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[Preview] ‘Warhammer Chaosbane’ is a Polished Diablo-Style Dungeon Crawler, But Level Design Needs Work

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The world of Warhammer goes dungeon crawling, but can it emulate Blizzard’s benchmark series? Discover why there’s a lot of potential for a grand game in Bloody Disgusting’s Warhammer Chaosbane preview.

In all fairness, the dungeon crawler genre has always seemed like a snug fit for Games Workshop’s fantasy Warhammer setting so it comes as little surprise that, even at this early juncture, Warhammer: Chaosbane is looking to do a commendable job of marrying the two together with savage aplomb.

The premise of Warhammer: Chaosbane is pleasingly simple. Those horrid Chaos-lads are at it again as they’ve decided that they want to batter everything that’s breathing in the world into a fine red mist. As the representative of an alliance of races comprising of Humans, Dwarves, High Elves and Wood Elves, you (and your buddies, if you have them) are tasked with putting magical swords/axes/arrows and spells into the faces of your grotesque foes with a view to driving them back to 90s Death Metal World forever and ever.

So far, so Diablo then really.

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In the closed beta client that I had access to in order to author this preview, there were two different characters on offer; High Elf mage Elontir and Human imperial knight Konrad Vollen. Because I prefer the intimacy of ramming blades where they shouldn’t go into the anatomies of demonic evil-doers, I naturally elected to strap on my sword and shield as the good Sir Vollen.

With the entirety of the first act available (it *is* one of the more sizable betas I’ve ever got stuck into, that’s for sure), I was able to clock in a good three hours with the beta build of Warhammer: Chaosbane before all was said and done. The first thing you notice is just how polished everything is. From the easy to navigate menus, through to the detailed environments and the resolutely silky smooth 60 frames per second action that is a world away from the jerky, turtle-plod of recent franchise Diablo-like Warhammer 40,000: Inquisitor Martyr, it’s clear that Chaosbane is already a very polished looking effort even this early on.

As to the core of the game itself, Warhammer: Chaosbane doesn’t appear to be making any big, genre-shattering moves at this point – preferring instead to closely follow the template established by Blizzard Entertainment’s dungeon crawling, magnum opus. With a camera that follows you from a roaming isometric perspective, you are tasked with carving and blasting your way through the Nurgle horde – a particularly unpleasant (and unkempt) branch of the series longtime Chaos antagonists.

It’s simple stuff too – a quick tap of a button executes a standard strike, while more exotic and damaging attacks can be mapped to other keys and pad buttons and chained into combinations with ease. Just like Diablo, Warhammer: Chaosbane also uses an energy system whereby those more powerful attacks consume varying amounts of energy which can, in turn, only be generated by hitting monsters in the face as hard as you possibly can, over and over again.

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In case you find yourself overwhelmed and on a one-way trip to Beatdown Town, healing comes in the form of an infinite healing potion that when used triggers a cooldown, and so its use must be tempered well lest you find yourself without a pick me up when you need it the most. Speaking of pick me ups, should you succumb to a beastly beating, you can elect to resurrect yourself with shards that are found in plentiful quantity, or, elect to quit and return to the beginning of the dungeon.

Elsewhere, the progression system appears to be impressively layered. With a robust range of unlockable abilities and skills that can be plucked from a number of different progression trees, there is no shortage of incentives to keep pushing through the levels and crushing your enemies.

Supplementing the incentive yet further, on top of the regular skills, each class also has an archetype ability which defines their vocation. Our Sir Vollen, for example, fires out a magical shield that stuns enemies caught in its path for a few seconds, allowing for an easy set of kills. Finally, Chaosbane’s Bloodlust mechanic pretty much functions like the rage meter we all know and love – when it fills from collecting pockets of red matter, you can trigger it at any time and for a short period, your character morphs into an invincible and unrelenting tornado of face-smashing violence. Happy days.

Though supremely polished and a lot of fun to play, there are a few things that aren’t quite so appealing about Warhammer: Chaosbane at this point in time, too. The first of these is the level design. Though impressive to gawk at from a technical standpoint, Chaosbane seems fond of repeating huge sections of its play area from one quest to the next. Compounding this repetition is the revelation that roughly 85-90% of Choasbane’s first act takes place in that tried and tested introductory bastion of evil – the sewers, whereupon dull grey and mildly depressing green are the order of the day.

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Then there’s the hub area. Whereas in Diablo III, you could wander around the Town of Tristram and speak to various folks, get an idea of the local flavor, chat to numerous vendors and even take on side-quests, Chaosbane’s hub area is, by comparison, rather limited to say the least. With just one vendor to speak to, no additional folk to really chinwag with and a seeming complete lack of side missions to get stuck into (which would hopefully *not* take place in the sewers), here’s hoping that this is merely a content issue which will be addressed in the final code.

Another issue, albeit a small one at this point, is how this game deals with loot and more pressingly, loot collection. Chaosbane has automatic loot equip, however, there is no option to enable automatic equip when you find better items, as instead, you need to go back into your menu each time to equip new gear. Yes, it sounds like I’m being a lazy bastard (and to an extent, I am admittedly), but when most other titles in the genre offer this feature as standard, its omission should be noted. Something for the final product or the inevitable day one patch, perhaps?

