Warhammer 40K Space Marine

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This game looks like it could be a massive hit next year who will be buying it?

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[ame="http://www.youtube.com/watch?v=aFHKIFDjk9I"]YouTube - Warhammer 40,000: Space Marine Trailer [HD][/ame]

Release Date: 09/2011

You are a Space Marine, one of humanity’s elite warriors, the last line of defence between mankind and its enemies. Through extensive genetic modification, psycho-chemical conditioning and years of rigorous training that would kill a normal man a Space Marine becomes superhuman.

When one of the industrial ‘Forge World’ planets where humanity creates its greatest weapons, comes under attack and the thousands of imperial soldiers stationed there are overwhelmed the only thing standing between this planet and its total destruction is your Space Marine.

Here's what the press have been saying about Warhammer 40,000: Space Marine:

"Even at this early stage Space Marine looks like a slick shooter elevated by the rich source material." - Official Playstation Magazine

"If Space Marine is going to do anything, it's going to do it big" - Official Xbox Magazine

"For the first time, the incredible studio behind the Dawn of War games is putting us in the power-shoes of gaming's ultimate warriors" - PC Gamer Magazine​
 
the game was meant to come out last year and got cancelled due to lack of funds and that, and pete, go on gamesworkshop website, this game was designed for people who collect the figures also pc games called dawn of war and dawn of war 2 check them out
 
all over this if they do, relic did a brilliant job on the dawn of war series
 
The Dawn of War series was excellent. I will be getting this most likely. ****... I really need to install Soulstorm again.
 
The Dawn of War series was excellent. I will be getting this most likely. ****... I really need to install Soulstorm again.
heretic, soulstorm was average, they even take the **** out off it in dawn of war 2
 
heretic, soulstorm was average, they even take the **** out off it in dawn of war 2

Blah! It was average in comparison to the rest, but the rest were so awesome it make no difference. It includes all the stuff from the others, just with added psychopathic chicks in armour and mad Eldar.
 
Blah! It was average in comparison to the rest, but the rest were so awesome it make no difference. It includes all the stuff from the others, just with added psychopathic chicks in armour and mad Eldar.
the only thing that redeems it is the sisters of battle
 
have any of you lot actually got any of the figures i used to be really into this when i was 13 so 6 years ago and spent over £500 in 3 years on it all
 
have any of you lot actually got any of the figures i used to be really into this when i was 13 so 6 years ago and spent over £500 in 3 years on it all
not anymore, i was massively into it 8-12 though. Thankfully the pc games allows me to carry on playing
 
Not a massive Warhammer fan. However, this looks pretty **** good, and since its an FPS i'll be giving it a try, when it's come down in price.
 
The games look good, no doubt, but never collected the figures. I was walking past the gamesworkshop a few weeks ago and some kid was jumping around screaming "I rolled an eleven". Dunno what it was about though but he looked delighted lol.

I prefered Airfix as a kid myself, hours of fun building planes and tanks. :)
 
With the game coming up this weekend, though i'd bump this thread with some articles:

[h=1]Warhammer 40,000 Space Marine Hands-On Preview[/h]


By Jane Douglas, GameSpot UKPosted Apr 20, 2011 5:20 pm GMT


The "archetypal" Space Marines go all Gears of Warhammer in Relic's take on a 40K action shooter.

The universe of Warhammer 40,000 wasn't the first to give us the Space Marine, but its particular brand of off-world warrior, the bulkily armoured 40K ubertrooper, is a hefty touchstone for the trope. Though the proliferation of the Space Marine in games has made the term itself all but generic, Games Workshop, the publisher of the original tabletop wargame, has the trademark on it. James McDermott, marketing manager at Relic Entertainment, also traces latter-day Space Marines such as Marcus Fenix and Master Chief back to their 40K roots. "They all have a lot of the same tones and emotional appeal that I think stems originally from Warhammer 40,000. [40K] Space Marines are the original archetypes."


As maker of the Warhammer 40,000: Dawn of War strategy games, Relic has plenty of experience with the gameworld, if not with third-person action shooters such as this one. But the studio is raring to bring the archetypal interstellar infantry to an up-close, not top-down, adventure. "Violent, visible death," is the phrase McDermott repeats in the presentation ahead of our hands-on: Relic's mantra for a burly, ******, melee-heavy romp around in the world of 40K.

