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- Jan 28, 2011
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Aren't they going to release announcement trailers for all of these games?
Guard don't really bother wi underhive, PDF an Arbites (Judges) might go in to try an pacify it ocassionally wi Chimeras (Hellhounds or whatever variant floats their boat) an Russ', but thats usually fuckin pointless an costly. Imagine IG might get a few recruits from underhive gangers, but game revolves around them weird feral techno barbarian gangs, muties an all other weird factions that breed under spires. Think Lord Humongous an crew from Mad Max 2, amped up to 11 an set in gothic, sewer filled. rotten skeleton of a few billion overhivers shittin on you, thats the norm for Necromunda.
Some Astartes chapters consider em good recruitin grounds.
What the hell? Did they not look at the actual fucking game?Some guy from Rogue Factor said:It’s super-exciting. Necromunda is a license that hasn’t been depicted visually a lot so a lot of our work is to take the few concepts that were done for the rulebook, and to be inspired by that and figure out what it should look like. Necromunda is the place where everything is being made for the Emperor, or at least most of the machinery and equipment. So we were very aware that the size of these battleships, for example, makes no sense when you’re at the human level, so we thought what if we look at just one part. One cannon. But, no, what about just one bullet. One bullet casing. That’s very fun to work with, because then we think, well how do you transport that bullet? With a train and that train has a locomotive the size of an aircraft carrier. That opens up all kinds of possibilities for level design and sets us apart from many other videogames, which are mostly set in proportions that are very human. And it’s a different side of the 40K universe as well.
That's good. I was worried that the game would ship with two Houses and the rest would be drip-fed overpriced DLC. Starting with all six, good for them.Some guy from Rogue Factor said:We want to make sure that whichever House you play, and there are six, you have a very unique experience. That goes to the locations they inhabit, the jobs they do, the equipment they use. So there are biker gangs, industrial workers, and they’re all distinct. The Houses come straight from Games Workshop
But under-hive is literally dungeon no?What the hell? Did they not look at the actual fucking game?Some guy from Rogue Factor said:It’s super-exciting. Necromunda is a license that hasn’t been depicted visually a lot so a lot of our work is to take the few concepts that were done for the rulebook, and to be inspired by that and figure out what it should look like. Necromunda is the place where everything is being made for the Emperor, or at least most of the machinery and equipment. So we were very aware that the size of these battleships, for example, makes no sense when you’re at the human level, so we thought what if we look at just one part. One cannon. But, no, what about just one bullet. One bullet casing. That’s very fun to work with, because then we think, well how do you transport that bullet? With a train and that train has a locomotive the size of an aircraft carrier. That opens up all kinds of possibilities for level design and sets us apart from many other videogames, which are mostly set in proportions that are very human. And it’s a different side of the 40K universe as well.
I see open-air industrial ruins, not hilarious giant bullet casings and other giant things to make you feel like ants. Being ant-sized is not the central theme, or any theme, in Necromunda.
That's good. I was worried that the game would ship with two Houses and the rest would be drip-fed overpriced DLC. Starting with all six, good for them.Some guy from Rogue Factor said:We want to make sure that whichever House you play, and there are six, you have a very unique experience. That goes to the locations they inhabit, the jobs they do, the equipment they use. So there are biker gangs, industrial workers, and they’re all distinct. The Houses come straight from Games Workshop
That's good. I was worried that the game would ship with two Houses and the rest would be drip-fed overpriced DLC. Starting with all six, good for them.
What are the six gangs? You could look it up, but hmm, I think I can rememberSo what gangs do you have in Necromunda?
Dude, it can't be like Bloodbowl. I know that Bloodbowl's fun and shit, but Mordheim was pretty much Necromunda for WHFB, so you know it's gotta be Mordheim-like. I for one welcome that; I always hated the swingy nature of Mordheim (and anything GW-related, for that matter) where you'd plan your tactics carefully and one shitty d6 roll would royally fuck you up. I mean, we're talking fucking Warhammer here, they could take a page out of ASL.I hope it's more like Blood Bowl and less like Mordheim.
I'm talking about in terms of camera/controls.Dude, it can't be like Bloodbowl. I know that Bloodbowl's fun and shit, but Mordheim was pretty much Necromunda for WHFB, so you know it's gotta be Mordheim-like. I for one welcome that; I always hated the swingy nature of Mordheim (and anything GW-related, for that matter) where you'd plan your tactics carefully and one shitty d6 roll would royally fuck you up. I mean, we're talking fucking Warhammer here, they could take a page out of ASL.I hope it's more like Blood Bowl and less like Mordheim.
Oh, OK then. Yes, the Mordheim camera is profoundly retarded, like there's a LOS thing for the missile weapons but you have to guess because your point of view isn't the character's. And the way movement is handled in that game, ugh. I wonder what were they thinking.I'm talking about in terms of camera/controls.Dude, it can't be like Bloodbowl. I know that Bloodbowl's fun and shit, but Mordheim was pretty much Necromunda for WHFB, so you know it's gotta be Mordheim-like. I for one welcome that; I always hated the swingy nature of Mordheim (and anything GW-related, for that matter) where you'd plan your tactics carefully and one shitty d6 roll would royally fuck you up. I mean, we're talking fucking Warhammer here, they could take a page out of ASL.I hope it's more like Blood Bowl and less like Mordheim.
