeps that faction from simply settling the city once more?

This can become a major thorn in that player’s side and without proper planning, that player’s armies may begin to suffer from attrition by traveling through territory not intended for his or her faction. It’s a curious departure from the norm of Total War and while it generally tends to work in Warhammer, it still becomes annoying. Diplomacy, a system rarely fleshed out in the Total War series of games, still sees little improvement though factions do seem more intelligent in how they do business with you. Certain in-game events may also cause a faction to seek an alliance or form a confederation more readily which offers players a rare moment of respite when assailed by a powerful enemy. This is a move in the right direction and hopefully Creative Assembly applies this in their future games.

The greatest and probably most influential change that exists in Total War: Warhammer is the fact that your faction leaders can never die. Even if you spend 200 turns playing the Grand Campaign or if an enemy hero manages to assassinate him, that faction leader will always live on unless you conquer his final piece of territory and destroy his last army. Even other heroes and lords can never die from old age which gives the player an unprecedented level of control over how that character develops throughout the life of the campaign. We all understood why important historical figures could not live forever in the other Total War games: historical accuracy. Tokugawa Leyasu died, Alexios Komnenos died, Augustus died, all of these men and women eventually perished because that’s what happened in real life. With a game based off an event in the Warhammer Fantasy universe about men and women who defy the odds and exist in a fantasy world, we can witness our heroes become truly legendary. This, above every other facet of Total War: Warhammer that I love, stands out as Creative Assembly’s best decision. Bravo, ladies and gentlemen.

Who would have thought that gamers actually enjoy watching their heroes develop and become badasses? Further still, the campaign map of the Fantasy world is stunningly gorgeous. Mountains in the shapes of skulls steam with magical energy while volcanoes erupt and the Chaos Wastes spew forth rampant magic. Dwarven cities glimmer with clean architecture while the castles of the Vampire Counts exude despair. Down to the design of the units, Creative Assembly did a fantastic job breathing life into this digital world. Not all of the unit models have a great level of detail; Mannfred seems to lack the regal intensity of his tabletop model and the Bretonnian units have little variety despite the plethora of outstanding paint schemes made by the many fantastic painters of the hobby. Still, these hiccups remain few and far between.

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Thorgrim Grudgebearer rides his golden throne carried by his Dwarf bodyguards. Awesome.

While Creative Assembly certainly plans on releasing more content for Warhammer, they have opened up the game to extensive modding support. Many men and women have contributed to the growing and colorful modding community; from simple unit redesigns to reworking of existing factions and enabling gamers to play as factions such as Bretonnia and the Varg (who are not normally playable in the Grand Campaign), the user created content for this game will continue to flourish so long as Creative Assembly encourages its growth. I eagerly await what these talented men and women in the community will make next.

As a final note, Creative Assembly recently released a paid DLC package called “Blood for the Blood God.” Initially expecting the addition of Khorne-based Chaos units, I found that this additional content provides the following (source):

  • Blood spurts
  • Gory spatter on unit models
  • Limb and head dismemberment (humanoids and non-legendary characters)
  • Zombies, skeletons and Grave Guard may continue to fight after dismemberment!
  • Explosive Gibbing from deadly mid-torso strikes
  • Blood-drenched UI elements
  • New random, global campaign events that generate greater carnage in battle

This DLC pack currently costs $2.99 and while that certainly isn’t a great deal of money, this feels like content that should have already existed in the game. Creative Assembly has a record of releasing similar paid DLC for their past Total War titles (or in the case of Attila, an entire game) that should have been a part of the primary content. I am grateful that this doesn’t impact the game in any way and I fully support a company’s right to add extra content for a price. It still, however, begs the question: What else will companies consider “premium content” and to what extent will they go to exclude it from their base game? I feel like this is a slippery slope that has only grown in the recent years.

Thankfully, Total War: Warhammer‘s base experience can easily fill hours of your time. Ladies and gentlemen, trust me when I say this: this is one of the best Total War games to date.

Happy gaming!

-Valiant

Total War: Warhammer DLC Trailer Leaked!

