You find yourself alone on an alien planet, with nothing in front of you except the evil worshipers of the evil God of Chaos. That tends to be good, as you are Space Wolf; son of Russia, born in battle and ready to die for your cause. But in this case, there is a too much of the enemy, and your mission is to search for the ancient fragment, so death can be in vain. Can you hold the dissenters of the Word long enough for your warriors to strengthen your position? Only time will tell…
Warhammer 40,000: Space Wolf finally reached Switch this week after first launching with Apple phones back in 2014, Android in 2015, and PC in 2017. So, how does a six-year-old mobile game catch up now that it's almost down to Nintendo Switch? Not very well, to be honest. The game is a complex mix of The X-Com-esque Turnep-based-intelligent gameplay and card game that can be collected by a deck builder. However, none of these ideas blend so well into the switch.
Turn-based tactics attract quick comparisons with X-Com, or, for Switch users, Mario + Rabbit War of the Kingdom. While the last of these games proves that this version works well on Nintendo's console, Warhammer 40,000: Space Wolf doesn't have precise controls to take advantage of it. Movement of characters should be easy, but somehow the game fails to register the square you'd like to move on to.
The constructive side of things, admittedly, is a nice addition that separates Warhammer 40,000: Space Wolf from many other X-Com's out there. Each character you control has their own deck of cards that they draw on each side, which details their available actions. Most cards are a collection of weapons, but you'll also find protective shields, movements and cooling cards. Weapons are divided into various stages of combat, some of which can be “fitted” instead of fired as usual. This gives the character the power of a & # 39; Overwatch & # 39 ;, a playfully polished game that gives the character a fire when the first enemy enters their line of fire. Weapon cards can also be recreated on the go if you need a faster position.
Some weapons will be better than others – that makes sense. But there are certainly differences between various weapons and that of Melee. Melee weapons such as Power Fists and Thunder Hammers can do it you're crazy casualties – often opponents shoot – but it requires such a large amount of resources to put your Termiler at such an attacking level that it is of no avail. Shooting an enemy twice will do the same amount of damage and will not leave you in a critical and easy position. In addition, while the various weapons provide cool animations and epic sound effects, the devastating beats from the Thunder Hammer are accompanied by a quiet and unsatisfactory squelch, such as a small wet flag that hits the floor with a tile.
The actual design is something about as easy to use as a war movement – that is, not so much. A small list on your small screen switch screen shows your current location, and a large portion of your screen is taken up with the available cards. There is no guide to good design, and then blame and error are taken long time. In addition, you have three floors to control, one for each character class – Scout, Power Armored Marine and Terminator. The characters provide strategic choices, but only after you've spent a significant amount of time building their stakes.
You can unlock new cards through gameplay, or “make your own” using in-game currency. The fact that & # 39; gacha & # 39; The mechanics aren't on the Switch are quite optimistic, but our experience on the Forge part of the game wasn't great. We spent 20,000 coins on 20 “overpriced” cards – supposedly with the best chance of creating a popular and powerful card – and found just averages. We ended up with 18 standard and 2 rare cards for this expenditure, seeing that if we had bought plain card packs, we would have received cards six times, and similar findings are possible. Maybe we were just silly, but it was wonderfully it is frustrating.
The campaign itself has very little story in it, sending you on missions that seem to have nothing to do with "securing a spot" or "meeting the Rune Priest". All machines offer swathes of Chaos Space Marines to defeat you, who have the same weapons as your Space Marines but inevitably do a fraction of the damage. This will work with Cultists or lowly worshipers, but the Word Bearers dress up directly the same costumes as your Space Wolves, so it comes off as a coincidence. Alternatively, defeating the enemy waves in & # 39; s challenge & # 39; s challenge is not only bizarre but also cost us the game twice.
Conclusion
There is a fun and fun game buried somewhere deep under Warhammer 40,000: Space Wolf, but you'll need to crack a hard, dirty weapon that protects key equipment before you can find it. Unfortunately, you do not have the Thunder Hammer right you have – all you have is time, and you will need a lot to find any real fun with this disappointing title.