The game is set on a Forge World, a factory planet given over to war machine production. Our hulking hero, Captain Titus of the Ultramarines Chapter, is brought in to purge the planet when it is invaded by Orks--green-skinned, brutish hordes queuing up to meet Titus' chainsword (chainsaw sword), bolter (assault rifle), and grenades. The bolter pistol, plasma gun (with a single and charged shot), and grenade launcher also appeared in the demo; the latter launched five remotely detonated sticky grenades that could be triggered individually or en masse.

Space Marine is emphatically not a shooter with the odd edged-weapon execution. The combat system is a melee-shooter hybrid that is intended to balance gunplay with hack-and-slash action from the centre of a pack of baddies and allow quick switching between the two. We're also told melee isn't intended as a defensive last resort, as is sometimes the case, and it is powerful enough--and ammo seems scarce enough--to keep it from being so.

Titus swings his chainsword with a light or heavy attack, conjuring gore and severed limbs wherever it makes a kill. The light attack is fast and targets a single foe; the smallest enemies can be swatted into a ****** cloud with one such hit. The heavy attack is slow but strong, tearing through a number of targets. Though the chainsword is the only melee weapon we spent time with, the power axe and thunder hammer apparently featured later in the game. Kills fill up Titus' fury meter, which, when full, lets him perform a fury strike--a sweeping area-of-affect melee maneuver enacted in cinematic slow motion. Or he can perform ranged fury, which slows down time for more easily picking off targets when shooting.

Titus feels as weighty as he should, being a several-hundred-pound supersoldier; we're told having him "firmly planted in the world" was a focus for the feel of the controls. His momentum is tangible when he picks up speed--there's a convincing ramming sprint attack--and for the most part, the sense of weight is achieved without making him feel sluggish. That said, slower melee attacks leave Titus mightily cleaving thin air for perhaps a moment too long when they don't make contact. There's no cover system for you or your enemies, though there is a dodge move, and those enemies without ranged weapons close in fast. But even without a cover system, Gears of War comparisons are unavoidable and apt, which Relic acknowledges. McDermott says they take the "Gears of Warhammer" label "as a real compliment."

Our demo, which was composed of four segments from an eight-to-10-hour game, led us through a mix of environments on Forge World. We took in a factory complex, a destroyed city, and a desert canyon, where we met the game's second enemy faction, the forces of Chaos. This faction has been stage-managing the Ork invasion for its own ends. Described as the Sith to the Space Marine's Jedi Order, the Chaos forces include corrupted humans and demonic warriors. We encountered a psyker--a psychic, shamanic type, who summons red-skinned, teleporting bloodletter demons.


The factory levels were the most impressive in design, with a part sci-fi, part gothic, part industrial style. Attention to detail in the environment was most apparent here, with skulls adorning the walls and switches of the towering, cathedral-like factory chambers. But Titus' blue-and-gold power armour was the real design showpiece, painstakingly detailed and pleasingly larger than life.

The code we played for our preview was pre-alpha, with a smattering of obvious bugs that will be no doubt remedied. Time will tell whether other niggles will change before launch. Those aside, Space Marine might be an action adventure to do justice to the archetypal Space Marine. Keep an eye on the site for more on the game--and its so-far unseen multiplayer--ahead of the game's summer release.
 
Warhammer 40K: Space Marine Multiplayer Hands-On




By Jane Douglas, GameSpot UK Posted Jul 20, 2011 5:01 pm GMT
Say hello to Space Marine's eight-on-eight multiplayer suite, with Space versus Chaos Marines, three classes, and customisation aplenty.

Warhammer 40K aficionados keeping an eye on Space Marine will be well versed in the action shooter's single-player campaign: a mix of third-person gunplay and rugged hack-and-slash melee on a war machine factory planet, with you in the giant stomping space boots of Captain Titus, Ultramarine. But never mind carving up orks in an eight-to-ten-hour story mode. What of multiplayer?

