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Warhammer Warhammer 40,000: Chaos Gate - Daemonhunters - Grey Knights turn-based tactical RPG

Sykar

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Turn right after Alpha Centauri
Yeah but I was 16 at the time and did not think about that. Luckily it was only a light wound, a ball pen cannot do much damage unless it hits a vital soft spot. Collar bone is hardly that.
 

Harthwain

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Just a small excerpt of my 20+ year working life, chances of meeting batshit retarded straight white guys are much higher than just meeting a transperson.
Sure, but this is always the case when you look at any large group. It is simply statistically much more probable to run into people who are prevalent versus people who are not. Exposition in media isn't really going to change the numbers, just the perception. And human perception is hardly a perfect tool to begin with.
 

Bloodeyes

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Jan 30, 2007
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Not happy about the inquisitor and head tech priest both being women. Makes me leery of buying this one. I guess I shouldn't be too picky. The space marines aren't strong black women, nor are they bumming each other. Still, I don't like that. I'll hold off and let others here take the plunge for me, then they can report how woke it is. Not if it's woke, just how woke.
 

Harthwain

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Not happy about the inquisitor and head tech priest both being women. Makes me leery of buying this one.
Eh, there were female inquisitors in the past (Dawn of War 2: Retribution). Inquisitor: Martyr and Warhammer 40,000: Mechanicus both had notable female tech priest characters (well, "notable" in the context of the game in Inquisitor: Martyr's case. Not sure about how Mechanicus' characters are entrenched in the lore, if they are). And that's not even touching the books.
 

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


In the grim darkness of the 41st Millennium, there is only war. Join the Grey Knights of the Baleful Edict as they fight back against Nurgle's new plague in the first official Warhammer 40,000: Chaos Gate - Daemonhunters livestream.
 

Tyranicon

A Memory of Eternity
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Not happy about the inquisitor and head tech priest both being women. Makes me leery of buying this one.
Eh, there were female inquisitors in the past (Dawn of War 2: Retribution). Inquisitor: Martyr and Warhammer 40,000: Mechanicus both had notable female tech priest characters (well, "notable" in the context of the game in Inquisitor: Martyr's case. Not sure about how Mechanicus' characters are entrenched in the lore, if they are). And that's not even touching the books.

Female tech priests are pretty common all around, with numerous mentions in the novels. Not sure about seniority or anything, but Mechanicus doctrine probably makes it one of the most egalitarian human organizations in wh40k. Additionally, the higher up you get in the hierarchy, the less your biological base matters anyways.
 
Last edited:

Harthwain

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Female tech priests are pretty common all around, with numerous mentions in the novels. Not sure about seniority or anything, but Mechanicus doctrine probably makes it one of the most egalitarian human organizations in wh40k. Additionally, the higher up you get in the hierarchy, the less your biological base matters anyways.
For the sake of clarity: by "Mechanicus' characters" I meant to say that I don't know how established in WH40K lore are Warhammer 40,000: Mechanicus female tech priest characters: Subdomina Khepra and Tech-Acquisitor Scaevola.
 

Infinitron

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https://www.eurogamer.net/using-war...e-death-star-gets-you-told-off-by-andy-serkis

Using Warhammer 40,000: Chaos Gate - Daemonhunters' Space Marine Death Star gets you told off by Andy Serkis
What's Exterminatuses, precious?



One of the great delights of being a purely surface-level Warhammer 40K enjoyer is that around every corner there's always some new, human-made horror to discover. The other day, for instance, I learned about the Exterminatus, a giant, Galactic Empire-inspired space gun that blows up planets when all other options - Space Marines, Grey Knights, Titans, Orbital Bombardments, et cetera - have been exhausted.

Creative director Noah Decter-Jackson explained that this is the "main focus" of the strategic campaign and Starmap when he elaborated to us some more:

"There are a large number of solar systems that you can travel to, and the Bloom is starting to appear in the sector and it will continue to appear, and you'll basically get eruptions of the Bloom over time, and you'll have to decide which of those eruptions you want to deal with based one where you physically are within the solar system, how quickly you can get there," he said. "But really, what you're worried about is the advance of the corruption levels on these various systems - once they get to a certain level, then they're at grave risk of kind of pushing things over the edge, in terms of what we call the Morbus, which is this cataclysmic event.


Much time will apparently be spent on your ship, which needs repairs, upgrades, research and more as you play cat-and-mouse with the plague.

"So at the high level side, you're trying to manage corruption, how you manage corruption is by fighting in combat missions to try to wipe out the spread of this corruption on the planet. However, there's a lot of ship-based management decisions that you have to make that can improve your ability to do battle at this kind of solar system-based level."

As far as our own impressions go, our hands-on experience has been limited to the on-the-ground combat so far, but Decter-Jackson gave a couple of examples of how things play out up on the ship. One system revolves around upgrades and repairs, for instance, as you'll start out needing to get parts of the ship fully operational after it's taken some damage. Upgrades then affect things on the map, like how quickly you can travel to those erupting locations. There's also ship-to-ship combat, Dexter-Jackson says - "you can encounter death guard cruisers who can sort of get in your way" - and there's also something called the Prognosticar system.


Combat is very much XCOM-but-Space-Marines. It'll likely come alive once you've spent enough time to pick up the nuances.
These, he says, are kind of "psychic predictors" that can help inform you of what might happen in the future, and by upgrading them you can give yourself a "tool to battle corruption at the strategic level, by placing a Prognosticar down, that will reduce corruption within a certain Solar System area, and will also give you certain combat benefits when you fight missions within the Prognosticar's range." There's also research for new combat abilities, story events, and more. The team has apparently taken some genuine inspiration from the first Warhammer 40,000: Chaos Gate game, released way back in 1998.

"We definitely played it a lot, both back in the '90s and then just refreshing ourselves on the classic when we originally got started [on developing Daemonhunters]. What I would say is it's definitely a spiritual successor - there are a lot of links, both on the story side there are some light links, some other details too, and on the gameplay side." Naturally that means some things have changed quite a bit. "I think you'll see, not an effort to replicate what was there, but to modernise, doing something that sort of creates something new but also fits what the audience for turn-based tactical games don't really expect but demand, these days. It's certainly not a sequel or anything in that regard, but there's going to be a lot of familiar ground for anyone who loved Chaos Gate coming into Chaos Gate - Daemonhunter."


There's a lovely mix of power weapons for mashing xeno skulls.

Down on the ground there are similar amounts of system depth. Daemonhunters is very much an XCOM, but Space Marines game when it comes to the turn-based mechanics. There are all the usual, tactics-nerd delights like percentage-chances for ranged fire, half and full cover, lines of sight, overwatch modes and the rest. But there are some distinctly 40K twists. All of the Grey Knights in our squad had their own specialisms, for instance, with unique abilities across them.

A favourite of mine was the melee specialist who could teleport - tying up a cluster of ranged enemies who reckon themselves safe behind some high cover, and then plopping him in behind them to clean them out in a single hit is a treat. Others use psychic abilities for area-of-effect damage, servo-skulls to heal, or nicely sweeping, melodramatic attacks in long straight lines that might bring down stone columns or destroy other parts of the environment. Much of the emphasis is on "offensive, aggressive positioning," as Decter-Jackson puts it, as well as setting up combos of abilities across your Knights - one thing you can do is use power weapons to stun enemies and allow you to select something vulnerable on their body to target, for instance, dealing out heavy damage and debuffing them in different ways, which is all played out in that wonderfully gorey, 40K way.


Andy Serkis' role actually came about through publisher Frontier, which has history with Hollywood talent, bringing Geoff Goldblum in for Jurassic Park World. Serkis was apparently Complex Games' first choice for the role.

Most of the missions we played were pretty straightforward: clear out some pulsing clusters of flesh here and there to reduce the Bloom, survive a couple of waves, extract to safety, but they all come with that kind of intricate, methodical, positional joy of plonking your little men in exactly the right spot to clear out rooms and close off angles. And beyond that there are some proper boss battles, including a prologue with what I assumed to be the more traditional, Khorne-based Chaos and one at the end of my session that was a genuine challenge, at least after just an hour or so with the mechanics.

