THQ's Warhammer 40,000 license extended
More lovely Warhammer 40,000 video games shall flow forth from THQ, as the publisher's licensing agreement has been extended.
THQ's exclusive license to publish video games based upon Games Workshop's grim tabletop wargame has received a multi-year extension, the two companies announced today.
THQ is the publisher behind Relic Entertainment's lovely 40k RTS series Dawn of War, which has shipped--not sold--6.5 million units to date. The most recent DoW title was Dawn of War II - Retribution - The Last Standalone, a $10 downloadable spin-off of the co-op survival mode from Dawn of War II - Retribution.
"The impressive translation of the Warhammer 40,000 universe from the tabletop to the video game space by THQ certainly highlights the potential of our most successful intellectual property in the right hands," Games Workshop CEO Mark Wells said in the announcement. "We know that the depth of the storylines, characters and imagery of the Warhammer 40,000 universe positions the IP to excel across many media platforms--and extending our agreement with THQ will help ensure that Warhammer 40,000 maintains a strong and growing presence in the video game space."
The extended license applies to mobile and social games as well as "core" platforms. THQ president Brian Farrell notes that its 40k feast "will continue to grow with top quality games across all platforms," though I wouldn't start fretting about HiveVille just yet if I were you.
WH40k titles currently in development include action game Space Marine and Dark Millennium Online, the MMORPG from Darksiders developer Vigil Games. THQ has also confirmed that the third full instalment--numerous expansions and expandalones aside--in the Dawn of War series is in the works, though it has yet to be formally announced.
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Alice O'Connor posted a new article, THQ's Warhammer 40,000 license extended.
More lovely Warhammer 40,000 video games shall flow forth from THQ, as the publisher's licensing agreement has been extended.-
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It'll be a long, co-op story epic where players each take control of a different species' commander (Marines, Orks, Tau etc.) and do third person battle against the Tyranids and Necrons on various faithfully rendered worlds. It'll have everything from indoors spec ops (including inside space hulks as in Chaos Rising) to open plains battles, while featuring Red Faction: Guerrilla style physics. Gameplay will be a masterfully balanced blend of tactics and badass action, avoiding both too much grinding and excessive complexity.
Description of a typical mini-boss encounter: In a 3-man game, the SM Force Commander, Ork Warboss and Tau Commander spot a large Tyranid Carnifex accompanied by a group of smaller creatures and a few Coanthropes. They decide to attack (coordinating focus and abilities over Vent or similar). The Marine charges and stuns the Thropes, while the Ork attracts the attention of the Carnifex, using his bulk to absorb the hits until the lesser foes can be disposed of.
Meanwhile the Tau's options start firing on the little swarm of fuckers, and he opts to burn a good chuck of ammo to mow them down with his flamethrower and gatling gun. Then the three of them turn toward the enraged Carnifex.
PS: wishful thinking. THQ, don't sue if this ends up being accurate.-
No.
First off, that would rape cannon.
Necrons and Tyranids would never work together, let alone the Xenophobic Space Marines, the expansionist Tau, and the... Orks. You don't even need to give them a title. They just wouldn't.
Second, why? It's an RTS, not a FPS. You're suggesting we play Last Stand, only not survival.
I hope to whatever omniscient creature is out there that you are wrong and that this is not what it will be. Please.
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Agreed. Things like the Mekboy charging into close combat with a Shootah, Cyrus moving forward between covers despite the fact that he has a sniper rifle, Tac and Devastator marines not firing occasionally when in buildings... That's pretty easy crap.
Though I would like to see this new massive-scale gameplay.
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I don't understand the desire for base building. There is no level of complexity missing by moving unit upgrade trees to the units themselves and keeping the focus on the battle.
Destroying and denying enemy generators is already hugely important, but again, it keeps the focus out on the field.
Flying back to base, clicking on a building menu, and manually placing it is not fun and just draws you away from the battle to complete a laundry list of chores. There are plenty of RTS games out there with base building, we don't need MOTS.-
I don't recall him saying anything about base-building, actually.
Larger-scale armies would be great, even without the RPG elements or bases.
I mean, take a quick look at the tabletop game itself. We've got a point system that chooses how many units you can take, and then what you do with them is up to you.
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