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Total War: Warhammer is getting a DLC called Blood and Gore, and as you can see on the leaked video, the name couldn’t be more suitable for the upcoming Add-on. The narrator says on the trailer:“Beyond the world, he waits atop a throne of skulls. All blood is only borrowed. Once shed, it must return. Blood for the Blood God.” The Blood God may refer to the Lord of the Skulls so Lots of violence should be coming to the Total War fans.

There is yet no release date or more details available, but we heard they might be coming soon.

Play with passion!

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ANNOUNCED: Dawn Of War 3

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OH MY GOODNESS IT’S HAPPENING. 12 years after the release of the first Dawn of War and 5 years after the latest iteration of the series, Retribution, Relic Entertainment and Sega have finally announced something that many Warhammer 40K players and real time strategy players around the world have been waiting for:

DAWN OF WAR 3

Many thought that the franchise had died along with THQ‘s bankruptcy. Despite Relic’s continued support for Retribution and Sega picking up the license, both companies have remained incredibly silent about the future of the Dawn of War series. Well, they have broken that silence in quite a sublime fashion. Check out the reveal trailer and let me know what you think!

Epic, right? It looks like we’re going to see some action between the Blood Ravens, the Eldar, and the Orks on an undisclosed world somewhere in the 41st Millennium! Not a lot of details exist right now, but in an article by Tom Senior over at PCgamer, he reports that Relic plans on making DoW 3 their biggest RTS yet by scrapping the small unit tactics present in DoW2 and bringing the series back to its roots with the first Dawn of War and its larger battles. According to Mr. Senior, one of the biggest points Relic wants to make with their newest game is that they want to convey the feeling of playing the tabletop version of Warhammer 40K except through a videogame.

“…some close detail has been sacrificed so Dawn of War 3 can shine in large-scale encounters, and Relic’s artists have taken more inspiration from the colourful paint jobs of the tabletop game.”

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And They Shall Know No Fear

 

Super Units

Just like in the tabletop version of Warhammer 40K, players have the option to bring Super Units (Lords of War) which dominate the battlefield and provide a planet-shaking punch to any army. The Imperial Knight looks like the Space Marine’s Super Unit and while Relic has yet to reveal the Eldar and Ork Super Units, the reveal trailer showed several gracefully destructive Wraithknights and we can reasonably assume that the Eldar will be able to incorporate these monstrosities into their forces. As for the Orks, who knows! If I could guess (sticking with the walker theme), we’ll probably see the Ork’s premiere ramshackle Stompa. I can’t wait!

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The Wraithknight. Lithe. Graceful. Utterly deadly.

 

Multiplayer

Let’s face it, any Dawn of War game prides itself on a fun and dynamic multiplayer. With the singleplayer campaign, you will be able to select and level up special Elite and Super Units. For the multiplayer, however, it’s rumored that Relic plans on having a hero selection phase much like DOTA or many other MOBA games though the company has yet to disclose any exact details on this process. They have mentioned that players will still have the opportunity to bring along certain Elite and Super Units, but it remains to be seen if these will level up across multiplayer games like they do in singleplayer.

It looks like it’s time to play the waiting game, everyone! I’ll provide updates as I get them.

Happy gaming and Victorus aut Mortis!

-Valiant

UPDATE Battlefleet Gothic: Armada

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UPDATE 3/28/2016: Tindalos, the development team behind Armada recently released a new patch that enables everyone who pre-ordered the game to play as the Ork faction and has promised that everyone who pre-purchases the game will gain access to the Space Marine fleet and one extra fleet that Tindalos has promised that they will “unveil soon.” What that faction could be is anyone’s guess. In addition, we now have a hard release date for Armada: April 21st. You can read more here.

In the grim darkness of the far future…

There are only LARGE CATASTROPHIC EXPLOSIONS using massive ships styled after Gothic cathedrals!

By now you all know that I absolutely adore Warhammer 40,000 so I apologize for throwing more of it at you, but I can’t ignore this very intriguing and utterly explosive (get it? Yeah? Yeah?!) new title in the Warhammer franchise. Surprisingly, Battlefleet Gothic: Armada takes a step away from the usually ground warfare centered themes of the many other Warhammer 40,000 titles and instead propels you into the horrifying world of space combat. Beset on all sides, the Imperium of Man must defend itself from xenos, heretics, and demons all the while struggling to maintain the trillions upon trillions that swear allegiance to their God-Emperor and the Imperium as a whole.

