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MAKING WAVES

July 2022

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Edge

How Darktide takes Vermintide's horde action into the grim darkness of the far future

- ALEX WILTSHIRE

MAKING WAVES

Warhammer is usually experienced from far above. Whether in the guise of its orcs and elves Fantasy incarnation, or orks and Aeldari 40,000 (40K) incarnation, Games Workshop's universe of eternal war has always been about floating on high as a god, ordering units of troops to charge into bloody and highly chancy turn-based battle. After all, Warhammer always was, and still is, primarily a tabletop wargame. So when a licensed videogame comes along and moves the viewpoint into its worlds to one of the rank and file, it can feel transformative.

We're running through a factory deep within the hive of Atoma Prime, a dystopian city of nine billion souls. Around us, hulking Leman Russ tanks are under construction. Ahead of us is a cooling system that's rigged to blow. And between is a horde of cultists, traitor guardsmen, and worse. They clamber over railings and storm through doorways. They take positions on gangways high above, and, as a Chaos Hound howls, they gather for an assault from behind. Warhammer 40,000's fabled setting comes into full focus when it's pressed up against your face in first-person. A toughness three, one-wound cultist becomes a close and present threat instead of feeble battlefield chaff that's blown off the table in the Ultramarines' first shooting phase. In Darktide, it leers and taunts, showing off every lesion and mark it suffers as a servant of Chaos. From the hive's steaming hallways and cramped living quarters to its cavernous factoria and interior superstructures, this game sets out to express the on-the-ground experience of grimdark.

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