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Can you just not get enough of leading Space Marines against the enemies of the Imperium? Then I have good news for you! The latest in...

Warhammer 40k: Space Wolf Warhammer 40k: Space Wolf

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

HeroCraft



Can you just not get enough of leading Space Marines against the enemies of the Imperium? Then I have good news for you! The latest in the endless march of Warhammer 40k titles has recently released and I'm here to tell you all about it. Warhammer 40,000: Space Wolf, developed by HeroCraft, attempts to stand out from the pack by offering up a fresh mish-mash of genres that work surprisingly well together.

Basically, this is a turn based tactical game that plays out on a grid, where each unit can take two actions per turn, much like XCOM. The twist is that each character takes actions based on cards in their hand. Most of these cards are weapons that have different attack patterns and damage values, from chain swords and power fists to heavy bolters, rocket launchers, plasma guns, and every other weapon you know and love from 40k. Most weapon cards can optionally be used to move your character. Once played, the card goes back into the deck. There are also other kinds of cards, such as dedicated movement cards which let you cover much more ground, healing cards, special weapons which can be permanently equipped and reloaded, and combo cards which give you some kind of bonus simply by staying in your hand.



For the enemy, the cards in hand are usually generic, and based primarily on whether they are ranged or melee fighters. You control your primary character and two fellow Space Marines chosen from a squad of five. Your allies have unique decks based on their class. There's a scout-sniper, a heavy weapons dude, a Terminator, and others. You can tweak their decks to a certain extent, but really their options depend on their class. Your primary character, however, can be fully customized with a 30 card deck chosen from dozens of options. This process feels very much like that of Hearthstone. You can open new booster packs of cards, or spend a currency to randomly generate new cards of a particular power level. Cards come in several tiers, from common to legendary. As you play the game you will unlock more and more cards to toy around with. Gotta' collect 'em all!

Now, one might think that you would simply put all the most powerful cards in your deck, but there is a trade off. Turn order in Space Wolf is dynamic. It changes constantly depending on how much "effort" the most recently active character built up with his actions. More powerful cards add a lot of effort to your character, and whoever has the lowest total gets to go next. So if you play two really strong cards in one turn, some of your enemies may actually get to take extra actions before that character goes again. There are, of course, cards that can help lower your effort faster and offset using a big powerful card. I found this system to be one of the better ideas in Space Wolf, as it gives you a good reason to consider whether you should take an action now, or perhaps delay it until later for greater results.


The tactical decision making is where the game shines. Positioning matters a great deal, since most weapons have a limited firing arc or distinct shape. Some examples include the sniper rifles, which have a very long range, but the arc is only one square wide, so you must be facing the enemy directly. The big power axes can one-shot KO most enemies, but can hit only the single square in front of the Marine wielding them.Other weapons do less damage, but have much wider arcs. The flamethrowers fire in a cone pattern, so you ideally want to engage a group of enemies from medium range to hit several at once. The battlefields of the game are often somewhat cramped, so you need to think ahead as your Marines move to engage. You don't want to have one standing in a spot that denies another a golden opportunity to do some damage, or even keeping one of your soldiers out of the fight entirely. You will need to press every advantage you can, since your Marines are always outnumbered, and often facing a seemingly endless flow of fresh enemies. If you allow too many foes to close within striking distance of your men, you will start taking damage much faster than the limited healing cards can restore it.

Despite being a game that is also available on iPad and Android devices, Space Wolf manages to look quite respectable on PC. The textures and models are simple, but well done, the Space Marines in particular. The huge variety of weapons all have appropriate attack animations and effects, though some are better than others. For example, the flamethrower spews out a ton of fire over a large area and looks great doing it, but the poor bolters only spit out a handful of rounds before going silent. It's a bit underwhelming really, but makes sense for game balance. The melee attacks, I am happy to say, all look quite good and result in blood spraying everywhere. This is 40k after all!