This was against a giant, hulking great Nurgle daemon who lumbers around a large room, supported by a series of destructible nodes around the outskirts and dozens upon dozens of Nurglings, who scamper about to heal the boss or block damage you might have dealt it. It makes for a fraught battle. I opted to teleport my melee specialist around the outskirts to quickly get rid of those nodes, for instance, thinking it'd help manage the waves most effectively, but think I might opt to keep everyone together next time, if only to make it easier to keep everyone revived. I also criminally underused my flamers, which is something I'd correct too, but all this is easier said than done when a walking, five-story zit is belching your men across the room every other turn. It was enjoyably tough.


Line of sight remains essential, while customisation is also present and correct of course, although we didn't get a chance to try that out..

It's also probably a good example of when I might want to use that Exterminatus, come to think of it, although Decter-Jackson warns you'd want to be sparing. "It's definitely a higher-resource cost choice, it's not something you can do very easily. Normally it requires an investment of a lot of servitors, and it's something that certain players maybe - or defensive players - might want on hand as a backup, because it does generally take time to requisition it and set it up."

"And really, it's kind of the card up the sleeve just in case there are certain systems that are just going over the edge on corruption, particularly if there's a Flowering mission event that's occured - that's really what moves you along the Morbus track to 'ultimate doom'."


Cinematics and the like aren't the most high-budget things in the world, but they're good fun - and the faces capture that lovely gummy look of the actual Games Workshop models.

There are consequences of overuse, Decter-Jackson explains, "I can't really get into the details of that too much," but one will apparently be an earful from Andy Serkis, who's voicing the role of your in-game boss, Grandmaster Varden Kai. "He will observe your progress and take note of where you're succeeding and failing, and sometimes reward you for that, sometimes, you know, punish you for it."

"He's also interested in your opinion, in a lot of situations, and based on your actual dialogue choices will react in different ways to your opinion and choice as a commander. Initially he's obviously on your side, but he's dealing with a wide range of campaigns in the galaxy, so he has to be convinced that this Bloom plague that you're dealing with is actually a real threat, and worth of a whole Grey Knights strike force. So you're kind of also trying to justify to him why you're here." He will, as Decter-Jackson puts it, "definitely take exception to the overuse of Exterminatus."

In other words, I should really get better with those Flamers.
 

Infinitron

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https://www.rockpapershotgun.com/ha...emonhunters-promising-but-xcom-cowards-beware

Hands on with Warhammer 40K: Chaos Gate - Daemonhunters: promising, but XCOM cowards beware
Chance to miss



Of the four hulking Grey Knights under my command, teleporty sword boy was undoubtedly my favourite. Once every turn he could blink across the map, moving twice as far as he can with a regular action point, plopping him right behind a pesky Cultist’s cone of suppressing fire. It was both effective and efficient, but the real fireworks began whenever I clicked teleport strike, which repositioned him while also savaging several enemies in sequence with his power sword. He was simultaneously my initiator and my (almost) one-man clean up crew, ready to be rallied by a cry from my Justicar whenever his AP tank ran empty. I almost felt sorry for the cultists.

I’ve played a curated, two hour slice of Warhammer 40K: Chaos Gate - Daemonhunters, and I’m keen to play more. As speedy as my sword boy felt in those moments, though, at other times I felt compelled to move forward at a crawl. When I asked creative director Noah Decter-Jackson whether I was just being too cowardly, he hedged his bets.

Other turn-based strategy game comparisons are available, but the simplest and easiest way to describe Chaos Gate is something like ‘XCOM in space with tanky supersoldiers, no miss-chances and an emphasis on aggressive melee combat’. I’ve already written up an overview, which pairs nicely alongside Rick Lane’s big interview with Decter-Jackson, so here I’m going to get a little more into the plague-infested weeds.

Admittedly, I’ve only been amidst those weeds for two hours, in far from ideal conditions. Some of my upcoming misgivings partly stem from jumping into early game missions with an unfamiliar squad, packing unfamiliar abilities. It’s like leaping into the middle of someone else’s Slay The Spire run and trying to figure out how some other chump’s combos are supposed to click together. That lack of familiarity introduces friction, but not representative friction - I’m just mentioning it to highlight how the waters were muddied from the off. Add in a dose of latency problems, occasional stuttering from accessing a build running on a remote PC (plus an unfortunate late-session crash) and those waters start looking murky.