The game's multiplayer is based on eight-versus-eight online team combat, pitting good-guy Space Marines against traitorous Chaos Marines. You progress through 41 levels, flitting between three classes and murdering your way across five maps in two modes: Annihilation, a first-to-41-kills frag match, and Seize Ground, in which teams fight to capture and hold map control points. Though two multiplayer modes and five maps seem an undersized offering, we're told to expect further maps as downloadable content (some free, some paid-for), and there is compensation in the breadth of character progression, by means of a stream of unlockable weapons, perks, and cosmetic customisation options.

The three Space Marine classes are assault, tactical, and devastator. Tactical is the most versatile breed, with eventual access to the most weapon types. Devastator is the heavy-weapons guy: a lumbering, walking turret who can plant himself on the spot, forfeiting all mobility for a higher rate of fire. But assault class (known as raptor class on the Chaos Marine side) is our favourite so far. This is the most mobile, melee-focused of the bunch, specialising in up-close brutality with the iconic chainsword, for instance, as well as the mammoth power axe. Assault class marines also come equipped with jump packs: short-burst jetpacks that let you jump high and glide down--or crash down hard, with a disruptive area-of-effect stomp attack. In our time with the game, we had the most fun ground-stomping from on high into small knots of marines and then clubbing away with a bulky melee weapon.

With the exception of the story mode's cinematic execution moves and the class-specific abilities in multiplayer, the control schemes in single- and multiplayer closely resemble each other, including the ramming sprint attack for quickly charging into a fray. A character's health comes in the shape of a slowly regenerating life bar and a separate energy shield with a quicker recharge time.

The multiplayer maps are inspired by locations from the story campaign, combining grim and gothic aesthetics with heavy industrial, battle-shredded scenery. One map is set across a partially wrecked bridge, cluttered with debris; another moves you belowground, into a network of gloomy concrete vaults. Hab Center takes in the ruins of the factory planet's residential district. Basilica and Manefactorum, meanwhile, feature cathedral-like factory buildings and more open areas. The mix of open, outdoor areas and confined spaces with low ceilings and overhangs tasks you with playing to your class's strength; jump packs are all but useless in cramped interiors but are handy for hopping to higher ground outdoors, and devastators do well finding a defensible spot from which to rain down fire on a choke point.



Progression and customisation are where Space Marine's multiplayer has the most depth. As you accrue experience points (the sum of your basic XP for regular kills and bonus XP for skill and variety-based challenges), you rank up towards the level cap of 41, gaining access to new armour pieces, weapons, and perks. Each armour element has numerous style and colour options; developer Relic boasts of 1.8 billion possible combinations of cosmetic choices, and heck, a good few million of those wouldn't even be multihued, mismatched eyesores (bronze greaves, magenta vambraces, lime shoulders). For those with a taste for Warhammer 40K canon, on the other hand, there are complete armour sets for official Space Marine chapters--among them Black Templars, Blood Ravens, Space Wolves, and Ultramarines. The same goes for Chaos Marine warband armour, with the armour set selection including those of the Iron Warriors and Emperor's Children.

Canonical Space Marine weapons are similarly plentiful, among them the chainsword, thunder axe, plasma pistol, flamethrower, bolter assault rifle, and heavy bolter, with the booming heavy weapons reserved for the devastator class. Among the grenade types are nifty blind grenades: flashbangs which turn opposing players' screens white for more than long enough to let you saunter up and slay their sightless character. And added to the weapon selection, the wide range of perks--which make weapons more powerful, or let you carry more grenades, and so on--turn the three basic classes into templates for customisation. The tactical class gets eventual access to the sniper rifle, for instance, letting you spec out your tactical marine with sniper war gear and accompanying perks.
As in the story-based single-player mode, everything feels weighty and grounded (with lashings of controller rumble), if not precise or elegant--fitting enough for hulking, one-tonne space soldiers. With just a couple of modes to play in, multiplayer might not make for a main attraction in Space Marine, but the game's combat system, a decent melee-shooter hybrid, makes for some brisk, boisterous player-versus-player.
 
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Get to Know the Weapons of Space Marine


In a universe overrun with monsters, daemons, and heretics, you're going to need some serious firepower.

