We recently spoke to Viktor Juhasz, the lead writer and narrative designer of Warhammer 40,000: Inquisitor - Martyr, about the game and what is has in store for fans of the series.
To explain the action RPG game "in a nutshell", Juhasz said the inquisitors are "powerful secret agents" and the player will fill their shoes, being able to "go on missions in our very own sandbox, open-world setting". He also said that players will get the chance to "tackle different missions with different objectives that you can play on random generated maps".
When asked about the world and its structure, Juhasz said that players "will have access to the star map of the sector which we will open up gradually, and when you are roaming the star map, the whole sector, you are going to see points of interest". The world is structured in a certain way, with sectors splitting into subsectors which then split into star systems which then have points of interest within them. "When you click on a point of interest that has, well, a certain mission attached to it, then you are going to enter an action RPG map", he added, "with certain improvements".
On the topic of the action within the game, Juhasz said "we really wanted to improve on the action RPG mechanics. We had experience with action RPGs with the Incredible Adventures of Van Helsing trilogy and we found that the 40k universe, where there is only war, would require different methods. So we implemented the cover system that both you and your enemies will be able to use". Dwelling on this cover system, he said that "basically every part of a terrain can be used as cover". The destructible environments in the game were another key feature Juhasz talked about. "You can blow up parts of the map and you can blow up covers as well", he said, and "you can basically walk around on a map dealing out as much destruction as you want".
The game is not all about this destruction, however, as Juhasz mentioned that the team were interested in a "more tactical approach to the gameplay" focussing around "smaller groups of enemies who are following orders, who act in a more tactical way" rather than thousands of enemies. This doesn't mean, however, that there aren't moments where "it feels like you are really, really fighting against the tide of chaos itself".
In regards to the damage that can be done to body parts, he said that "each creature can be torn into pieces" and that since this is a 40k game they wanted to make it "as bloody, as violent" as possible. Also in the game are bosses that have "those destructible body parts which tie to specific abilities", meaning that body parts with certain effects like poison will not be able to be utilised if they are destroyed. Also available are execution animations as well for these bosses, of which there will be many. "We have the whole 40k universe to play with", he said, "sooner or later we are going to include I think almost everything that has a place in the 40k universe", including a variety of bosses with different body structures and abilities.
The inquisitors are also key features of the game, and "each class in our game represents a different background". The Crusader will be a heavy type and the Assassin will be a more agile character instead, those two being the only ones revealed so far. "You are going to play very different with each of the classes", he said, adding that a third one will be revealed later this year.
Gameplay will also involve "a lot of investigation" as well as combat. "It means that the whole sector is scattered with possible missions but sometimes these missions lead to other missions. You can unearth clues, for example, that will lead you to another planet" and if a player follows these clues they will be part of what they call a "grand investigation".
"Everything we talked about is available in a co-op mode as well", Juhasz said, but "there is just one exception to the rule". The game will feature a single player campaign which, "for various reasons that we are going to explain in the game" will be a more personal experience for single player only. "We don't have a direct PvP in the game", however, although there will be rival factions and hideouts which inquisitors can attack, acting as an "indirect PvP" with defensive systems and followers.
Concluding about the game's relationship with the lore of the 40k universe, Juhasz said that "we really wanted to create a game that feels like a 40k game to the core", using multiple assets from the universe to do this, making it feel like "a very traditional 40k sector". He also said that the team had access to a variety of sourcebooks and other material in order to do this.
The game looks set for a 2017 release date on PC before coming to consoles later in the year.
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