All that said, there are definitely elements of Chaos Gate that I’m going to find frustrating, regardless of any technical hitches. This is a game about super beefy space boys charging through hordes of gribblies, with an admirable commitment to aggression. You’re rewarded for charging into the fray, thanks to heavy hitting melee attacks and action point refreshes for special executions, but if you’re anything like my cowardly self then you might find that momentum vanishes when you’re not actually in combat.

For the first half of my session, I couldn’t help but fall into that XCOM shuffle, always moving up under the watchful (and occasionally even overwatchful) eyes of Knights with remaining action points. There were roaming patrols of Cultists and Chaos Knights to watch out for, and XCOM has trained me to be hyper vigilant about not provoking more than one goon patrol at once. It’s a dynamic that incentivises putting a lot of thought into movement orders that won’t matter 90% of the time, but where a careless sprint into open ground can still prove disastrous - or at least, so I assumed.


Somewhere around the midway mark of my demo, I accidentally ordered one of my massive, heavily armoured Knights to spring out onto a raised box in the middle of a firefight, leaving him completely exposed to half a dozen attacks. It took the combined attention of every enemy to bring him down, but then I just... picked him back up again. Your surviving soldiers can revive a fallen Knight, plonking them back on their feet with 50% HP and immediate battle readiness. I knew this, but I hadn’t really thought about its significance.

I realised I’d been swaddling my squaddies, in that I’d been far too reluctant to leave them exposed. From that point on, I became more cavalier, making liberal use of each and every soldier’s ability to sacrifice one action point each turn in return for a pip or two of temporary armour. I still didn’t get to the point where I could feel confident about charging out of cover, but I saw how I might get there. I suspect I won’t be the only one who has to be cajoled out of cagey movement.

Increased robustness calls for an interesting shift in mentality, but it does come with a trade-off. I didn’t experience the same moment-to-moment tension of XCOM, where an incoming flanking shot on a vulnerable unit frequently shoves my heart into my mouth. Excitement simultaneously leaks out from another direction, too: when every shot is guaranteed to hit, there’s little reason to hold your breath.



When I put all that to Decter-Jackson, he told me they’ve built the tension more around the “resilience of your knights over the long term”, seen as each Knight can only get knocked down a certain number of times each mission. “Avoiding that critical hit is the one thing that I think the player is gonna wanna focus on”, he said, though compared to XCOM each situation will feel “a bit more lenient”. The idea is that tanky soldiers and a lack of miss-chances give you room to take control of a situation, but you’ll also need to adapt to changing circumstances whenever you or your enemies trigger a warp surge. These can summon a fresh wave of reinforcements, for example, or coat your commandos with a particular flavour of Corruption.

The tankiness in particular amounts to a pronounced change in mindset, which Decter-Jackson agrees you could fairly call “attritional”. Based on the roughly one and a half games of tabletop Warhammer I’ve played at a pal’s house, that focus seems fitting. It doesn’t mean I’m going to like it. Nor is that my only gripe.

Decter-Jackson was keen to emphasise how they’ve tried to support players who want to sneakily tip-toe around patrolling squads, like I did, but I suspect he might have been over-egging the player-driven pudding. He alluded to ticking timers and potential reinforcements that encourage a swift push forward, but for me the real allure of recklessly charging between fights will be cutting down on movement admin. Unlike XCOM, the kicker with Chaos Gate is that you have to wait for each individual soldier to finish jogging around before you’re allowed to move the next one. That’s an unfortunately fundamental limitation of their code, Decter-Jackson told me, though he did stress that you don’t have to wait for enemies to shuffle about individually if they’re off screen.



Decter-Jackson also mentioned there will be options to speed up enemy attack animations, which I found myself longing for in my final confrontation. I was up against one of the special boss fights, where you’re plunged into an arena with a big nasty Warhammer Name and environmental hazards - in this case, rivers of corrupting bile. I don’t know who Aeger the Benevolent is, but I can tell you that by default he takes an awfully long time to swing his skull flail. Even with speedier swinging, though, that boss fight would have been the weakest part of my preview, because it turned into a war of attrition I gradually realised I was losing. When that crash came along and cut my session short, I couldn’t help but feel relieved.

