Warhammer 40K: Space Marine has a cult following almost as devoted as the game's zealots, and those poor loyalists have been waiting a decad for a sequel to the hack-and-slashing third person shooter. As the faithful no doubt knew all along, the time is finally upon us, and Space Marine 2 is set to deliver unto thee a scale never before seen in the series. But how will it fare against the new wave of Warhammer games, especially the likes of Darktide? To get a sense of how the sequel is shaping up, I sat down to speak with creative director Oliver Hollis-Leick, who was more than happy to dive into how they aim to build upon the original, and what's special about telling stories in the Warhammer 40K setting. "What's most important about this universe is that it's epic," Oliver tells me up front. "Wars don't take place in cities or countries, they take place on planets, solar systems, and even local groups of stars. So what we want is for the player to feel embedded in one of those great Warhammer 40K wars."
A BUG'S DEATH
Bigger, is definitely the key word. Bigger than its genre brethren, and bigger than its predecessor, promising hundreds of foes on screen as the e sequel confronts returning protagonist Titus with waves and waves of the bug-like tyranids. "We have our own proprietary engine at Saber which allowed us to do things in World War Z that you couldn't get from any other engine, things like 500 enemies on screen at the same time.
This story is from the February 2023 edition of PC Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the February 2023 edition of PC Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios