I’ve kept my eye on WH:MOC for a while now, and it seems to be shaping up nicely. Here’s a burb:
Much like its predecessors, Mark of Chaos will contain the same basic idea behind real time strategy gaming: an emphasis on the tactical and strategic aspects of battle in real time while downplaying the “tedious” aspects of base and resource management.
In addition, Namco also boasted that the massive battles found in previous Warhammer titles will be even better in Mark of Chaos as gamers will be able to clash with enemies in a very “epic” sense. Gamers can create large demons that tower over infantry while still incorporating thousands of troops in battalion-level organization. All of these soldiers are rendered with full detail and exhibit realistic action as they fight the enemy.
features include:
[ul]
[li]USE ENVIRONMENTS TO YOUR ADVANTAGE: A variety of buildable features and randomized, destructible terrains such as forests, swamps, plains, and tundra change the shape of the battlefield and add a layer of strategy that provides infinite replayability.
[/li][li]COMMAND HEROES AND CHAMPIONS: As armies move from battle to battle in an epic war, Heroes and Champions learn new tactics, unlock new abilities, command larger units, even challenge other Champions in a duel to the death.
[/li][li]CUSTOMIZE YOUR ARMY: Warhammer: Mark of Chaos takes customization to a new level by allowing for body part swaps, weapon and armor enhancements, and more powerful controls to paint units and customize banners. Additionally, players can accent armies with mercenary “Dogs of War”, augmenting the look and play of their army for a unique game experience.
[/li][li]VARIETY OF PLAY MODES: Dynamic cooperative campaign mode and a full assortment of multiplayer modes for both casual and competitive gamers.[/ul]-------------
[/li]Now, it all sounds very, very similar to Bungie’s Myth and Myth2… tactical fantasy combat revolving around fixed ressources vs more traditional RTS ressource harvesting, with the more recent innovation of commanding squads over individuals introduced in Shogun total war.
To me this is a good thing: Myth is one of the few RTS games I played for more than a few weeks, and turned into a 3 year love affair. Quick, bloody, tactical and always shifting battles coupled with numerous game modes made for an infinite variety of possible strategies, all without having to jump around to base and ressource harvesting. All in all, multiplayer nirvana.
However,