I’m aware all of that sounds resoundingly negative, which is perhaps unfortunate when I’m genuinely looking forward to getting my hands on the game proper. My hope is that I’ll have a better time by leaning into that cavalier, swashbuckling style from the start - especially once I’m rolling with an evolving squad where I get to choose every new ability, and have a better shot at understanding how all my capabilities knit together.



This short session also completely skipped any messing around with that all important strategic overlayer, pivotal to XCOM, where gunning for a specific objective can imbue an otherwise mundane mission with tension and purpose. Decter-Jackson and I talked briefly about balancing around disaster states, where the player can find themselves in a situation where it looks like the Bloom is set to sweep across the universe, only to bail themselves out with a desperate blast from Exterminatus (see above), a doomsday weapon that can eradicate every pesky plague plant that’s taken root in a system. It sounded like a clever way to encourage a comeback, rather than a rage quit.

The bottom line is that without playing more, I can’t tell to what extent my preview frustrations stemmed from a mixture of inexperience, impatience or unwarranted personal cowardice, or whether these things will stymie even the most fearless space grunt. Fortunately, we needn’t wonder for long, as Warhammer 40K: Chaos Gate - Daemonhunters comes out on May 5th.
 

Infinitron

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https://www.pcgamer.com/uk/curing-w...e-daemonhunters-plague-with-fire-and-bullets/

Curing Warhammer 40,000: Chaos Gate – Daemonhunters' plague with fire and bullets
Hands-on with a trio of missions from the turn-based tactics romp.

There's something very cathartic about playing Warhammer 40,000: Chaos Gate – Daemonhunters, an upcoming turn-based tactics game with Space Marines tackling a devastating cosmic plague by beating the shit out of it. Bolters, flamethrowers and heavy boots are very effective remedies, it turns out.

Here's the setup: You're in command of the Grey Knights, a Space Marine chapter full of Chaos-crushing zealots with a penchant for psychic assaults. They're called into action because a plague is spreading across the galaxy, the Bloom, courtesy of the Chaos god Nurgle and his grotesque minions. Thus begins a planet-hopping campaign where you'll determine the fate of worlds.

For this demo, though, the focus is the missions themselves: three of them, each with different objectives and some premade squads. I can still root around my ship, the Baleful Edict, however, chatting to my crew, exploring the armoury, checking out our research projects and browsing the enhancements for my mobile base. The conversations aren't exactly scintillating, but what I can actually do on the ship is more appealing.

In the barracks, each Space Marine has a substantial ability tree full of core abilities, upgrades and augments, and there's a ridiculously huge list of weapons, armour and accessories that can be stuck on them, from holy guns to indomitable terminator armour, which can in turn be enhanced with upgrades unlocked through research. Your options here can be improved by investing in the armoury, where requisition upgrades will increase your chances of getting higher tier mission rewards or give you access to new wargear.

Thanks to the tech priests, the Baleful Edict itself can be upgraded, allowing you to make improvements to the plasma reactor, warp drive and other systems. That opens the door to things like more advanced ship facilities, as well as making it faster, tougher and better armed. They're a reminder that this is more than a simple HQ—that the ship is another tool in your expansive arsenal.

The Baleful Edict also contains a library, the libris malleus, where all the research is conducted. From here, your inquisitor studies the Bloom, trying to uncover its secrets in an effort to protect the Grey Knights from its effects, and eventually to stop it. Research offers plenty of rewards, but the most notable ones are probably the stratagems, which can be selected before a fight to give you some very handy bonus abilities like healing your troops, purifying them of negative effects or giving them more action points.

Dream team
While there's plenty to gawk at, the developers have already selected everything I need, and my squad is waiting for me. There's my beefy Justicar with his intimidating doom lance, and my relentless Interceptor who can teleport around the battlefield, getting right in the enemy's face with his big ol' sword. When my lads take too much of a beating, I've got an Apothecary who can summon his servitor to flit off and mend his broken pals. And in the final battle I get my hands on a bloke with a flamethrower, purging the toxic battlefields with waves of fire.

