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Space Hulk Ascension Edition - That other Space Hulk

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
RPS doesn't like the UI or graphics or something: http://www.rockpapershotgun.com/2014/11/21/review-pc-space-hulk/

Ascension is desperately in need of a clean tactical map, to sit alongside its moody isometric representation of the claustrophobic corridors. There’s a first-person camera shown at the top-right of the screen whenever a unit is selected, and it’s a lovely atmospheric touch that calls back to the 1993 adaptation and its panic-inducing time-limited engagements.

Robbing the Terminator player of the safety of a turn-based mode was the original computer adaptation’s big gamble. Each mission, crucially, still followed the formula explained above – control of space and perimeters – but planning for survival and victory was a panicked and pressured affair. Ascension doesn’t attempt anything quite so bold but does build on the boardgame and last year’s release by introducing persistent abilities and choices across three campaigns.

The campaigns work. Three Space Marine chapters are represented, with the Ultramarines a completely new addition (the others are last year’s Blood Angels and the Space Wolves, previously available as DLC). There are branching missions, weapon and skill upgrades and flash points at which mini-missions within missions are triggered, offering high risks for (possible) plentiful rewards.

It’s a rich bounty, with more than a hundred missions across the trio of campaigns, and Full Control have given their digital adaptation a life beyond the tight rules of the boardgame, without directly contravening or discarding them. As well as automating genestealer movement, in a similar fashion to the boardgame’s Deathwing expansion, Ascension adds layers of complexity in the guise of new weapon and enemy types.

However, no matter how intriguing the additions to the game are, the wrapper that contains it is about as robust as a balsa wood Logan Grimnar cosplay outfit. The combination of the sometimes illegible layouts and fog of war makes exploration a chore of zooming, checking and rechecking to make sure a misunderstanding won’t lead to the death of your whole squad. The interface, with radial buttons appearing when a Terminator is selected, is fiddly rather than entirely unfit for purpose, but even after hours of playing I was running up against the same misclicks and mild frustrations.

The consequence of one major complaint – the lack of a clear tactical map – and many minor complaints is that I’m reluctant to recommend Space Hulk Ascension, despite the hugely improved campaign structure and increased variety. There’s a good game hidden in the grimdark corridors, and it’s best qualities aren’t just borrowings from Games Workshop, but Ascension has taken two steps forward and one step back. And, as in the game, the backwards step is twice as costly.
 

Galdred

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Actually, they have a very good point, the map is horrible to read : you have no good way to tell which corridor is a dead end, which one is an air vent. That's not really because of the lack of tactical map, as a simple option to color the square outline in different color s would work too.
Grim dark on dark does not make the board very readable.
 

Aothan

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I have not read the thread, is the original issue (with the recent version) still evident, where setting up two or more units on overwatch more or less negates the A.I. ? Once I realised how decisive that method was and seemingly how the same would be basically expected the game's appeal was limited, however, the ambience remained pleasant. Any chance that issue has since been resolved ?
 

Galdred

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Actually, the game was based on the TT, and although overwatch was pretty strong in long corridors, it was hardly failsafe : You just had 1/3 then 1/2 chance to kill a GS on overwatch (for each square moved), and 1/6 chance to jam. The high jamming frequency meant you could very well run into problems even on Overwatch (if you had a low remaining number of command points).
Now the Genestealer AI was far from optimal(it rushed too early, instead of waiting patiently at choke points to overwhelm the marine player before he could OW secure long lanes of fire), but in the TT, many missions do favor the GeneStealer player.
 

Galdred

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More detailed answer on Overwatch in Ascension : It is less efficient in the beginning because of the lack of command points(automatically used to clear a jam before), but later on, with your Librarians whilly nilly creating barriers to let you position the point guy in overwatch, and the upgrade to your skills and stormbolters, it can become even stronger (with you killing Brood lords left and right).
Storm bolters basically allow you to shoot about 6 times before overheating, but switching to regular bolters(iecombi-flamer/melta/plasma) allows you to empty the clip in overwatch(less damage and accuracy, but you can shoot 12 times instead of 6).
 

Aothan

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I see, well hmm I'll wait for a time to see what eventuates in terms of a consensus on this point of game design. Maybe if the game could be reliably and enjoyably played with either a specific need or casual use of overwatch that would suffice to try this newer version.
 

spectre

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Join the club. Seems like you would like this game to be less Space Hulk and more Chaos Gate :)

I'd say, if you don't like the idea of overwatch, It's best to just ignore this game, cause imo you can't really go far without spending 3/4 of the time on overwatch. Melee is very unreliable and borderline frustrating until you get Lightning Claws, and that takes quite a bit of grinding, especially seeing how the "melee specialist" emperor's finest are having trouble doing the basic power fisting in a consistent manner.
Yes, the AI is bad, and I don't see it getting better, so there you have it. You either play it with a human to simulate the boardgame, or simply enjoy the presentation and accept that the only way for the AI to win is by exploiting bad dice rolls.

And should you decide to bite the bullet, I'd recommend waiting until the price drops to a more reasonable level anyway. Maybe some content patches will roll out as well, casue I find it hard to justify the current price tag, even moreso if one has already bougth the previous iteration.
 

JamesDixon

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I didn't see a thread dedicated to this game, so I'm going to start one.

