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Warhammer Necromunda: Underhive Wars - tactical RPG from Mordheim devs

Space Satan

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we haven't seen the actual gameplay or other info on the game. Which reminds me of Tavern keeper - total silence until release and then it turned to be a buggy unplayable mess
 

thesheeep

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Edija

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Edija, just to clue you in, there are one or two WH40K games out there already. Let the Necromunda fans have ONE.

Point me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom, that features the things I've described. And no, Mechanicus doesn't scratch that itch for me personally, but let's say that it is the most similar thing we've got literally since Chaos Gate.

And that, gentlemen, is how we ended up with the current "lowest common denominator" popamole cesspool. Because if you are going to make a game, why not for the largest possible audience? In fact, why a tactics game at all? Why not a shooter? And why not another CoD instead of that WH40k nerd shit? And we could even place in-game ads in the billboards! We'll be rolling in the dough, guys!

I'm sorry to destroy your idealized view of the industry, gamerino, but times like these have long passed. You can remain ignorant and complain on RPGCodex about the massive decline, or you might as well at least hope that an AA (minimum) studio picks up a game like that, because otherwise you're literally not getting anything. Prime example, Warhammer Total War. Yes, they're ripping off people with their business model, yes many of their choices are not in line with what fans of the franchise might expect, but yes it's still the best warhammer fantasy game around. I love indie games and projects, supported many but there is a specific limit to the things that can be done by them. And now imagine if as much money as was being pumped into the latest XCOM, or Phoenix Project, went into a good 40K Jagged Alliance clone. That would also lead to more exposure to the hobby, leading to more popularity, leading to more games. My specific comment was mostly aimed at the fact that their last game has not gathered any long time momentum, while being far less obscure than Necromunda.
 

Darth Roxor

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are you actively trying to ignore the existence of mordheim and the fact that it was apparently successful enough to warrant the making of negromunda or are you just really obtuse
 

Edija

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are you actively trying to ignore the existence of mordheim and the fact that it was apparently successful enough to warrant the making of negromunda or are you just really obtuse
No, I'm just saying it was not nearly as successful as it could have been.
 

Taka-Haradin puolipeikko

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When you think about it making Necromunda might be safer bet than making generic Space marine game that risks being confused among casual crowd with likes of Sanctus Reach or Space Wolves.
 
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are you actively trying to ignore the existence of mordheim and the fact that it was apparently successful enough to warrant the making of negromunda or are you just really obtuse
Other than being thick, he'd rather have yet another turn based large-scale tactics or grand strategy game (of which we have plenty), because fuck doing anything new and fuck the specialist games.

Edit: the appeal of Games Worshop settings is due to the fact that they haven't appealed to the widest audience possible, you goddamn beancounter.
 

Edija

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are you actively trying to ignore the existence of mordheim and the fact that it was apparently successful enough to warrant the making of negromunda or are you just really obtuse
Other than being thick, he'd rather have yet another turn based large-scale tactics or grand strategy game (of which we have plenty), because fuck doing anything new and fuck the specialist games.

Edit: the appeal of Games Worshop settings is due to the fact that they haven't appealed to the widest audience possible, you goddamn beancounter.

You're deliberately avoiding any arguments I made and even saying that I want a "grand strategy game" while I was talking about a Jagged Alliance clone. You're the one using a Jagged Alliance avatar yet you fail to grasp what sort of game I'm talking about. There is a peculiar balance in making a successful game, the balance struck is between accessibility/popularity and the actual depth of the gameplay and features. I'll try to explain it so you might possibly grasp it with your obvious limitations - big money good because more potential feature; less money bad because game limited.

As for Games Workshop - please, as if they aren't already going in a mainstream direction and getting greater profits than ever, there is no reason why a triple A game like I'm suggesting couldn't work. Once again - the success of Warhammer Total War is obvious. Also, what is your problem with games made by big companies if they are actually good? Nobody complained when Dawn of War came out pointing out that it would be somewhat better if some autists slapped it together in a basement so you could be satisfied with your gatekeeping.
 

Darth Roxor

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or perhaps when there are already big games like total warhams that also makes space for smaller/specialist games like negromunda? :philosoraptor:
 

Edija

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or perhaps when there are already big games like total warhams that also makes space for smaller/specialist games like negromunda? :philosoraptor:

Point me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom, that features the things I've described. Also, it's not that my posts will somehow take away your precious game, I was merely pointing out a setting that is objectively more popular and subjectively more fun, with a lot more potential for expansion.
 
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Point me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom, that features the things I've described. Also, it's not that my posts will somehow take away your precious game, I was merely pointing out a setting that is objectively more popular and subjectively more fun, with a lot more potential for expansion.
On one hand, this game is a direct translation of the tabletop mechanics, which don't feature grids or APs, and on the other hand Chaos Gate/JA and the likes of the old X-COM stopped being made because you'll appeal to a wider audience with dumbed down 2AP systems. If you want a complex tactics game, there's the likes of 7.62 High Caliber, but good luck getting any more done in this day and age.

So on one hand you decry that they are making what you think are low mass market-appeal games, but on the other hand you want an AAA studio to spend a shitton of money making a game nobody's going to buy? There's Matrix and Slitherine for that, and they are niche for a reason.
 

Infinitron

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Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!
 

Edija

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Point me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom, that features the things I've described. Also, it's not that my posts will somehow take away your precious game, I was merely pointing out a setting that is objectively more popular and subjectively more fun, with a lot more potential for expansion.
On one hand, this game is a direct translation of the tabletop mechanics, which don't feature grids or APs, and on the other hand Chaos Gate/JA and the likes of the old X-COM stopped being made because you'll appeal to a wider audience with dumbed down 2AP systems. If you want a complex tactics game, there's the likes of 7.62 High Caliber, but good luck getting any more done in this day and age.

