WARHAMMER: MARK OF CHAOS

Unknown
2:37 AM

Written By Unknown on Wednesday, August 2, 2006 | 2:37 AM

PUBLISHER: Namco Bandai DEVELOPER: Black Hole Entertainment RELEASE DATE: Fall 2006
Undead
TELL WARHAMMER FANTASY BUFFS THEIR BELOVED TURN based
tabletop war game’s been assimilated by the real-timestrategy
Borg, and duck. With 25 years of tweaks propping all those paintdaubed
figurines, why veer at all? “We tinkered with the idea early on of
perfectly emulating the tabletop experience in real time,” says Warhammer:
Mark of Chaos senior producer Chris Wren. “Deemed the ‘battle chess’
approach, we quickly decided to get a bit more ambitious with the design.”
Augment Warhammer’s dice-and-tape-measure battle mechanics, in other
words. “Focusing on the battle meant adding a few new layers to how you
build and command your armies,” explains Wren. “To this end, we included
custom combat options, a deep campaign, an RPG-like hero skill and leveling
system, champion dueling, siege mechanics, environmental conditions,
total unit and army customization, and loads of multiplayer options.”

Pick a side and jump into the franchise’s Great War between the Hordes of
Chaos and the Empire, and Wren says you’ll get about 30 to 40 hours of solo
campaign play per side. “What allies you make, what resources you procure,
it’s all up to you,” he explains, outlining a strategic mode that synthesizes
real time with turn-based play and sounds more than a little like The Battle
for Middle-earth II’s War of the Ring mode: Move troops, reinforce units,
and truss up your holdings; your army, resources, and alliances persist as
you advance. But a Warhammer game ultimately stands on its battles.
“Depending on experience and your equipment and training choices, units
will have different formations, attacks, and defenses at their disposal,” says
Wren. “Attaching a hero to a unit adds even more options.” For example,
bundle the right hero with long-range archers and you might keep the
enemy in range by confusing them, slowing their advance, or terrorizing
them into retreat for easy in-the-back pickings. “The tactics you come up
with and the way you group and command units will vary greatly based on
your choices in the game,” adds Wren.
In the end, Wren says the team wants a game that appeals to non-
Warhammer RTS gamers without compromising core franchise principles.
“If we do it right, we’ll get Warhammer fans who’ll become rabid RTS gamers,
and RTS gamers who’ll become die-hard Warhammer fans,” he says. “I
think we’re on track to do both.”/Matt Peckham
روابط هذه التدوينة قابلة للنسخ واللصق
URL
HTML
BBCode

0 التعليقات:

أضف تعليق

Powered by Blogger.