The Space Marines are designed to be the pinnacle of human evolution. They are living weapons of war built to serve the immortal god-emperor of mankind. They are also superstitious, genocidal maniacs who would see humankind stand alone in a dead universe. The game Space Marine, developed by Relic Entertainment (Dawn of War II), puts a handful of these immortal warriors to work defending a planet overrun by Orks and the legions of Chaos. It also switches genres from Relic's traditional real-time strategy setup to a third-person shooter. After spending a few hours besting the enemies of man, we're ready to give you a rundown on the weapons you'll encounter in the game.


Bolter: Space Marine is all about seamlessly switching between ranged and melee weapons, so when a pack of Orks descended upon us, the bolter was the first thing we reached for. As the backbone of the Imperium, this weapon is pretty straightforward, with a high rate of fire and decent damage against lightly armored targets. And to give you an idea of how lethal the 41st millennium is, the standard-issue bolter fires miniature rockets that burrow into and explode inside their targets.

Chainsword: Inevitably we would be overwhelmed and forced to switch to something more personal. All melee weapons in the game have two types of attacks: quick hits and stuns. Depending on the weapon, quick hits can be linked together up to four times. If you mix in a stun attack, the combo ends with a powerful blow that can stun nearby foes. And each stun attack is different depending on how many quick hits you land beforehand.

Heavy Bolter: The Imperial Guard, true heroes of the Warhammer 40,000 universe, would deploy heavy bolter turrets along the edge of their fortifications. These weapons are basically supercharged versions of the bolter with a set amount of ammunition. And if we were attacked from behind, we could tear this weapon off its platform and haul it around the battlefield for some killing on the go.

Stalker Pattern Bolter: In a game about mowing down endless waves of enemies, we didn't think a sniper rifle would see much use. However, it proved invaluable at taking out single, priority targets--specifically the Orks who stood way in the back and fired rockets down on top of us.

Power Axe: This double-headed hand axe felt like a more-powerful version of the chainsword. It struck fast and could damage some of the heavily armored foes that the chainsword couldn't. This is especially important since killing an enemy in melee is the primary way to heal your character in Space Marine. Once an enemy is stunned, you can use the grapple button to finish it off in a variety of gruesome ways and regain a large amount of health.


Lascannon: Lascannons were designed to blow a hole through a tank, which means they can liquefy Ork body parts pretty quickly. Instead of using traditional ammo, these long-range weapons run off an internal battery pack that takes time to recharge between each shot.

Plasma Pistol: This weapon, along with its big brother, the plasma gun, fires two types of shots. The first is a rapid-fire bolt of plasma that gradually builds up the weapon's internal temperature. You then have to vent the weapon or risk overheating it. The second is a charged shot that fires a plasma grenade that explodes after sticking to a target. The charged shot also instantly overheats the weapon, so you have to wait a few moments before firing it again.

Meltagun: It's a shotgun.

Thunder Hammer: The monstrous, two-handed thunder hammer is the king of melee weapons in Space Marine. When equipped, the weapon restricts your remaining arsenal to a pistol and the bolter. But it more than makes up for this limitation with its powerful area-of-effect attacks. Not even the thick-skinned bloodletter daemons can weather its blows for long.

Adeptus Mechanicus Vengeance Launcher: This grenade launcher fires sticky grenades that can all be detonated at once with the press of a button. We could use this weapon to take out large groups of lesser enemies at once or stick all the grenades to one larger foe and blast it to bits. If only we could use it in conjunction with the thunder hammer, then we'd be ready for anything.

Jump Pack: While the jump pack is not technically a weapon, we felt it deserved an honorable mention for giving our character a special dive attack when flying through the air. Like the thunder hammer, the jump pack restricts your inventory when you equip it, but it lets you fly into the air or quickly jet around at ground level. Diving down onto enemies deals a powerful area-of-effect blast that both damages and stuns certain targets.


Your total arsenal in Space Marine can include a pistol, bolter, two other ranged weapons, and one melee weapon. We also ran across the plasma cannon, the storm bolter, frag grenades, and an iron halo, but we'll let you discover the quirks of those items yourself. Sadly, some of the iconic melee weapons, such as the power sword and the power fist, didn't make an appearance during our time in the single-player game. However, after looking closely at the recent multiplayer trailer, we think at least one of this pair will make an appearance in the game. Space Marine will be released on the Xbox 360, PlayStation 3, and PC this September.