Further afield, destroyable barrels yield the usual sprinklings of gold and other minor loots one might expect, but anyone expecting the free-range, wholesale destruction of furniture and other elements of the environment as seen in Diablo III, will be disappointed. Though again, such nagging issues are ones that could be reflective of the current build status, rather than a systemic issue which will manifest in the finished product.

Based on this rather large morsel then, Warhammer: Chaosbane suitably impresses. It’s far more polished than I thought it would be, has oodles of satisfying combat and rounds it all off with decent loot and progression systems. Though not perfect on account of its level design and other minor seeming shortcomings, it still manages to confidently stake its claim as one of the most lustrous takes on the Warhammer license seen to date and I’m eager to see more, certainly.

Warhammer Chaosbane preview code for PS4 provided by the publisher.

Warhammer Chaosbane is out on PS4, Xbox One, and PC June 4, 2019. The beta is available now via pre-order.

Previews

‘Evil Dead: The Game’ Looks to Be Raising the Bar for Asymmetrical Horror [Hands-On Preview]

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The idea of synthesizing all of the moving pieces of the Evil Dead series into one cohesive package is one vicious, behemoth Deadite in itself. But on top of that, transcending the medium of film and television and adapting it into a gaming genre as volatile as asymmetrical multiplayer? One would naturally question how Saber Interactive could possibly appease every possible audience with EVIL DEAD: THE GAME, from veteran film fans to savvy gamers who want a unique and engaging experience. But as someone who fits into both camps who recently spent an hour with the developers kicking Deadite ass (and kicking ass as Deadites), I can happily report that Saber Interactive has pulled it off. EVIL DEAD: THE GAME is asymmetrical multiplayer at its best.

For those unfamiliar, asymmetrical multiplayer is a gameplay paradigm that heavily skews the power dynamic between two opposing teams. In the case of EVIL DEAD: THE GAME, four players select a character from the roster of Ash Williams and his cohorts from across the Evil Dead franchise (the “Survivor” team) to face one player who controls the all-powerful Kandarian Demon (the “Killer” team).

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The survivor team is packed with familiar faces, including multiple iterations of Ash Williams as he appears throughout the Evil Dead series, meaning if you want to play Avengers multiverse style as a team of four different Ashes, the choice is yours. Just expect to hear a lot of quips from Bruce Campbell, who returned to reprise his role along with almost all of the original cast members from the films and television series. If you’re feeling a bit more sadistic, you can opt to play as The Kandarian Demon, which gives you the ability to control and summon Deadites to hinder and destroy the survivor team before they have a chance to use the Necronomicon to open a portal and excise the evil.

One important question I had when going into the preview was “How is this game going to stand out from its peers in the asymmetrical multiplayer space?” The genre is already well-known for hits like Behaviour Interactive’s Dead By Daylight, and is becoming further saturated with upcoming titles like Gun Media’s Texas Chain Saw Massacre game. Walking out of the preview, I felt that Saber Interactive knocked it out of the park in multiple ways, but my biggest takeaway was the sense of agency that the gameplay provides on both the survivor and killer sides.

For starters, on the survivor side, you’re given the option to select a character that fits into one of four categories: Leader, Warrior, Hunter, or Support. Each character in their respective class holds certain abilities that fit their archetype–for example, Cheryl in Support has an ability that heals the team as they converge around her. This system immediately establishes an element of complexity to the gameplay: how do you build synergy based on these classes? Do you want to be in the fray battling it out, or would you rather scout out objectives and rally the team to success? Additionally, you have the option of upgrading your abilities via cans of Pink-F scattered throughout the map, and have access to an expansive list of weapons to choose from shotguns to Medieval swords.

On the other hand, as the Kandarian Demon, you’re given free rein to zip across the map and collect Infernal Energy, which is used for all sorts of offensive options from summoning Deadites, to conjuring up traps, and my favorite, possession. Think of it like the survivors are in one big haunted house, and you’re the one with the master switch that controls everything that happens, from jump-scare traps to possessed trees and cars. Survivors themselves can even become possessed once their fear meters max out, giving you the option to take control of their characters to lay the smackdown on their team members, waste all of their ammo or separate them from the group. It’s as chaotic as it is a genuinely unique and a fresh take on the genre that’s never been seen before.

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These factors of complexity and agency are so important because it counteracts an issue that often presents itself in asymmetrical horror: redundancy. Continuously playing matches can grow stagnant quickly if the gameplay isn’t complex and the same objectives need to be completed over and over again. The one hour I played of EVIL DEAD: THE GAME left me hungry to explore more. How does the gameplay differ between survivors? What are the other weapons like? How can I best optimize my team? And more importantly, I was excited to try out playing as the killer again. Like many other folks who play asymmetrical multiplayer, I tend to favor playing as the survivor over the killer, but playing as the Kandarian Demon was such a blast that I could see myself defecting to the dark side with EVIL DEAD.

EVIL DEAD: THE GAME truly offers something for everyone. Those who have stuck with the franchise since Sam Raimi’s first film in 1981 will love the homages and faithful adaptations, and those new to the series will love the blend of action, horror, and humor. People familiar with asymmetrical multiplayer can expect a fresh and innovative take on the genre, and if you’re new to asymmetrical multiplayer? I can confidently say EVIL DEAD: THE GAME will set the bar high for you.

EVIL DEAD: THE GAME will release on PS4, PS5, Nintendo Switch, Xbox One, Series X/S, and PC via the Epic Games Store on May 13th, 2022.

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