The area where this game struggles the most is scenario design. While the combat itself is entertaining, and there is a surprising variety of locales to fight through, the objective is pretty much always the same: walk through the level and kill enemies as they spawn in around you. Enemies appear here and there and everywhere, which removes any sense of overall strategy from the game. You have no way of knowing whether a new group is going to appear from a direction that makes sense thematically, or just materialize from the ether right next to your Marines. One mission looked to mix this up, by having you defend a Space Marine priest as he performed some sort of ritual, but then all of the enemies simply came running down a single hallway, two or three at a time. This defied the normal expectation in the worst way, it gave you a new objective, but still took away any strategic decision making. At the end of the day, this is a game focused on tactical combat. Kill the enemy faster than they can damage your men, and you will walk away the victor.


In addition to the twenty or so missions of the campaign, there is a survival mode, which you can watch me play here and PvP multiplayer. I tried a couple of times to find an online match, but it seemed no one else was on at the time. Looking at the leader boards, there are at least a few dozen dedicated players out there who have played hundreds of matches online, so I can only assume it works well.

Space Wolf is a good value for the price, you get a lot of places and people to fight, and lots of options for customizing your team. Anyone who is addicted to building decks of cards in Hearthstone or similar will love that aspect of the game. While the combat lacks variety in terms of strategy, it makes up for it with a nice spread of maps and enemy types. There are cultists, corrupted Imperial Guardsmen, Chaos Marines and even more supernatural foes to kill as you progress through the game. The survival mode is almost a game unto itself, since you will need to build a deck focused on long-term sustainability if you want to complete all of the waves. Finally, the online mode is there if you can find an opponent, which is where you would need some real strategy to win. If you are looking for a fresh take on the turn-based tactical genre, and especially if you like purging chaos, give Space Wolf a try.

Developed by HeroCraft
Available on Steam, iOS, and Google Play.

- Joe Beard





Here's a video I did of me playing a round of the new arena survival mode in Space Wolf! It was part of a large update that recentl...

Warhammer 40k: Space Wolf Survival Mode Video Warhammer 40k: Space Wolf Survival Mode Video

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

HeroCraft



Here's a video I did of me playing a round of the new arena survival mode in Space Wolf! It was part of a large update that recently came out. Click here for my written preview that details how the game mechanics work.

Also, if you already have the game, you can use the promo code SURVIVALPC on the collection screen in game to get five boosters.



Official Site: http://www.spacewolfgame.com/
Developer: HeroCraft


- Joe Beard

Tempest, the Pirate Action RPG, is exactly what the name suggests. This game, previously available on PC and now ported to mobile devic...

Tempest Review Tempest Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

HeroCraft




Tempest, the Pirate Action RPG, is exactly what the name suggests. This game, previously available on PC and now ported to mobile devices, puts you in the role of the captain of a ship in an open-world where you can sail about fighting other ships, completing quests (both mundane and legendary), or hunting for treasure. There are quest lines to explore if you are looking for a focused experience, but nothing holds you back from going wherever you please after the tutorial. Along the way you'll also need to manage your crew, buy and sell goods, and upgrade to better ships.  For a little $8 mobile game, there is a lot to see and do. Grab your eyepatch, strap on a peg leg, and let's set sail on this pirate adventure.




As you can see from the official trailer above, the game does look pretty nice, especially in terms of atmosphere and lighting. I played the game on an iPhone 5s, and it looks just like that while running perfectly smooth. All of the screenshots in this review were taken on my phone. The file size clocks in at 341 MB, so it won't take up too much space if you are constantly maxing out your file storage like I do.

Since this is a mobile game, how the controls work is going to be critical to whether I will enjoy it. In the case of Tempest, I can report that the controls work quite well, even with a lot of stuff jammed onto the screen.



The big arrows you see in each screenshot are how you steer the ship.  Simply touch one and the ship will turn in that direction. There are a variety of menus which are reached by tapping the icons along the edges of the screen. These menus let you manage your crew, inspect your ship's inventory and status, review your quests, or hoist a different flag, among other things. The camera can be spun, tilted, and zoomed at any time. During battle, the camera can be locked onto an enemy ship, which frees you up from needing to manage it. You will have plenty of other concerns to take up your time, between steering your ship into position, watching the direction of the wind, changing cannonball types, and of course firing the big guns.