So on one hand you decry that they are making what you think are low mass market-appeal games, but on the other hand you want an AAA studio to spend a shitton of money making a game nobody's going to buy? There's Matrix and Slitherine for that, and they are niche for a reason.

I beg to differ, because XCOM is as popular as ever. Yes, I'm painfully aware of the fact that it is not true to the originals, but I still welcome it being on the rails of the genre, especially if you can mod it to your liking. Also, I think that a 40K game in that vein could drop a lot of the "realism" that is needed for JA2 or 7.62 to be believable or fun. I'm saying that it could be a project that is similar to Total War Warhammer - not everything we might want, but pretty damn close with mods and a little community input. And why would any of this mean the end of smaller projects or indie games, as if there is an either-or. The fact that I'm posting in this topic doesn't necessarily mean that I want these devs to do it.
 

Strange Fellow

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You bitch about what the Mordheim devs are doing and call it popamole, while at the same time "welcoming" nuXCOM which is about as popamole as turn-based tictacs gets. That's some weird logic (and shit taste) you've got there.
 

Darth Roxor

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Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!

well Edija might get his accessible and popular game after all :mlady:
 

vonAchdorf

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Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!

"Action-tactics" was a red flag in the press release, but reading it all, they sticked with turn-based and I didn't find any other highly suspicious wordings. I hope they just use it as a "brand" for their "Mordheim" style gameplay of free movement and maybe "actioney" animations.
 
Last edited:

Saduj

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"They should make a different game!" is not a criticism of the game itself and pretty much indicates the person saying it isn't capable of judging the game on its own merits.

There are plenty of games I'm not interested in based on what they are so I just try to keep the shitposting in those threads to a minimum as to not be "that guy" who craps up threads about games I've never played.
 

Galdred

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And that somehow refutes my post that the setting I described would be much more popular, enjoyable and acceptable to the majority of the fanbase? Especially if you're creating something to cater to a wider audience that is not immensely invested in the tabletop? Space Hulk was a very good adaptation of the board game as well, but that doesn't mean it's necessarily very fun to stand around corridors with your terminators overwatching genestealers for ten hours. Also, isn't this game from the same devs that made Mordheim, which remained a very niche game and probably had a setting that was vastly more known and recognizable to most fans?

Nagger.
Space Hulk didn't fail because it was a faithful adaptation of the tabletop.
It failed because it had a clunky UI, slow af animations, and braindead AI.
It was a faithful adaptation of a tabletop game played with arthritis against a cretin.
There are not that many mission in Space Hulk where you can win against a competent player by overwatching for ten hours...

Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!

They used a similar description for Mordheim already. What they meant was that you would move each character in 1st person (and expand Movement points as you move further), but that was about it.
It worked relatively well when it came to navigate a gridless space, but it was still somewhat clunky, especially when navigating big creatures in areas with lots of obstacles.
 

Edija

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And that somehow refutes my post that the setting I described would be much more popular, enjoyable and acceptable to the majority of the fanbase? Especially if you're creating something to cater to a wider audience that is not immensely invested in the tabletop? Space Hulk was a very good adaptation of the board game as well, but that doesn't mean it's necessarily very fun to stand around corridors with your terminators overwatching genestealers for ten hours. Also, isn't this game from the same devs that made Mordheim, which remained a very niche game and probably had a setting that was vastly more known and recognizable to most fans?

Nagger.
Space Hulk didn't fail because it was a faithful adaptation of the tabletop.
It failed because it had a clunky UI, slow af animations, and braindead AI.
It was a faithful adaptation of a tabletop game played with arthritis against a cretin.

Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!

They used a similar description for Mordheim already. What they meant was that you would move each character in 1st person (and expand Movement points as you move further), but that was about it.
It worked relatively well when it came to navigate a gridless space, but it was still somewhat clunky, especially when navigating big creatures in areas with lots of obstacles.

I was referring to Space Hulk: Ascension which was mostly positively received.
 

Galdred

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And that somehow refutes my post that the setting I described would be much more popular, enjoyable and acceptable to the majority of the fanbase? Especially if you're creating something to cater to a wider audience that is not immensely invested in the tabletop? Space Hulk was a very good adaptation of the board game as well, but that doesn't mean it's necessarily very fun to stand around corridors with your terminators overwatching genestealers for ten hours. Also, isn't this game from the same devs that made Mordheim, which remained a very niche game and probably had a setting that was vastly more known and recognizable to most fans?

Nagger.
Space Hulk didn't fail because it was a faithful adaptation of the tabletop.
It failed because it had a clunky UI, slow af animations, and braindead AI.
It was a faithful adaptation of a tabletop game played with arthritis against a cretin.

Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!

They used a similar description for Mordheim already. What they meant was that you would move each character in 1st person (and expand Movement points as you move further), but that was about it.
It worked relatively well when it came to navigate a gridless space, but it was still somewhat clunky, especially when navigating big creatures in areas with lots of obstacles.

I was referring to Space Hulk: Ascension which was mostly positively received.
SH:A had a bit more depth indeed, and had an improved UI compared to its older brother, but it suffered from issues that were brought when "expanding" the game, like Terminators getting XP by overwatch camping for hours.
 

Edija

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Point me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom
How about Chaos Gate? Jagged Alliance? Or XCOM? How about 2000 other TBT games? Jesus christ, the 2nd top rated game on that list is a 40K game, released just a year and a half ago. But no, the armor isn't the right color for you. Waaaaaah

Thanks for confirming there is no similar game since Chaos Gate, an ancient game by today's standards.
 

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