In charge of commanding your own fleet of ships ranging anywhere from the quick and lethal frigates all the way up to the utterly awe inspiring 8km long battleship and beyond, Armada looks to be a very intense strategy game somewhat stylized on the now defunct tabletop game Games Workshop released many years back. Called “Battlefleet Gothic”, players could assemble their own fleets from nearly every faction and battle it out in space with a variety of fun rules and scenarios to change up the gameplay. Unfortunately, Gothic became something of a niche game and Games Workshop eventually ceased their support of the product.

All is not lost, however, for Focus Home Interactive announced the development of Armada on January 16th of last year and the game is slated to release this month! No exact date has been given, but we should see it sometime soon!

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You can ram your ship into the enemies. It is not only an effective tactic, but HIGHLY encouraged!

If you’re interested in seeing how the game will play, check out this gameplay trailer. It features the Imperial Navy, but you will be able to play as Chaos, Orks, and Eldar factions. Focus Interactive really looks like they’re incorporating powerful and innovative strategies (that make sense!) to Armada as well as adding familiar elements such as persistent captains and crews that level up as they survive battles and the ability to warp out to repair and warp back in later in the fight. The Chaos and Imperial factions look very distinctive and I can’t wait to see how the Orks and Eldar play. I can only imagine the Orks run like they do on the tabletop, their ramshackle vessels somehow operational and utterly terrifying with the amount of bullets they can expend, while the Eldar have advanced technology and incredible speed.

Did any of you ever play Nexus: The Jupiter Incident? Or maybe Star Wars: Empire at War? Armada looks like it takes a lot of inspiration from both of those games and I greatly appreciate the attention to detail on the literally Gothic cathedrals that make up the Imperial vessels and the disturbing chaotic marks that adorn the vessels of Chaos. I only hope the actual game delivers on all of its promises and truly lets us delve into a deep strategic experience.

Happy gaming, everyone! Victorus aut Mortis!

-Valiant

The Last Stand – Necron Overlord!

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Releasing downloadable content (called “DLC”) for a video game seems like a common thing to do in the modern era. We see it all of the time; publishers and developers reveal their next iteration of content and offer such expanded adventures at a premium price for their loyal fans. Like it or hate it, DLC will not disappear. In fact, we have seen the idea of DLC consistently expand in the past few years with game companies offering day one DLC with their newly released video games, an utterly arbitrary and offensive practice that pushes the consumer to spend more than the already impressive $60 sum on a video game. Don’t forget your Season Pass! That will let you have access to all of the DLC! All you have to do is pay whatever price the publisher sets and you will get all of this content (good or bad) at a date the publisher decides. That’s fair, right?

I’m not bitter. Really, I’m not. I have simply grown weary of the constant barrage of advertised content that demands more money from me in order for me to fully enjoy the game and all of its planned content. Even some multiplayer games become incredibly exclusive with the release of new DLC, so much so that you may as well not even attempt to play with your friends because they want to run with the new content and you cannot afford it. It’s a problem that plagues plenty of people, but the issue stems from a much deeper problem in the industry.

The reason I bring all of this up is due to a relatively recent development by developer Relic Entertainment and publisher Sega. Their stand alone expansion known as Dawn of War II – Retribution was released on March 1, 2011, over five years ago from the time this article was written. Retribution saw positive reviews and had a decent launch, but what captured many people’s attention about the Dawn of War II series of games was the cooperative survival mode called “The Last Stand.” You and two friends play as a hero from one of the races featured in the game and work to survive the growing onslaught of enemies. Over time, you gain levels and can equip more powerful and unique equipment. Really, it’s hilariously fun.

Some time ago, Relic released the Tau Commander for purchase through the Steam store and he played incredibly well (maybe a little too well) as well as a slew of DLC for some of the factions to alter the cosmetic appearance of multiplayer characters and units. This doesn’t differ from many games as developers will release cosmetic packs that don’t alter the play of the game. We’ve grown used to such things and we shouldn’t expect this practice to ever disappear. Personally, I like that the developer is willing to design other faction-specific gear and units. It doesn’t change the gameplay but it makes you stand out or allows you to represent your favorite faction.