A typical round of combat in Tempest has you and an enemy ship circling each other, attempting to get the enemy in your sights while staying out of theirs as much as possible. The blue strip in the screenshot above shows your line of fire. You need to hold the enemy in this lane so that your men can take aim. You can fire at any time, or wait for the circle to fill completely, which automatically triggers a full power shot. Engaging at long range makes this tricky, as you must anticipate the speed and direction of yourself and the enemy ship. Engaging close up is of course easier, but puts you at greater risk of taking heavy damage. 

The game starts you off with the basic age of sail attack options. You can load your cannons with standard cannonballs for hull damage, bars for sail damage, and shrapnel for taking out enemy crew. These different options come in a variety of quality levels, and your stocks are finite, so you need to keep an eye on inventory levels as you head into a big battle. Luckily, rusty old cannonballs are handed out for free at pirate ports. As you play the game, more exotic weapons like mortars and flamethrowers can be added to your arsenal.

There are also a variety of other upgrades you can add to your ship which give you more options for attacking and other advantages. For example, a very thematic item you can pick up early is the spyglass. Using this actually takes you into a first person telescopic view, where you can gaze at ships in the distance to gather information about them. 





As you sail around the game world you will visit ports belonging to a wide variety of factions. Your reputation with each is tracked, and like in most games, having higher rep will give you advantages with that faction, while dropping it too low can get you locked out of their ports entirely. The various factions all have some sort of bonus that gives you a reason to visit them and keep your reputation with them strong. Each faction also has a series of quests you can complete, which run along their individual theme. Completing these will boost your reputation and reap you some nice rewards.

You also gain a variety of personal reputations based on how you fight. These reputations colorfully describe your character, but also give you a bonus related to actions you take while playing. In my case I tended to fight at long range and flee from combat when needed. This gave me a bonus to accuracy and speed, respectively. These bonuses are earned and changed automatically as the game goes along. I thought this was a really cool idea that rewarded you based on your preferred playstyle. 






The game offers you a very interesting option in how you want to play it. You can travel around using the strategic map (see above), simply tapping on where you want to go and waiting a few seconds for your ship to arrive. Along the way, random encounters and quest events will pop up at the bottom of the screen. You can choose to engage these foes or pass them by. Most quest locations are clearly marked and you simply click on them to head that way. This is all very efficient and easy, but true sea dogs who want to feel the ocean spray on their face have another option (see below).




It is possible play the entire game without using the strategic map at all. You can sail around the entire game world while looking at your ship, or even zoomed in all the way to the deck. A map is available there at the helm with the same information as the strategic map. This is a cool option that adds to the immersion, especially when you want to do some peaceful sailing.

As I mentioned before, as captain of the ship you are also responsible for managing the ship's finances, cargo, crew, and officers. Crew management has two key factors. How many crewman of different experience levels you have, and where you put them. There are five different experience levels. You can always pick up more level 1 crew for free at ports, but skilled crewmen are limited and have a price. However, the crew you have gains experience and this can be spent to level up your men and make them more effective. Crewmen can also be wounded or killed in battle, which means you want to avoid lopsided battles where you might lose numerous experienced men. 

The second aspect to crew management is where you put these men. There are three sections of your ship: the guns, the deck fighters, and the sails. Each section can be boosted in efficiency by placing more men there, so you may want to shift men around as the situation demands. In practice, you don't have to mess with this too much, but it's something to always keep in mind.

Hauling cargo from port to port, buying low and selling high, is a classic open world mechanic that fits into Tempest nicely. Whether you are buying those goods legitimately, or taking them off the wrecks of your latest victims is up to you. Funds earned by combat and selling goods can be used to upgrade your ship in numerous ways. Stronger hulls and bigger cannons are on offer of course, as well as smaller upgrades and tweaks to customize your ship. Once you earn enough cash, you can even buy an entirely new ship. These range from quick sloops to triple decked battleships. 




I talked early on about how impressive the visuals were (considering I am playing this with smooth frame rates on a two year old phone) but something should also be said about the sound and music. The music is some of the best I have heard in a new game so far this year. It's exactly the kind of stuff you would expect from a good pirate movie and will have you feeling like Jack Sparrow going into the action. The sound effects are also very well done. The ship creaks as you change direction, the waves crash against your hull, and the cannons roar in battle. There is a lot going on in this regard, and I recommend playing with headphones on to get the full effect.

The game includes more fantastical elements as it progresses, including special artifacts, magical powers, and even sea monsters. I will let you discover those fun encounters on your own. The game also features co-op and PvP multiplayer, though I did not experience any of it during my playtime so far. This was likely because I spent most of my time playing before the game fully released. From everything I've read about the PC version of the game, these features are fun and seamlessly built into the gameplay. If you and someone else are sailing through the same part of the game world and enter a battle, there is a chance you will find yourself fighting along with, or against, that human player.




If any negatives could be said about the game, it would be that there are a lot of systems here, but none delve too deep. The gameplay loop is nothing new, you earn money in a variety of ways, then spend it to get bigger, better stuff so you can earn more money faster to buy more stuff. You've seen all this before. That said, everything here is as solidly constructed as the hull of Old Ironsides. The game delivers exactly the experience the developers set out to create. 

Clearly, this is a game with a lot of content and things to do. Considering the price, and compared to typical mobile game offerings, you get some serious bang for your buck with Tempest. There are no In-App Purchases or microtransactions to be seen. $8 gets you the full experience, which is a rare thing on these platforms. I wanted to try the game out on my iPad, but it kept saying the device was not compatible. Hopefully this has been fixed with the full release of the game, but even if not, the game works extremely well on the much smaller iPhone.

While in a lot of ways the game offers standard open-world gaming fare, it is done here with a high level of competency all wrapped in an appealing setting. I find that I don't game much on my iPhone, with unsatisfying titles arriving and then walking the plank shortly after, but Tempest has me rethinking that pattern. The short initial load time, impressive sounds and visuals, all on top of the fully featured gameplay, has earned it a permanent spot on my phone.

- Joe Beard

Developer: HeroCraft
Official Website: http://www.herocraft.com/

Tempest is available on iOS and Android devices. 
The PC version is available on Steam.










Once upon a time there were only a couple of Warhammer 40k games for PC, and there was much lamenting this fact, until one day the wi...

Warhammer 40k: Space Wolf Preview Warhammer 40k: Space Wolf Preview

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

HeroCraft




Once upon a time there were only a couple of Warhammer 40k games for PC, and there was much lamenting this fact, until one day the winds changed, and 40k games of various quality began springing up like Orks. Some of these new games were decent enough, while others were a bit of a mess. One thing is for certain, developers were forced to pair the theme of 40k with all sorts of interesting mechanics, simply to stand apart from the crowd. 

Into this crowded field of combatants steps Warhammer 40k: Space Wolf, a game which pairs the turn based tactical combat of XCOM with the deck building mechanics of Hearthstone.  Individual Space Marines travel about on a grid facing off against Chaos Marines and other heretics. Your Marines each have a deck of cards which are drawn from to form your "hand" of options. The cards can be played to attack, move, or activate some other ability. Once you play a card it's gone, so you have to balance what you need now with what you may want to do in the future. While this may seem odd to some, this card driven combat actually works quite well, and is even addicting. Completing scenarios and optional objectives will unlock more cards for you to use in your decks. There is also a light RPG system of leveling up the characters in your squad, allowing you to unlock various perks for each one. 