I really enjoy the game. You have 6 campaigns, with all the DLC, with an average of 18 story missions and 20 side missions. You have the Ultramarines, Blood Angels, Space Wolves, Imperial Fist, Salamanders, Dark Angels, Novamarines, Crimson Fists, Angels of Retribution, and Flesh Tearers to choose from for your Space Marine Chapter. Each chapter has different pros and cons to them, like the Ultramarines get a bonus to hit with ranged weapons while suffering a penalty to melee. Salamanders have the unique ability to field 2 heavy weapon terminators in a single squad. Unlike the prior version of Space Hulk by Full Control, you can customize your terminators loadout, skills, appearance, attributes, and powers/equipment plus you have two squads instead of one.

I'm in the middle of the Sin of Damnation campaign and it's really excellent. The mission difficulty ramps after you manage to get further in the interior of the hulk. Each of the missions takes anywhere from 30 minutes to an hour to complete, so you'll get a long play time with six campaigns. You start out with normal difficulty missions then the next step is hard. Speaking of difficulty, you have the choice to play the game on Easy, Normal, Hard, and Custom. Easy and Custom difficulties have achievements disabled. Normal grants bonuses to Action Points and to hit, plus replacement terminators are the same level as the ones that died during a mission. Hard difficulty doesn't grant the bonuses and dead terminators are replaced with level 1. Custom difficulty allows you to customize all the parameters, so you can define how you want to play exactly.

The terminators can gain experience and levels. The levels are broken down into three ranks with a maximum level of 10. You can spend points in their attributes to make them better shots, melee fighters, or increase their action points. You also unlock better weapons and skills as you level them. Your heavy weapon terminators start with flamers, but can eventually get plasma cannons, also if you play the Ultramarines you can give them cyclone missile launchers. Sergeants eventually get access to combi weapons like combi-bolter and plasma along with power swords. Sergeants also grant a bonus of +1 AP, plus a bonus to hit, for any of your units in their command range and get access to command vox that further increases the range. All terminators will unlock a maximum of three skills that will dramatically improve their effectiveness.

Each squad has a commander with the basic being a Sergeant. Sergeants are really good at improving the effectiveness of all your terminators, regardless of squads, as long as they are within the Sergeant's command range. Librarians are excellent choices for leading squads with their psyker abilities able to turn the tide of battle in your favor with abilities like Psychic Storm Area. Librarians get a certain amount of focus points that can be upgraded with the Willpower attribute and using a librarian skill. If you run low or out of Focus Points you can set the Librarian to meditate to regain points. A new squad commander unit was released with the Dark Angels DLC and that's the Apothecary. In my opinion, he's the worst of the squad leaders and his points for special actions do not regenerate. He has a set amount and once they are used up then they are gone. He does grant bonuses to the squad's characteristics, but in the long run he's not worth it in comparison to a Sergeant or a Librarian.

One of the biggest changes SH:A makes from SH is that it's no longer using all of the GW rules. Full Control are using their own rules when it comes to to hit and defense against genestealers. Toughness combined with Weapon Skill actually matters now and can have your terminator survive a close combat with a genestealer. They also removed the finnicky die rolls and replaced them with a percentile based system. This change dramatically improves the terminators ability to survive by making things easier to kill. The final big change is that Full Control put in Brood Lords and they run in packs of 5-6. They require 3-4 hits to kill and are a big threat compared to genestealers.

My rating: 8/10
 

Torrasque01

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Didn't the devs fuck the game up completely in a patch and then went bust? The tutorial and various missions are broken so you need a guide to navigate the campaign to completion. And even then the Salamanders campaign has no solution. There's 1 person still working on fixing it but he's MIA.
 

JamesDixon

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Didn't the devs fuck the game up completely in a patch and then went bust? The tutorial and various missions are broken so you need a guide to navigate the campaign to completion. And even then the Salamanders campaign has no solution. There's 1 person still working on fixing it but he's MIA.

Yeah, they did after I posted my reply. Last I heard the guy doing the patching is supposed to release a patch that fixes the missions that are bugged.
 

JamesDixon

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There's an update. Sliverleech, former officer of Full Control, has secured the help of the dev team to fix the problems with the game. Patch 1.4 is expected to be out sometime this month.
 

Galdred

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W40K: Deathwatch is a better game. Both have crippling issues that may make them unplayable. Both also killed their dev team.
 

Galdred

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It has a less "clunky" feel (the UI is a bit smoother) and the mission design is much tighter.
The aliens are more varied:
Space Hulk Ascension has various breed of Genestealers, but they are pretty similar, and harder to tell apart. They all remain melee focused
WH40K:Deathwatch has Carnifex, gaunts, termagaunts, GS, Tyranids, Hive Tyrants that all need to be handled very differently.
That said, both are solid games if you can cop up with the lack of polish, and the idea that they probably won't be patched anytime soon.
For DW, it's better to wait for a sale, and test whether it works well on your rig quickly and refund it if not.
 

Makabb

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Why can't we have modern incubation ? :negative:

I'm looking for a incubation type like game, would this would be closest?
 

Galdred

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Why can't we have modern incubation ? :negative:

I'm looking for a incubation type like game, would this would be closest?
WH40K Deathwatch definitely gave me some incubation vibes, but the added looting casino definitely steers it in a different direction.
On the plus side, the UI is not as bad as in Incubation, and Space Marines are cool.
The focus on mission design is the same, and some aliens function similarly (there also is one that can only be shot from the back in Deathwatch IIRC).
It is the game closest to incubation, but it has some rage inducing elements (the loot system, the character "recruitment" system, where you randomly get character cards in loot packs, and the inventory management UI).
 

vonAchdorf

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Isn't Full Control just one guy in his spare time, after those games didn't sell very well?
 

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