I have now finished all of the missions in the game. Simply, it is Space Hulk! The game is very close to the original board game. The minor changes are noted below. For many, especially veteran players, this is a good thing. But it can present a mild hurdle to new players. The game has a good introduction but one will still need to spend a bit of time reading the rules to fully understand what is going on — and some of the current bugs can cause new players even more confusion. Mission variety seems very good but there are only 12 missions in the campaign plus the training missions. The AI also seems quite good. It is not amazing but puts up a reasonable fight. Three levels of difficulty help players match their skills with the AI.
Changes from the Board Game: As noted by the designers,
“We have made a video game out of the board game, and not made a 1:1 translation. There are certain rules and mechanics that we changed to make it play as a video game.
- Flamer uses a template and does not target a section only (since those do not exist in a video game)
- As long as a unit has action points left, you can return to it and do actions on it
- We automated move+fire against visible enemies for Storm Bolters. Terminators will shoot while moving if they have an enemy in line of sight. Targeting doors is a manual process using the “Set move and fire target” button. Manual process is also required for limited ammo weapons like the assault cannon.
- You can move multiple units at the same time
- Space Marine timer is optional
- Reworked and automated the command point usage in the enemy turn. Jammed weapons will automatically unjam if there are command points left. Interrupting enemy turn is not possible
- Librarians charge their force axe automatically if they would otherwise lose a close combat fight
- Guard mode and parry rolls are automated”
I wanted to comment on one complaint that some are making regarding the changes. Some are claiming that the ability to intermix unit commands fundamentally changes the game. I disagree with this sentiment. While this change is certainly a departure from the literal rules of the board game it is a very natural change. In fact, I was on the second mission before I even realized I was mixing the actions of units because it is such a natural thing to do. Doing this in the board game would be tricky as one would have to track the remaining APs for everyone. This change is of course a departure from the board game but one can argue it makes it better and provides for more tactical choices. The change does perhaps make it a little easier for the Marine player because you can now see the outcomes of actions and decide on actions that in the board game you could not. But overall it still retains the spirit and fundamental play of the board game even if it is not a strict implementation of it. Moreover, this change does not force you to play that way. If you want to play with the board game rules of having to perform all APs on a particular Marine before moving to another then you can. So you have the best of both worlds.
The counter argument to the above is that the AI moves the Genestealers with the same intermixing of APs. True but I just can’t see how this really matters. Either a Genestealer is being fired at when it moves or it is not. If it is not under fire then all units are going to be able to move as they wish anyway. If it is under fire then either it is killed or not and the unit behind revealed. The one situation where this matters is when a group of Genestealers is advancing and being fired on by Overwatch. In the board game it would be one Genestealer at a time moving. So say you had three squares of movement under Overwatch. Each Genestealer would have to brave the full three squares of fire. In the computer game one Genestealer could move up behind another and thus get cover for the portion of that movement where the lead Genestealer survived. This can make it slightly harder on the Marine player but considering the AI could generally use a tad bit of help this seems like a good thing. Yes it is a departure from the board game and if you are concerned over whether the game is a literal translation of the board game then this is indeed a difference, but also one that simply does not matter to the spirit and play of the game. Lastly, in my last two missions I watched for this action specifically and did not see the AI employee the tactic even once. It sent the Genestealers at me one at a time. So if the AI does use this ability it is certainly not frequent.
Of course when playing against a human opponent the above changes make a larger impact. But considering both sides gain an advantage I, again, don’t think it fundamentally changes the game. Whether it changes the balance of some missions will only be known after dozens if not hundreds of plays. Again, both sides could agree to use all APs for each unit to emulate the board game so players still have a choice.
One could argue the flamer rule change is significant as well but we played with essentially the same change as a house rule to the board game for decades because the tile-based flame rule simply never made any sense to us. In fact, over the years we have made all sorts of house rules and balance changes as we’ve played. Does this mean we were not playing Space Hulk? It just seems like an argument without purpose. It is still Space Hulk. Enjoy!
Bugs: Version 1.03 is now available. I finished the entire game with the only bad bug being the Mission 6 bug fixed in 1.01.
- Even in 1.02 there are still problems with the Manual. Some omissions and typos and many of the images are not visible.
Minor Complaints: The character animation is quite good but the Marines move very ponderously. Realistic and fitting perhaps but after a few minutes you’ll wish they’d just hurry up. Surprisingly, while I was very annoyed by this slow pace at first after a few missions it became a non-issue because you learn to give an order and move on to another Marine while the prior one is moving. Between that and just thinking of tactics the Marine pacing stopped mattering. But I do think there should be an option to speed the Marines up. I can understand how it will really bother some players. Panning the screen with the mouse is too slow but you can right-click and drag it around quickly. Keyboard commands work just fine. It can be a bit difficult to see doors in the 3D view and you have to sometimes pan/zoom around or jump to the strategic map to see what is going on. Door location and status is very important in Space Hulk so this is a concern. Animations can sometimes be off with shooting going off on a tangent yet still killing the target. It would also be nice to maybe be able to play as the Genestealers against the AI although the AI may not be able to pose a good enough challenge as the Marine player. Lastly, the inability to customize the look of your forces or pick other Chapters is disappointing, but I suspect this will come as an add-on later for sure.
A larger issue is the lack of a true campaign where you follow units through various missions and see them increase in abilities. This could hurt larger acceptance among some gamers. Ultimately Space Hulk is about sacrificing some units to achieve the mission so such a campaign system would need to be designed well and/or have unique missions. Of course XCOM showed you can have a good campaign even where units die a lot.
Graphics and Sound: I almost hate to comment on these because they really come down to personal preference. Space Hulk does not have the latest cutting edge graphics and effects. It is more than good enough for me but only you can judge that for yourself. There is a fair amount of clipping. I am enjoying the 3D view more as I play. Some of the levels are quite nice with walkways that go over seemingly bottomless pits and equipment that hums and glows. I’ve found myself just zooming around sometimes looking at things from different points of view just because it looks cool. Considering this is not a first person shooter it all seems more than adequate. Animations are ok with some better than others. If you are expecting amazing flawless animations you will be disappointed. Certainly some of the zoomed-in ‘action’ shots show some oddities. Sound, when it isn’t being buggy, is good but not great. There is nice ambient noise. The various sound effects are ok but not amazing. Overall I’d say graphics and sound are good and more than sufficient for a turn based game.
Conclusion: Overall if you liked the board game you will probably like the computer game. If you liked XCOM you should give the game a try. It is a bit slower paced and somewhat less varied than XCOM but it is still an interesting and tactically challenging game with good atmosphere. The ability to play over the Internet and hotseat (not to mention against the computer) should keep re-playability high. But Space Hulk has always been a good occasional pick-up game not something you play constantly over the long term and the computer version does not really change that. I look forward to seeing how they expand the game in the future.
For a somewhat more negative look at the game see Wot I Think: Space Hulk from Rock, Paper, Shotgun but this was written before the 1.01 patch. I think the current issues are minor annoyances at worst (unless you are suffering from a technical issue).
- Right-click and drag the map to move it around quickly.
- You can stack orders, you don’t have to wait for one unit to finish before going to the next.
- Don’t forget to check your Command Points at the start of your turn to see if you want to re-roll.
- Clicking the square behind a Marine backs him up. Clicking more than one square causes him to turn around and walk to the spot.
- Use the strategic Map (M key) to easily check for door location/status.
- Don’t forget to check you have given orders to ALL your units before ending your turn; it is easy to forget a few Marines.
- Consider saving a Command Point or two so units on Overwatch can clear a jam.