 
Warhammer 40,000: Space Marine Hands-On Preview - Cooperative Play

By Maxwell McGee, GameSpotPosted Sep 2, 2011 12:00 am GMT

How many Orks does it take to defeat a four-person team of Space Marines? We find out in the game's Exterminatus mode.

It is always time for war in the dark future of the 41st millennium. As mankind stands alone on the brink of annihilation, we take up our chainsword and join the ranks of the Adeptus Astartes--better known as the Space Marines. This session was spent running through Space Marine's four-player online cooperative mode, Exterminatus. While not initially included in the upcoming retail release, this mode will be available as a free download for all players 30 days after Space Marine launches. We ran this gauntlet a few times, and here’s what we found out.

The chainsword is one of the most iconic weapons in Warhammer 40,000. You can see it in action here.


Each Exterminatus mission was broken into different arenas. Within those arenas we battled wave after wave of WAAAGH-hungry Orks. If we survived all the waves we got to advance to the next arena. As you may have heard, there are no healing items in the single-player game--you can only recover from damage by using a finishing move to wipe out an incapacitated enemy. So in this new mode, one of the first things we noticed was that our character could no longer perform all the face-smashing, curb-stomping execution kills we had come to love in single-player. Instead, his health was managed by recharging shield and health bars that would refill when he was out of combat.

The developers explained that, in both the Exterminatus and the Versus multiplayer modes, having a character stop to perform an extensive execution kill just made him a fat target for all the other enemies. By the time you'd finished ripping one enemy apart, 10 more would have swarmed and overwhelmed you.

In addition to weathering the green tide, we were given bonus objectives to complete throughout each arena. These included capturing a particular point on the map or racking up a certain number of kills. Most were designed to simply break up the action; however, a few offered significant rewards. In one area, if we captured a particularly difficult point, it would activate a massive laser cannon that we could use to liquefy our opponents.

Whether we were killing enemies or capturing locations, we were always accruing points. These points fed into a meter that would award our team extra lives at certain intervals. All team members drew from the same life pool, so when the going got tough (which didn't take long), we found ourselves running out of lives in a hurry. Once defeated, we had to wait roughly 10 seconds before being given the chance to respawn. And if we all went down, it was game over.

We favored the jump-pack-equipped assault class for its quick mobility and access to the devastating thunder hammer melee weapon. Clad in the striking reds and yellows of the stalwart Imperial Fists chapter and its Primarch, Rogal Dorn, our role was protecting the slow-moving devastator marine. The tactical and second assault marines would fan out and target high-priority enemies that had a nasty habit of hiding in the back. Together, we were a well-oiled killing machine, working as one and burning through greenskins. Then one of us would go down, and the entire plan would go sideways. C'est la vie.


In the aftermath, our team's score was totaled, and we were awarded experience points based on our contributions to the fight. Scores will be uploaded to a leaderboard so you can compare yourself against your battle brothers worldwide. Experience points level up your character and grant you new weapons and perks to use in combat. And the progress you make for your character in Exterminatus will carry over to the Versus multiplayer mode, and vice versa. For more details on Space Marine's multiplayer, including its extensive suite of cosmetic options, check our previous coverage. Warhammer 40,000: Space Marine will be released on September 6 for the Xbox 360, PlayStation 3, and PC.
 
mike great research there the demo was ok i do love a good hack and slash my only fear is it might lose its thrills with in 2 weeks of hardcore gaming
 
mike great research there the demo was ok i do love a good hack and slash my only fear is it might lose its thrills with in 2 weeks of hardcore gaming

I loved the demo, but thats because i love the Warhammer World, and it gets the feeling over perfectly. Kinda felt it was lacking "something" but cant put my finger on it, pre ordered the game and i can certainly say it will get a plenty of replays from me. Looking forward to the multiplayer too
 
Felt a lot like bulletstorm i thought was easy to play evan when drunk i bet the co op will be amazing on it though
 
One f the key parts of a relic W40k is atmosphere, and a demo wont convey that well. the story will be a big part of this
 
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