On March 10th, Relic surprised many in the Dawn of War community by releasing a new hero for their Last Stand mode. Five years into the life of Retribution, we get to see the very beefy and incredibly hard to kill Necron Overlord storm the arena! Trust me, he is a monster! Loaded with abilities that increase his health regeneration, offer area denial, or can resurrect teammates, he really adds wonderful flavor to the meta of the game. It is a shame, however, that Relic didn’t give this character any dialogue. Even the Tau Commander had several lines of script. Regardless, I adore that the developer has chosen to release this content for a game that many gamers still enjoy, but I have yet to mention the best part:

They released it FOR FREE during the Sega Publisher Weekend! Today (March 13th) is THE LAST DAY to get this content for free and keep it forever! I don’t know what the price will be when the sale ends, but I would capitalize on this deal while you can.

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Don’t worry. I’m sure he’s friendly…

I greatly enjoy seeing a developer still support a game late in its life cycle. Even better, I appreciate that they do offer free content (even though it’s only for a limited time, get it now!!!). I only hope that other developers will see how this affects their community and how it instills a great deal of loyalty among their fans. Hurry everyone! Grab that free Necron Overlord and join me for some Last Stand!

Victorus aut Mortis!

-Valiant

The Lord Inquisitor and Future 40K Media

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This article is the second part of a two part series discussing the development of Warhammer 40,000 in popular media.

“I am the hammer.

I am the point of his spear.

I am the mail that is faced.

I am the bane of his foes and the woes of the treacherous

I am the end.”

The Lord Inquisitor Grey Knights” Teaser

Shivers. Shivers, ladies and gentlemen. I love Warhammer 40,000. It’s a rich universe filled with potential. Not only has the extensive history of 40K been widely detailed by Games Workshop and its Black Library writers, Warhammer slowly creeps into more and more modern media. Last week we talked a bit about the Ultramarines movie and how this film, while decidedly flawed in many ways, gave us hope for a future filled with more 40K movies and video games. Ultramarines did something right; it provided fans a mode of entertainment that allowed us to see some of our favorite warriors of the universe voiced by sublime talent and kicking serious butt. For any war gaming man or woman, this prospect further attaches and drives him or her farther into a fandom. To know that a company treasures its creation to such an extent that they want to project this creation into every form of entertainment available speaks bounds about the dedication of a fan-base.

Games Workshop, however, has not always practiced good business with retailers and its customers. The power creep present in every edition, the constant update of Codexes and price hikes of models, the utter inability to understand the power of online retail, and the absolute refusal to move the universe forward dissuades some and disillusions others. Few universes have the depth and history of Warhammer 40,000. Fewer still have the blatant mismanagement commonly known to Games Workshop. Do you remember how I said that 40K has such potential? With their superb Black Library authors, talented support staff, and a dedicated base of fans, Games Workshop could become a global juggernaut with the right maneuvering.

Do you know what I want to see? I want to see a Warhammer 40,000 movie on the big screen. I want to wait in line surrounded by fellow fans to see the epic premiere of a phenomenal film about some of my favorite fictional super soldiers. I want to see the hard work and dedication of people who not only get paid to do what they do, but people who want to do what they love!

Then, a man named Erasmus Brosdau walked into the light and declared that he had a wonderful idea. A Senior 3D Artist and Art Director at Crytek (the same people who made games such as Crysis and Warface), Brosdau began developing an idea. In 2010 he called upon talented artists and designers to begin development of a simple trailer. Currently at 1.8 million views at the time of writing, fans and curious minds alike devoured the beautiful animation and adored the potential. Titled The Lord Inquisitor, work has continued and a projected release date (April 2017) for a full film has been set. Since then, he has made a variety of other trailers, one being about the Grey Knights (the Inquisition’s personal force of Demon Hunters who are given the best equipment and tasked with annihilating the demonic threat without and within), and another showing the main character of Brosdau’s film, Marcus Allenbrisk. The quote at the beginning of this article is from the Grey Knights trailer (I also own a small force of Grey Knights in addition to my Raven Guard) and channels the dark science fiction nature of the intellectual property.

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The attention to detail is absolutely dazzling.

