Universe Warhammer 40,000 is extremely versatile, so within its framework you can create games in a variety of genres, as the developers have repeatedly proved. And making turn-based tactics is a fairly obvious and easy task to complete, given that the original is a board game.
But somehow the developers from Rogue factor managed to make one of the worst games this year – Necromunda: Underhive Wars…
The strangest thing is that nothing foreshadowed trouble. Prior to this, the studio released Mordheim: City of the Damnedwhich the audience received quite favorably. The criticism was mainly related to the limited set of tactical abilities and general uniformity. And it is obvious that in the next game this should have been emphasized. However, developers were drawn to a completely different jungle.
First of all, “Necromunda” can be considered quite a sequel to Mordheim, because in fact we are talking about the same concept, but in different variations of the Warhammer universe.
The main place of action was the world-hive of Necromund, where local houses, for which many gangs work, are fighting for power. Having taken control of one of these groups, we have to develop it and eliminate competitors in a squabble for resources.
The game is divided into two parts. The first is the storyline campaign, which is actually an extended tutorial. According to the scenario, during a storm, lightning strikes the archaeotech lost in the depths of the Underhive (lower levels of Necromunda), activating it. And several groups begin to hunt for valuable technology of ancient times.
The second mode is considered to be the main one. We create our own gang, hire soldiers and complete missions on the map, gradually pumping the squad and getting equipment. Online battles are also available there.
The key problem with Necromunda is the incredibly long missions. Even on the very first storyline, you can spend an hour of real time. You see, the developers have a progressive gigantomania, so the maps turned out to be very large and multi-level. Getting from one end to the other is a challenge, although the designers have provided for lifts and ropes.
Characters have a limited radius within which they can run until they turn blue, spending movement points (roughly speaking, one point is one meter). If the player wants to ride a winch, an elevator or jump over some barrel, then the allocated movement points are spent on this, which reduces the radius. The strangeness lies in the fact that the shortest distance is taken into account, and vertical movement can be much more profitable – it is more profitable to take an elevator than to take a staircase. Or go down the rope to the level down.
The second important parameter is action points. For them, you can use offensive and tactical abilities. The attack itself takes into account the distance. So, coming close to the enemy, firearms will no longer be able to use – only chain swords, axes and so on. At medium range, you can use pistols, and at long range – rifles, lasguns, flamethrowers, etc.