29.1 hours played
Written 18 days ago
[h3] The Premise: [/h3]
I am not a fan of Warhammer 40K's universe and fandom as a whole. But something that differentiates me from a lot of capital G gamers is that I actually like playing games. I put my own money on the line to test the product on my skin and not formulate my opinion based on YouTube videos, treating them as a supplementary piece instead of a substitutional piece. While I have no investment in 40K, I liked a lot of the games bearing the same flag. I loved Darktide, I played some of the first Space Marine game - I was kinda turned off by the lack of co-op, ironically enough - I really, really liked Rogue Trader - still going through it, as Baldur's Gate sucked my time away - while stuff like Mechanicus fell in the lower end of the graph. Without furter ado.
[h1] The Review Proper. [/h1]
[h3] Chapter 1: Deliverance. [/h3]
I bought the game basically on launch as I was swept up by the sheer hype that it manifested. The YouTube Shorts looked incredibly fun, it looked incredibly scenic, just a massive eye candy (complimentary) and I am a sucker for that kind of stuff. The game had something that I always found other horde-based games lacking: scale. Space Marine 2 really gives you a sense of scale of the rampage and violence and just the sheer, unadulterated bodily offense it will apply upon your CPU and Graphic's Card. I just bought a new PC and thought that this could be the perfect game to test its mettle and I heard it sing. It sung a song that reminded me of the first time I played Gears of War with my friend at his house when I was a kid. The fun, the gore, the sheer amount of just blitzing into a crowd of people and turning them into red mist. When I realised that I could just walk into some enemies and turn them into salsa my day was sold on the game. I shot into a crowd of Tyranids and saw the crowd react, opening a breach that the flood quickly patched up with the physical, tangible mass of their numbers. It was a feast for my eyes and my heart. Parrying felt responsive and incredibly tolerant, the executions were brutal and while yeah, it took me some time to get used to dodging and the art of comboing my enemies into a living death, I was satisfied with what I received. Unfortunately none of my friends bought it due to the steep price tag, and differences in timezones didn't help me, but I was determined to enjoy the game with or without them. I played L4D2 and Darktide alone after all, it's not that hard to have fun with a game by myself.
[h3] Chapter 2: Who the hell are you people? [/h3]
Story-wise I was... Kinda disappointed. Not by virtue of the game sucking, but by virtue of me never really getting invested in Space Marine as a serie. Titus to me was just a person. A big beefy person with a fridge on its back, but I struggled to pogchamp all over the place when the game did something that was clearly a reference to something else, or introduced a character that was probably famous from the other game or a different novel, and as the scene played out in the allotted moment of silence where the howls of the fans and Twitch streamers should be, I found myself just sitting there, waiting for the scene to end, feeling like I just missed something vital, feeling like I was less of a person for not feeling like the rest. Seeing reaction videos to the scene, I discovered that indeed, the character in question was a recurring figure and I just didn't know. It kinda felt like removing the laugh track from the old TV shows for me.
[h3] Chapter 3: Flatline. [/h3]
My actual main gripe with the story is that the game goes from us killing satisfying gushers of ichor to unsatisfyingly punching shells of metal filled with dust. Narratively it made sense: a threat was done, time to fight the next one. Sucks that the newer threat just felt unresponsive to my strikes. Not very satisfying to punch and beat the daylights out of, surely unhelpful were my lobotomised companions that made this overall experience sucky, pushed forward by the strength of my willpower, my desire for big guns, and the Sunk Cost Fallacy.
[h3] Chapter 4: Cold; the air and water flow- [/h3]
If the game was just packaged as a 60 euros 8-ish, maybe more hour-ish single player session, I would rather die than play, but luckily it's not just that. Co-op is the main bulk and selling point of the story, and also absolutely mandatory to understand what happens in the main story as we pilot the B-team sent to do everything else that Titus wasn't doing. And while the co-op mode is in fact pretty good by virtue of being co-op, and with it a league over the previous installment of the game... The system in crippled by one major thing: the grind for EXP, coin, and resources to unlock weapons, upgrades, and skills - the latter being mostly circumstantial number increases, not as fun as they could have done it in my opinion.
This unfortunately introduces the cosmic grind for upgrades and upgrade materials, something that I truly despise, especially in this very game, where the virtue of the upgrade is not enough to reliably even the scaling of the ramping difficulty. And boy the game gets difficult in the higher ranks, requiring higher levels - of course - to grind higher rank materials for higher rank upgrades. This process starts from being unique due to the player experiencing the new additions that appear with each rank of difficulty, but quickly become bemusing due to the piling of technical and mechanical difficulties mainly related to the dev team's uncertainty of how parry should function.
[h3] Chapter 5: Modern Games "Difficulty". [/h3]
I played difficult games. I play Ultrakill, Dark Souls as a whole, Elden Ring, played a lot of Divinity Original Sin, now wading into Baldur's Gate, and I also played a lot of high-end missions in Darktide, too. Those are difficult games, or can become such due to the game being manufactured into becoming that difficult.
Space Marine 2 - no matter how much the "elites" stomp their feet and wail in impotent rage - is not a difficult game. It's incredibly basic. You have a way to aim, switch weapons, you have your firing gun, your melee weapon, a dodge, and a parry/block. There isn't even a difficulty curve about learning to parry since it's a horde shooter. If you manage to land a parry in the sea of fifty strikes coming at you at once, everyone gets stunned, you just need to mash it. It's actually more difficult not to and instead dodge as you are hardwired to parry everything, including the unparriable attacks.
What people call "Difficult" in this game is the idea that there are a lot of big enemies that do big damage, with big health pools, while you have little health, little ammo, and little resources to dispatch them. It's the same kind of difficulty that people hammered on and on about being not fun to deal with. When Back4Blood came out, people didn't like this kind of difficulty setting, wanting something closer to Left 4 Dead 2, where you needed to be more careful, pick your fights more carefully, etc. But now that Space Marine 2 is doing it, somehow it's good.
In all honesty, the true difficulty of the game was to enter a lobby where a Sniper wasn't already being played.
[h3] Chapter 6: The Wrap-Up. [/h3]
Space Marine 2 is a flash in the pan of a game. It has some good moments, but it's mostly an arid grinding session where you punch walls of flesh for thirty minutes or more a pop, to get a small mileage on a single weapon, just to then be repeated all over again. The PVP is a joke. It's so much of a joke that I didn't even mention it in the review. It has some good, scenic moments that makes the average fan soak their panties and can even manage to drop the balls of the non-fans...
But that's what it is at last: it's just hype moments. Hype moments and component farms.
Wonder why every YouTube Shorts or essay video mostly shows setpieces and scripted events.