Brosdau and his team clearly adore this universe. You can feel the painstaking care to which they crafted every frame of these trailers, forged every line of dialogue, and selected each song. Warhammer 40,000 can become this! Ultramarines gave us the example. Men and women like Brosdau can lead us forward into a new generation of 40K media. Anyone can appreciate an idea like this, not just fans of the 40K universe.

On the gaming side of things, Warhammer 40,000 has continued to make strides into the gaming medium. Probably one of the larger hits, the Dawn of War series created by Relic has seen substantial commercial success and opened up 40K to a larger audience. I’ll be honest with you all; playing Dawn of War II is what piqued my interest in Warhammer! I found the gritty science fiction themes utterly attractive and enjoyable. As I delved further and further into the history and the myriad factions involved, I found several friends who played the tabletop war game and invested in a few models to start.

Now I’m hooked. Games like Dawn of War and the wonderfully underrated Space Marine give us yet another form of enjoyment. It allows us to transpose ourselves into a world or a galaxy that we absolutely enjoy. Do not think that I discount the glorious work of the capable Black Library writers! Warhammer fiction, too, influences all of these mediums. Yet with a video game, a man or woman is able to place him or herself directly in control of a character’s actions and influence the outcome of a storyline. In my opinion, this greatly enhances the immersion, second only to actually playing a tabletop roleplaying game such as Dark Heresy or Deathwatch. Created by Fantasy Flight Games, these represent another way for fans and interested parties to dive into the lore and truly become a part of the universe.

The Warhammer 40,000 universe, however, can only survive as long as men and women continue to appreciate and relish the evolving content created by Games Workshop. With the new release of the Space Wolves’ Wulfen codex, it appears as though GW may finally begin to advance the storyline and give gamers the content they so crave.

As it has been shown by the men and women in Brosdau’s creative team and the many video game developers working on the newest Warhammer 40,000 title Eternal Crusade, enough dedication and passion for a project and lead to incredible results.

Happy gaming!

Victorus aut Mortis!

-Valiant

Ultramarines: A Warhammer 40,000 Movie

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This is the first part of a two part article about Warhammer 40,000 animation and media, where it’s been in the recent past, and what we can look forward to in the coming years.

You all have to trust me. I’ve locked him away. I’ve attached him to adamantium chains that even a Primarch couldn’t break. Who am I talking about?

That Warhammer fanboy that likes to break out of his imposed exile and muck up the place when anyone even says the words ‘Raven’ or ‘Guard’ in a sentence (let’s be honest, a paragraph) together. I promise that I locked the door and threw away the key. But he has his ways.

You’re all probably wondering why I chose to discuss a movie made in 2010. It’s simple, really: We have to understand the past in order to move forward into the present. If this is the first time you’ve ever heard of Warhammer 40,000 (sometimes affectionately called ’40K’ by its fan base), then you have quite a lot of catching up to do. Go look it up on Google. There’s a whole wiki dedicated to the universe and let me tell you, it’s incredibly substantial. Go ahead! I can wait…

Finished? I doubt it. No worries, however, for I can give you a quick version of the universe. Don’t tell my boss this, but it just might be the best thing the British ever made. 40,000 stands for the 41st millennium, a time when humanity exists within a stagnating futuristic society ruled by the Imperium of Man, the literal juxtaposition of the Medieval Catholic Church and Medieval Europe tens of thousands of years into the future where mankind numbers in the trillions and is constantly beset by aliens, traitors, and the forces of the Chaos gods. In the 31stmillennium, this spectacular individual of legend called ‘The God-Emperor of Mankind’ began his Great Crusade to reunite all of the scattered vestiges of humanity under one rule: his. Using his own supernatural DNA, he created 20 sons called Primarchs in order to assist him in his mission. The gods of Chaos, understandably upset that the Emperor wanted to rain on their parade, tossed his infant Primarchs into the void and each one landed on a world far away from Holy Terra.