The lack of RNG means that I can be more sure of my tactics than I would be in XCOM, Daemonhunters' closest relative. My choice of weapon, range and position all inform how much damage I'm going to do, and there's plenty to consider, but I always know how effective my attack will be before I commit. That doesn't mean it's absent surprises, mind you. The more plague-ridden a world is, the higher the chance of encountering mutating foes, which can give even the weakest enemies an edge. On a couple of occasions, all it took was hitting some goons to kick start their transformation, making them stronger, but not so strong that my Grey Knights didn't make mincemeat out of them.

If your attack isn't quite strong enough to end a foe, you can always call on the powers of the warp, buffing the attack with your force of will. Sometimes this just means more damage, but it can also introduce new status effects. It's handy, but there's a big cost, increasing the likelihood of a Chaos event, potentially forcing you to deal with buffed enemies or more reinforcements. This, along with mutations, offers a kind of randomness that's much more welcome than chance-to-hit bollocks.

Despite making some mistakes in the rush to see everything before the end of the demo—like picking the absolute worst moment to split the squad—I manage to get through the first couple of missions without too much trouble. Though arguably I leave the worlds in a worse state than I found them.

I'm a big fan of how much both players and the AI can manipulate and morph the battlefield, bringing down pillars on top of unfortunate troops, leaving smoking craters everywhere, bathing the ground in poison and fire. Cover is important, but it's fleeting—you always need to keep moving as the map transforms around you. This is especially true when you're facing a Plague Marine with a weapon capable of belching out toxic gunk, and even more so if you're trying to take down a Blight Hauler—a nasty mechanised artillery unit that can strike multiple areas with a single attack.

Things go south when I jump into the final demo mission: a boss fight against a massive Great Unclean One. This fella lumbers across the battlefield, smashing anything in his way, and can batter even a tough Grey Knight within an inch of their life with one strike. The real enemy here, though, is inconsistency, which makes the fight a bit of an ordeal.

Toxic Avenger
Small streams of green toxic goo criss-cross the map, and while my Grey Knights are more than capable of jumping around and climbing up and over things, for some inexplicable reason they can't just hop over a dirty puddle. They can go through the goo, but it's harmful stuff, so it's safer to go around. Between this and all the toxic AoE attacks, the map's a pain in the arse to navigate, and petulant child that I am, I refuse to let my Space Marines take any detours. I order them to go across the goo and take the hit.

The Great Unclean One's Nurglings also outsmart me, embarrassingly enough. Unlike other enemies, they can't be directly targeted, and while some dialogue implies you can maybe just stomp on the wee arseholes, that also proves ineffective. Meanwhile, they can not only attack, they can also soak up damage directed at the boss. Fire proves to be the answer, but as this wasn't established elsewhere, it takes me far too long to realise.

I didn't have time to finish the fight and, frankly, I was happy to have an out. The other missions made me want to play more, but the boss fight's high points were buried under the annoyances. Hopefully it's the result of playing a few select missions (with a strict time limit) instead of going through it naturally, and some of these inconsistencies might feel less inconsistent if they crop up before a tricky boss battle.

The real measure of Daemonhunters won't be apparent until we see how it all comes together—the cosmic campaign, the development of your squad, the big decisions about what crises to prioritise. I wasn't able to see how planets evolve depending on how quickly you decide to liberate them from the Bloom; bring in new recruits and build them up from scratch, experimenting with different loadouts; or use the valour deed system, where you can accept challenges—like completing the mission without using willpower—for extra requisition, which seems like a smart way to spice up the fights, especially as you grow in confidence.

So there's still plenty more to see. What I played, though, seems built on solid ground—boss fight quibbles aside—and is absolutely drenched in 40k character and cinematic flourishes. Despite the perpetual barrage of adaptations, I'm not even close to being sick of this distant, grimdark future.

Warhammer 40,000: Chaos Gate – Daemonhunters is scheduled to release on May 5.
 

