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Showing posts with label Space Hulk Ascension. Show all posts
Showing posts with label Space Hulk Ascension. Show all posts

Friday, 8 May 2015

Space Hulk: Ascension Dark Angels DLC


After the sad news that Full Control is winding down its productions we have what could well be the last piece of downloadable content for the time-absorbing Space Hulk: Ascension. We always assumed some kind of rights issue stopped the Dark Angels from being included to begin with but whatever the truth they are here now in a campaign that will test player’s skills to the maximum with an additional twenty campaign missions and some sadistic flash ones.

Each new expansion has added some kind of new gear and this one is the same. In terms of equipment you can now play around with the heavey plasma cannon which causes splash damage from huge balls of exploding plasma. Players also have a new class to use in the Apothecary.  A support character, the Apothecary provides stat boosting bonuses to terminators within close proximity. However, he takes the place of either the Librarian or Sergeant so careful consideration of how you play is required.

This campaign is pretty full on from the start. The very first mission gives you command of two full squads and the remit of exterminating around sixty Genestealers. The aliens come fast and furious and it seems as though more of them can be present on the map at once now. It was a common occurrence for all our Terminators to be blasting away to the point of overheat during a single turn so be prepared for intense, inch by inch fighting.

The stuttering from the Salamanders DLC seems to not be present here and the expansion runs very smoothly in terms of graphics and speed. We did however hit a few bugs where Terminators couldn’t walk through certain areas which required a restart to clear. We had this problem once before with the flamer in the Imperial Fist DLC and it’s something that needs addressing because being stuck in a corner for no reason and having to plan a new route is near impossible under this amount of enemy pressure.

Overall, fans of the game should find more than enough to justify this as a purchase. It adds fun new things to play around with and offers a serious challenge. We still have gripes such as the vents being too hard to distinguish and the white Deathwing armour making the command wheels hard to see but there’s nothing game breaking here. It’s another solid expansion that fans should love.

Wednesday, 25 March 2015

Space Hulk Ascension: Salamanders DLC


Following on from the Imperial Fist DLC comes a yet larger chunk of new content. If the last twenty hour add on campaign wasn’t enough then this massive new one should keep even the most hardcore Space Hulk fans happy for months to come.

This time it is the Salamander chapter that is thrust into the lime light with their own set of strengths and weaknesses. The new marines like fire and as such can take two heavy weapon marines into battle with them. They also have improved immunity against flame.

The Salamander campaign is based around using the heavy flamers to block strategic areas and cleanse the inside of the hulks. The Salamander hulk has been given a volcanic makeover as well with lots of glowing magma and embers filling the inside and it makes it look like a sort of metallic hell. The campaign is not for the faint of heart and is probably the most difficult yet.

Having two flamers in play certainly changes up your options but as they only have six shots each you find yourself trying to pull off the same defences manoeuvres with three marines that you would normally be doing with four.  This makes it incredibly strategic and any small error can spell disaster. There also seem to be many more Genestealers in play right from the off.

Indeed, the new levels are more like intricate puzzles that need to be solved. This is further emphasized with levels that become flooded with lava or contain rotating bridges and walls of flame. It's a new direction for the game and one that offers something different.

We did find this DLC really chugged away as well. No matter what we did it really slowed down quite considerably at times and there was noticeably missing frames and stuttering as the turns unfolded. This is the first time we have encountered this with the game and going back to the previous campaigns revealed none of the same problems. If this is down to the new flame and magma graphic effects is hard to tell but it needs looking at.

Assuming the stability is sorted out then this campaign is another worthy addition to Space Hulk. It certainly has a unique feel and look to it and the huge running time will certainly keep you busy. The new way of playing requires even more careful thought. If you are up for a challenge and can forgive a few technical issues then this represents another solid expansion.

Monday, 16 March 2015

Space Hulk Ascension: Imperial Fist DLC


We reviewed Space Hulk Ascension a little while ago and while it improved upon the original Space Hulk game we still found a few issues with it (most notably the fog of war). However, we were more than happy to dive back into it with the Imperial Fist DLC which adds a new chapter to play and a new campaign.