Making it in Unreal: the view from the 40k factory floor in Necromunda: Underhive Wars
The tabletop Warhammer games that have translated best to our medium are the skirmish spin-offs - the smaller battles played out on the scale of XCOM. Close enough to see every last stud on an Underhive ganger’s leather armour, and count the teeth on their embossed skull shoulderpads.
That’s exactly what Montreal indies Rogue Factor specialise in. They made their name on Steam with skaven showdowns on the streets of Mordheim, and have now been entrusted with the adaptation of the 41st millennium equivalent: the beloved Necromunda.
“Mix Judge Dredd with Mad Max with Sons of Anarchy,” says Rogue Factor general manager Yves Bordeleau, by way of explanation. “Gangs fighting feuds in no man’s land.”
Like Mordheim, Underhive Wars is about turn-based tactics and permadeath. Gangers will persist between battles and wear the consequences of their bad dice rolls on their sleeves. That’s if they’re fortunate enough to keep their sleeves - only the luckiest have their dismembered limbs replaced with bionic prosthetics.
Those individualised, tightly-focused fights are juxtaposed with ginormous environments - sprawling foundries in the military-industrial heart of the Imperium. It’s the technical implications of those environments that Rogue Factor are wrestling with now, in pre-production.
Reaching new heights
While the studio made Mordheim in Unity - and Necromunda builds on the mechanics and lessons of that game - they’ve switched engine to Unreal 4.
“It’s working really well,” producer Guillaume Voghel reveals. “There’s a lot of confidence in having an engine that Epic is actually using on a game. It’s not just thinking about what we’ve learned from Mordheim, taking the tech and trying to shoehorn in the features. Everything for Necromunda is going to be made from scratch in the proper way. It’s going to be a much more solid experience.”
The move to UE4 was first prompted by Necromunda’s unique demands on level design. “When we wanted to go in a more vertical aspect with bigger maps, that’s something we decided to look into, because Unreal is a really good engine for doing bigger environments,” says Voghel.
On the tabletop, Necromunda games were distinctive for their verticality: networks of layered plastic platforms, from which gangers traded bolter fire.
“It was really famous for that,” points out Bordeleau.
“Verticality was a new thing in the tabletop version, and we really want to push it further,” adds Voghel. “You’re going to encounter maps where height has a lot of importance, skills that have a lot of impact on height. The verticality of a shooter is going to be a lot explored in that regard.”
Going big on bullets
Not only are Necromunda’s battlefields tall, they also play with scale. These are, after all, the factory floors where the Imperium builds torpedoes for kilometres-long battleships.
“Your character will feel super-small compared to one big missile,” Bordeleau promises. “The bigger nature of those aspects is super important to us in terms of gameplay and perception.”
“We started development saying, ‘It’s Warhammer, so everything is big,’” Voghel expands. “But just saying everything is big doesn’t really help you.”
Rogue Factor have taken it upon themselves to provide context for the larger 40K universe. Where a frigate in Battlefleet Gothic might not convey its size against the blank backdrop of space, in a Necromunda map a single shell casing from one of its smallest cannons can be rendered ten storeys high.
“This is not something you see in a lot of videogames which are grounded in reality,” says Voghel. “We’re still finding new things to blow up in proportions, but it’s a very exciting thing to find this little secret garden of disproportionate weapons and equipment.”
Procedural pipelaying
Once you’ve worked out how to build a big space, there’s a new problem: filling it.
“We’re trying rethink how we always thought of building a game,” Voghel explains. “Because we were used to, ‘OK, you’re doing a door and a wall, it’s very proportionate’. But now it’s trying to think, ‘OK, we’re not doing a door, we’re doing an entire building’. We need to find tricks to make sure that it makes sense.”
For instance: rather than task a staffer with laying down miles of piping all over the maps of Underhive Wars, Rogue Factor have put together their own procedural generation tools in UE4 for that purpose.
“[There are] less smaller details, but a lot of repetition of big details,” says Voghel. “And that’s something that Warhammer is absolutely amazing at - it’s a lot of repetition of simple details but that gives you a complex shape. It’s very difficult in terms of art production, but we think it’s going to resonate really well with players. If we get there, we can get out the champagne.”
“It’s a big challenge,” Bordeleau admits. “We’re still in pre-prod, but we’re getting there.”
Any news on this Infinitron ?
So this is also being developed by Rogue Factor, sounds great. As many have said, though, I do hope they fix the camera. Also, this seems to explain why they haven't released any warbands for Mordheim in almost a year. I do hope this doesn't mean there won't be any more support for that game.
As you know, we’re a tiny studio for the scale of games we make. Developing a new game takes a lot of effort. So imagine developing a new game AND changing engine (to Unreal 4)! For this reason, the focus here at Rogue Factor has now switched to Necromunda. We certainly don’t discredit the idea of doing more DLCs for Mordheim but at this moment, we decided that the best option is to concentrate our efforts on building a strong foundation for Necromunda.
We’ll definitely let the community know if at some point in the future we manage to squeeze in additional content for Mordheim.