The cards represent all the different weapons you would expect to find on a 40k battlefield. Bolters of all types, melta guns, flamers, explosives, and various combination weapons. There are also the ever grisly melee weapons like chainswords, axes, power fists, spears, and more. For any given weapon, there are a variety of different cards which represent it, some with better stats and even extra abilities, like letting you draw another card when they are played. One important stat on every card is the "effort" value, which ties into the initiative system. Basically, using cards will increase your effort level for that character, then over time that number will decrease, and this constantly shifting value determines the dynamic turn order. Using the really cool and powerful cards will increase the number faster, which means an enemy using lighter attacks may get to go twice before you character acts again. Balancing this number is a critical part of the gameplay, as enemy units often out number yours considerably, and edging them out in turn order can be the difference between victory and annihilation. 

Some cards can also let you (and the forces of Chaos) pull off combo moves that will give some kind of bonus. These often have a requirement such as attacking an enemy from a specific range, or using a melee weapon, before they activate. Firing off these combos will help you be more efficient, which is important because the enemy squads will keep coming at you with no mercy during most missions. 

Another type of card is one that can be "equipped" on your character. These often give you an overwatch ability that can fire during the enemy's turn. Unlike most cards, these equipped cards stay around and can be "reloaded" by sacrificing certain other cards from your hand.





Each scenario gives you some sort of task, such as reaching a certain point on the map and defeating an enemy, saving a comrade, or simply holding out against waves of attackers. There are also optional objectives you can try to complete to earn bonuses. I was surprised to find myself playing the same mission several times over, trying to get the optimal outcome. The scenarios typically have your Marines facing a ton of enemies that spawn in at the most inopportune moments. This creates a challenge certainly, but can sometimes feel cheap, since you really have no idea when or where they will arrive. You may survive the fight the first time around, but will likely be unable to complete the bonus objectives until playing through again with a bit of foreknowledge about where and when attacks will come. 

To get the most out of your squad for a particular scenario, you may need to go back to the barracks and tweak your team. This includes changing up the cards in your deck, and switching out different perks for each squad member. You can invest a limited number of points in unlocking more perks for a given marine, or your primary character. You can also choose to send your main man into battle with a different armored suit. Scout, tactical (the standard), and terminator options are available. Each comes with advantages and disadvantages, and unique options in terms of cards, which will change up your strategy quite a bit. The scout armor, for example, has lighter defenses, but can move quickly and use sniper rifles.


Burning more than one enemy with the flamer is always satisfying.
Outside of missions, you can also spend resources to craft new cards and try to get better versions of each one. Much like other collectible card games, there's a drive to collect all of the "legendary" cards that will really beef up your deck. I've only tinkered with that area of things, so I'll save more details for my review in the future. Likewise, the game does have multiplayer, but I have not dipped my toe in that pool of chaos just yet.


I'll talk a bit about the graphics and sound for a moment. While the visuals are not going to blow anyone away, as this was originally a mobile game, they serve their purpose well enough. The animations are nicely done in particular, with especially meaty melee attacks that send blood flying. The sound effects are pleasing as well, better than I expected going in. I really enjoyed the music that I have heard so far. It's quite a moody and matches the grim dark tone.

You might have noticed that I mentioned this was originally a mobile game. Don't start backing away! The developers are well aware of the stigma that many such cross-platform games face, and they are deliberately setting out to make this version of the game take full advantage of being on PC. Obviously, the fact that they are taking their time developing the game for the next several months, instead of just shoving a port onto Windows and calling it good, speaks volumes on its own. They are accepting feedback from players, and want to make this the best version of the game out there.



While this game is still in very early access (I think I started at version 0.0.2 and it's now at 0.0.6), there is certainly enough solid gameplay here for anyone looking for some more WH 40k gaming. The combination of card driven actions and tactical turn based movement works better than anyone might expect. The game only costs $12 at the moment, so if you are at all interested you won't be risking much by giving it a shot. If you have your doubts, just keep an eye on the steady stream of updates coming from the developers. This week they made some big changes with weapon balancing, which I was playing with right before this review. This update alone increased my enjoyment of the gameplay quite a bit, since it made melee weapons a lot easier to engage with. 

I look forward to seeing how this game shapes up over the course of the year. The planned release date is sometime in Q4 of 2017.

Developer: HeroCraft
http://www.spacewolfgame.com

- Joe Beard


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