The Imperial Fists focus on defence and have bonuses which reflect this. They are markedly different from the three chapters already available in the game and are a worthy addition. They can also use the Tarantula Turret which basically allows the commander of the group to stick a huge gun somewhere to cover you. It leads to numerous situations reminiscent of the film Aliens where the ammo is counting down as you rush to get your objective completed before being overrun with Genstealers.

You can also use the new chapter across any of the campaigns already in place, though as this is such a tough game you may want to use the chapter designed for each Space Hulk. The Imperial Fist campaign has some strong level design with lots of cross sections which will see you edging along covering all corridors as you go. We found it even more intense than the original levels, though the difficulty seems a bit more balanced as well. 

It’s still too dark (though there are more gamma options), the fog of war is still annoying and we did have an odd glitch where the Flamer would only turn around on the spot. But, it’s intense, it works and it adds something to the core game worth playing.

Overall, we had a blast with the first batch of DLC. It does a lot right and coupled with the fixes which have been applied to the core game made a more enjoyable all round experience for us going back in. We’ll be looking at the Salamander DLC shortly but this is a hefty chunk of content that shouldn’t be overlooked by those looking to reap revenge on the Genestealer menace.

Friday, 28 November 2014

Space Hulk Ascension Review (PC)


Almost a year ago now we reviewed the first version of Full Control's take on the classic Space Hulk board game. It was a faithful rendition of the Space Marines versus Genestealers conflict with original maps being used and the same reliance on dice rolls. In effect it recreated the table top game very well but didn’t add much else. 

This new version of Space Hulk looks to build on the foundations of the first game and bring the digital version of the franchise close to the realms of a turn based strategy game rather than a recreation of a table top board game and as such a host of new features have been implemented.

The maps for three new campaigns have now been designed from scratch and players get the choice of leading one of three Space Marine chapters into the decaying hulks. You can pick from the Ultra Marines, Blood Angels and Space Wolves with each chapter having a few different specialisms and skills. It seems strange that the Deathwing chapter hasn’t been used here but we suspect that might be something of a rights issue as they are set to star in a Space Hulk game of their very own.

As you progress through the campaigns your marines now level up and begin to gain access to different weapons and equipment. This gives a bit more of a tie to your marines and helps to differentiate them. Starting out with a basic Storm Bolter and Power Fist Combo you’ll soon have access to a range of weaponry which makes your load outs much more flexible. The Genestealer side of things has also been worked on with numerous variants now stalking the narrow corridors of the ships.

The game certainly seems a lot less clunky as well and turns have a better fluidity to them. Though hulking marines are never going to be zipping about the place it certainly moves along at a better pace than the original game and you never quite feel safe. Of course, you shouldn’t feel safe because this is a very difficult game. Even as an experienced player of the board game we found even getting though the initial missions difficult and one of two mistakes can easily end your mission.

That wouldn’t be so bad but there are two major issues which can stop the game being as fun and tactical as it should be. One is the lack of a tactical map which is perhaps the most crucial. The layout of levels is revealed as you explore the ship which is something that probably sounded like a good idea at the time. In reality, in this type of game you need to be able to work out well in advance where you need to place you Terminators. As they have such limited movement thinking up flexible tactics on the fly really isn’t a worthwhile option and wandering into a room only to find it contains a host of entry points for the enemy just doesn’t cut it.

The other issue is the general murk of the levels. It can be very hard to pick out basic features on the ships such as doors and air vents. The amount of times a Genestealer took out one of our marines from a space we didn’t even know about was infuriating and is something that really needs to be looked at. You can change the gamma levels to brighten things up but when you are looking at a dark map from almost a bird’s eye view it’s still very difficult to pick some things out. The command wheels on your Terminators are also very small. 

Overall, the game has certainly developed from the original but it has done some very good things while also introducing some bad things. We like the skill progression, the use of different chapters and the new maps. But we really could do without the murky levels and the fog of war which stops tight tactical planning - which in a game as tough as this is really needed.

Overall 7/10