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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
More previews:



https://www.ign.com/articles/warhammer-40000-chaos-gate-daemonhunters-first-hands-on-preview-xcom-pc
https://www.nme.com/features/gaming...0000-chaos-gate-daemonhunters-preview-3202620
https://www.pcinvasion.com/warhammer-40000-chaos-gate-daemonhunters-preview/
https://www.cgmagonline.com/articles/previews/warhammer-40k-chaos-gate/
https://www.gamebyte.com/daemonhunters-preview/
https://www.thegamer.com/warhammer-40000-chaos-gate-daemonhunters-preview/
https://www.gamingbible.co.uk/featu...nhunters-preview-tactical-brilliance-20220413
https://gamingtrend.com/feature/pre...hunters-hands-on-preview-superior-strategiem/
https://butwhythopodcast.com/2022/04/14/warhammer-40000-chaos-gate-daemonhunters-preview/
https://twinfinite.net/2022/04/warhammer-40000-chaos-gate-daemonhunters-preview-2/
https://www.gamewatcher.com/previews/warhammer-40-000-chaos-gate-daemonhunters-preview/13331
https://www.wargamer.com/warhammer-40k-chaos-gate-daemonhunters/hands-on-preview-appetising
https://www.space.com/warhammer-40k-chaos-gate-daemonhunters-preview
https://www.goonhammer.com/chaos-gate-daemonhunters-hands-on-impressions/
https://www.altchar.com/reviews/w40...ds-on-preview-shiny-but-true-40k-aUF6K9e8mYlq
https://www.gamepur.com/features/wa...unters-is-a-new-class-of-tactical-rpg-preview
https://www.thesixthaxis.com/2022/0...chaos-gate-daemonhunters-fuses-xcom-with-40k/
https://www.pcgamesn.com/warhammer-40k-chaos-gate-daemonhunters/xcom-silly-side
https://screenrant.com/warhammer-40k-chaos-gate-daemonhunters-hands-on-preview/
https://wccftech.com/warhammer-40k-...s-on-qa-on-story-variety-difficulty-and-more/
 
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Self-Ejected

underground nymph

I care not!
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Jun 9, 2019
Messages
1,252
Strap Yourselves In
Gameplay looks ok for what it is: a nuxcom clone. Melee visual representation though is a bit outdated, they should have learnt how to make proper melee from BG3 where moving, attacking and reacting to an attack are all seamlessly tied together visually with no interruptions.

Also:
how is this an RPG?
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
5,875
Is it normal in 40k not to have hit chance?

It probably makes more sense here, with Grey Knights being hyper elite units and all. I would like to see enemies having miss chance but not your own units. At these distances, it would be super embarrassing for a GK to miss something.
 

Spectacle

Arcane
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Joined
May 25, 2006
Messages
8,363
Is it normal in 40k not to have hit chance?
Most of these Warhammer games seem to go out of their way not to use any actual mechanics from the miniature games, only the settings and lore. I think GW doesn't want any video game that could be seen as an alternative to buying miniatures.
 

Galdred

Studio Draconis
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4,346
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Middle Empire
Steve gets a Kidney but I don't even get a tag.
Is it normal in 40k not to have hit chance?
Most of these Warhammer games seem to go out of their way not to use any actual mechanics from the miniature games, only the settings and lore. I think GW doesn't want any video game that could be seen as an alternative to buying miniatures.
Indeed, that is something I heard several times, but without any real source.
That said, they have been OK with having systems very close to some of their less popular TT games(ie, former specialist games) on occasions:
- Blood Bowls have been rather faithful to the original games (except for the parts the devs would not bother to implement...).
- Final Liberation used a simplified Steel Panthers ruleset, but used close assault rules directly from Space Marines (aka proto-Epic 40K).
- The mobile Battlefleet Gothic game used the BFG ruleset iirc.
 

Infinitron

I post news
Staff Member
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Jan 28, 2011
Messages
97,236
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
The full Serkis:



Legendary actor Andy Serkis will lend his vocal talents to Warhammer 40,000: Chaos Gate- Daemonhunters as Vardan Kai, a Grand Master and Steward of the Armoury, in the game’s campaign.

Lead Community Manager Arthur Tolmie sat down with Andy to ask him about his role as the Grand Master, his distinguished career and to showcase his artistic skills with the magnificent world of Warhammer model painting!
 

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