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Does this stop the Emperor? Of course not! He instead creates superhuman warriors using parts of each Primarch’s DNA and calls them ‘Space Marines’, with each Primarch getting his own legion of warriors that shares his specific DNA. The Emperor eventually reunites with all of his sons, a LOT of bloodshed occurs, fully half of his sons (and their respective legions) betray dad, and while the Emperor and his loyal sons win this event called the ‘Horus Heresy’, the Emperor is critically wounded and forced to remain on the Golden Throne, an advanced type of life support. Humanity understandably panics and in a moment of brilliance, they decide to do the only natural thing that anyone would do: completely throw away the Emperor’s desire to create a society based on science and reason, become a feudal religious state where human life is worth practically nothing, and the Emperor is worshiped as a god (thus the God-Emperor). This creates 10,000 years of stagnation where technology barely advances (and in some cases, regresses) and things slowly escalate.

*I apologize to any Warhammer veterans who may read this article. There’s a great deal of information and background to this universe and I hope that very short version provided enough to enlighten the nonbelievers. Let’s move on to the movie.*

Created in 2010 and directed by Martyn Pick (Evil Never Dies), Ultramarines: A Warhammer 40,000 Movie follows the story of a squad from the Ultramarines chapter of Space marines who respond to a distress signal sent by some of their brothers from the Imperial Fists chapter. Written by Dan Abnett, a prolific writer heavily involved in many of the Warhammer novels, the movie does a reasonable job at staying true to the lore of the universe while providing fans of the tabletop game with several iconic set pieces: Humanity vs. Chaos, weapons nearly as large as a normal human, and the obsessive warrior tradition of the Adeptus Astartes (Space Marines).

If Ultramarines accomplished anything as a film, it was the voice actors who lent their talent in order to breathe life into the characters. Known for his roles as the Prophet of Truth in the popular video game series Halo and Chancellor Valorum in Star Wars Episode I – The Phantom Menace, along with many other superb characters, Terence Stamp plays Captain Severus and truly helps bring depth to this movie. Along with Stamp, John Hurt (you Potterheads know him as Mr. Ollivander) voices Chaplain Carnak and Sean Pertwee (Alfred Pennyworth in Gotham) plays as Brother Proteus, the obligatory headstrong warrior who wants to prove himself in the field of battle. The story has predictability to it and without the superb cast of actors, along with the impressive musical score by Adam Harvey, I feel as though Ultramarines would have failed spectacularly.

The story itself doesn’t present anything new or dynamic to this long running, fictional universe. I sometimes wonder if Games Workshop wanted to pander to a wider audience with this film; while certainly not horrible, I am familiar with Dan Abnett’s work and am well aware that his storytelling can significantly eclipse anything Ultramarines set out to accomplish. The animation helped set the mood for the dreary situation in which the Ultramarines find themselves and though certain portions of the animation had stunning detail (did you see Chaplain Carnak’s armor?!), the environmental details of the Shrine World felt bland, and the facial and body animations made the Space Marines look like the plastic models you assemble out of the box. Perhaps Martyn Pick, Games Workshop, and the production team set out to intentionally create the movie in this manner, or maybe they couldn’t afford anything more. The latter reason has plagued many potentially wonderful projects in the past and detractors can levy little blame against the production crew. The former, however, asks for criticism. 2010 saw phenomenal animation in the form of superb hits such as How to Train Your Dragon and Batman: Under the Red Hood; either style could have been modified and adapted to the grim future of Warhammer 40,000.

Despite all of this, I adore this movie. I really shouldn’t. It’s about the Ultramarines, Games Workshop’s poster boys for the franchise (who are apparently, according to the movie,are the “best” of the Space Marines). It’s incredibly predictable, the combat looks like a Nintendo 64-era fighting game, and it accomplishes absolutely nothing in terms of the greater storyline of Warhammer. Yet I want to watch it again. By the Emperor, the fanboy is loose! It’s a Warhammer  40,000 MOVIE! How many of these do we get?

Not many. Ultramarines, however, had potential. This potential can be realized. With a dedicated animation team willing to create beautiful content, actors who burn with a passion for their craft, and a talented production crew, fans could very well get the Warhammer 40,000 movie they deserve. It’s not that it might happen…

It can happen.

What does the future hold?

Hopefully a lot of grimness and darkness.

And Erasmus Brosdau can help.

Victorus aut Mortis!

-Valiant

Stay tuned next week when we talk about The Lord Inquisitor and the potential for the Warhammer 40,000 universe in the digital medium.

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