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Space Hulk Deathwing. Analysis PC

Developed by French Studio Streum on Studio and distributed by Focus Home Interactive, Space Hulk Deathwing approaches the world of Warhammer 40,000 to our screens with an FPS adaptation of the Board game that many of us met thanks to the stellar crusade small. On the paper, the idea sounds fantastic, but the result is worth the penalty? Let’s look at those points strong and weak of the title to give response to that doubt.

Ships adrift

Assuming the role of a Marine space of the feared company wing of death, the player is will be immersed in the plunder and exploration of different wrecks space (space hulks, in English). In them, we rescue powerful relics or help classmates struggling through 9 missions that make up the campaign main (co-written by acclaimed Gavin Thorpe), facing hordes of Genestealers of all kinds. No doubt, will be them fans of the universe Warhammer 40,000 which more will enjoy the story, with numerous easter eggs hidden here and there, while the rest of players is will find with a history that complies, but little more.

However, both devices will be satisfied with the strong point of the game: the atmosphere. In this regard, Streum on Studio achieved an outstanding experience, because as our Marines allegedly abandoned places, we will hear distant footsteps, air leaks, the crunch of metal exposed to space… The feeling is deliciously claustrophobic and dark, of loneliness illusory and imminent danger. The sound section is well oriented in this sense, similar to the graphic aspect is aimed at showing the desolation and neglect.

However, while graphics and grasp the game knows what he wants, and does it well, not everything works equally well. Somehow, Space Hulk Deathwing is one of those titles that are born of a good idea but that do not end up having a good run. The idea of battle in narrow corridors and vast halls of machines against the swarm of Genestealers with fellow managed by AI or, above all, elbow to elbow with other players in the online mode, sounds good, and honestly, is it… the first times. As one of the main problems of the game being to go forward in the adventure just becoming rather tedious, almost mechanical. The repetition of the advance-Horde-advance-Horde needs some element that breaks it, with new mechanics that, unfortunately, this game does not count. Certainly, there is some attempt in this regard (such as system hacking turrets and gates), and Yes, experience is epic when you’re stuck a door in the face of a horde of dangerous creatures… but these moments are so scarce, that it is a shame not to have them present in the adventure.

Not go only

Against this negative aspect, one of the most interesting points of the title is, without a doubt, the possibility of forming a group of up to 4 people to confront the dangers of the space hulks in good company. Really, the differences between play accompanied by an IA nefarious or join is to others players are abysmal: Space Hulk Deathwing shows all the potential that has in the multiplayer, where even us find with greater possibilities of customization for our character. So, if is wants to perceive to what aspired to be the game, there is that test your mode multiplayer, even though the feeling of the “could be and not was” is more intense.

But (and analysis of Space Hulk Deathwing has, unfortunately, many “buts”) multiplayer also gets rid of one of the flaws of the game, one of the most discussed by the community: poor optimization. Just some days after the launch, the title already shouts the need of some patch that resolves several of them problems technical that it hinder: numerous bugs and glitches, times of load over even in teams powerful… The multiplayer is, sometimes, a succession of falls to the desktop and freezing screen, or enemies who killed once, still stand as incoherent and static elements on the stage. Certainly, the latest update of the game multiplayer, solving some of their problems, has stabilized somewhat, but there is still much work ahead.

We can not finish this analysis without making mention of the system of personalization of the Marines that, although simple, works well. Each player can equip your character with a primary weapon (assault,… heavy machine gun rifle) and a secondary (weapons combat like swords and fists of power), in addition to the possibility of using psychic abilities that are as spectacular as effective in combat. According to go ahead in the plot and exploring our surroundings, we can go by unlocking different weapons and, through points, to improve the skills of our Marines through three distinct branches: command, devotion, and psychic. We are not looking at a complex system in the style of a role-playing game, but the system is attractive enough for a shooter as direct style.

Conclusions Space Hulk Deathwing

Lost opportunity. There is no way to better define a game based on a great concept and one of the most popular franchises, and after which it is undeniable that there is a great MIME, but that it has finished becoming a cocktail of bugs and repetition. The title has a perfect package, with a sublime setting, but beyond feels lacking in soul, a game more than does justice to a good idea. Hopefully updates will help refocus the direction of the title, as the twigs are incredible.

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