Review

Space Hulk: Ascension Edition Review

  • First Released Nov 12, 2014
    released
  • PC

Burn the heretic!

Space Hulk: Ascension gets it right. Developer Full Control Studios dropped the storm bolter last year in its first shot at adapting this Games Workshop board game classic, sticking too closely to the formula of the 1989 original. The designers have loosened their collars this time around. While they respect the intense Space Marine-versus-Alien duel at the heart of the original experience, more of the Warhammer 40,000 universe has been tossed into the mix, along with many new features that bridge the gap between the old board game and contemporary turn-based strategy gaming. There are still some lingering issues with the insanely punishing difficulty, and some quirks with the visuals and the interface. But this is still a much improved take on Space Hulk that, oddly enough, feels truer to the original game even as it moves farther away from it.

Subtlety is the shared characteristic of the changes and additions. Space Hulk: Ascension doesn't mess with the core elements of what made the tabletop game a cult hit. You take charge of squads of Space Marine Terminators, hulking genetic monstrosities in power armor that lead the way in the battle against aliens and heretics in the grim Warhammer 40,000 future, where there is only war and the laughter of thirsting gods. You get a thin slice of the brutality on offer in the greater world of Warhammer 40K miniature wargaming and fiction, guiding small groups of these fanatical warriors as they invade space hulks, which are wandering starships filled with alien Tyranid Genestealers that pose a threat to the Imperium of Man. There is a lot of backstory here, but all you need to know is that you must shoot, smash, and burn alien monsters that infest the shadowy corridors of spaceships.

Kill the alien, burn the heretic, and purge the unclean!
Kill the alien, burn the heretic, and purge the unclean!

Everything is handled with a traditional turn-based interface. Your Space Marines consume action points with every action, from firing storm bolter pistols and flamers, to going into overwatch to guard against enemy movement, to simply turning around in their big suits of power armor. Matches are slow, in that you have to constantly watch your flanks, guard enemy spawn points, keep an eye on ventilation ducts where Genestealers lurk, and so forth. All missions take place in the cramped confines of space hulks, ancient wrecks loaded with corridors so narrow that Space Marines have to proceed through them in single-file formation. Genestealers turn into blurs of teeth and claws up close, so positioning is vital unless you want to be turned into hamburger.

This sounds a lot like last year's Space Hulk. But once you get beyond these basics, Space Hulk: Ascension becomes a significantly different and better game. For starters, the game now features three Space Marine chapters, with the famous Ultramarines and Space Wolves joining the Blood Angels from the original game (the Space Wolves were also available as DLC for the first game). Both bring added Warhammer 40K atmosphere, along with some variations in gameplay, as the Ultramarines specialize in ranged combat and the Space Wolves in melee, while the Blood Angels are jacks-of-all-trades. The differences involve just a couple of unique weapons and a minimal difference in attacks, but the armor of each chapter is distinctive, giving matches a different flavor that is already a huge bonus to anyone who has been painting miniatures of these guys for years.

Three lengthy campaigns with linked missions make Space Hulk: Ascension a much more engaging experience than its predecessor.
Three lengthy campaigns with linked missions make Space Hulk: Ascension a much more engaging experience than its predecessor.

Space Hulk: Ascension doesn't mess with the core elements of what made the tabletop game a cult hit.

There are also three full campaigns (expect to play each for at least five or six hours), each with storylines tailored to the Space Marine chapters. (Unfortunately, multiplayer has been removed.) With the Ultramarines, you defend their homeworld of Macragge, while the Space Wolves deal with the fate of a long-lost pack, and the Blood Angels get the chance to redeem themselves yet again. There isn't a great deal of story here, with no voice-overs or cutscenes to set the scene and tell the tale. But the campaigns do feature branched missions where one assignment rolls into another, which provides some illusion that you're waging an ongoing war to destroy a space hulk instead of taking on barely connected battles. You are also given some choice when it comes to accepting missions, and are hit with optional one-off jobs taking on hordes of Genestealers. These events serve to extend the campaigns, although they also provide a changed focus in that they set up tactical free-for-alls instead of the goal-oriented (steal information, "cleanse" a corrupted Space Marine brother, set explosives, etc.) story missions.

Missions see you facing new and varied types of Genestealers now, with different types of armor and claws, feeder tendrils that allow brains to be gobbled up handily, and flesh hooks that can yank a marine in close for some tender loving crushing. Marines come in different varieties, too, with sergeants, melee and range specialists, heavy troops with flamers and cannons, and psychic librarians all joining the fray. Attack options that allow for aimed shots, suppression fire, and so forth have also been added, and up the ante during tactical combat.

You can now play as two additional Space Marine chapters, the legendary Ultramarines and the ferocious Space Wolves.
You can now play as two additional Space Marine chapters, the legendary Ultramarines and the ferocious Space Wolves.
No Caption Provided

Space Marines now also gain experience and level up. You can gain points that are applied to attributes such as ballistic skill, agility, and perception. New levels unlock access to weapons like the power sword, thunder hammer, and lightning claws, equipment and skill slots, and specialized skills that boost everything from your shooting accuracy to weapon heat management to overwatch ability. This system should be familiar to anyone who has played a turn-based squad game on the PC over the past two decades. Still, these frills nicely expand the core Space Hulk gameplay, giving you more strategic options when building your army while simultaneously helping you form a bond with troops that become better with each passing mission.

Or so the theory goes, anyhow. The blessing and the curse of Space Hulk: Ascension is that you have very little margin for error due to your small five-man squads, limited ammo, the proliferation of Genestealer spawn points, and other factors. Having the deck so stacked against you makes the game very exciting and tense, but also a bit maddening as losses are generally high, even on the missions where you emerge victorious. This has a real impact on character progression, as you of course have to keep your people alive for a mission or three for this feature to really matter. The lone redeeming feature is saving, as you can save progress in mid-mission and replay whenever you lose one of your top marines. Still, it's hard to keep up with casualties. Trying to be perfect, or even close to it, requires so many continual reloads that single missions can easily turn into multi-hour marathons.

The overall look and feel of the game has been much improved over its predecessor. Audiovisual quality has been boosted with improved Space Marine models, sharper and spookier-looking space hulk corridors, and a moody musical score. Problems that plagued the last game, such as unskippable animations, have also been removed. The one sore point, however, is that the game is now a little too dark. Where the first game was bright and colorful, like the tiles and painted miniatures of the board game, this second take adds in the fog of war and removes the top-down strategic map. Even in revealed areas, maps are now so shadowy and murky that it can be hard to identify doors, ventilation shafts, Genestealer spawn points, and even game icons like the green eye indicating that a marine is in overwatch. This adds to the atmosphere and tension, as you now don't know what awaits you. But it also increases the frustration factor and forces you to play with the camera and gamma settings.

Having the deck so stacked against you makes the game very exciting and tense, but also a bit maddening as losses are generally high.

No Caption Provided

The interface has also been overhauled with a radial menu for available orders that pops up whenever you click on a marine. It works very well for the most part--although the selections are quite small--in providing quick access to all Space Marine attributes. But there is no undo button, which was readily available in the last game. A ghost image of your marine in its new position is now shown before you click again to confirm moves, but it is way too easy to move the cursor a tiny bit and wind up facing the wrong direction. Or to move accidentally when you try to click on another marine and miss. Since action points are so few and so valuable, any slip-up like this can kill a Space Marine (use an extra point by mistake and you might not be able to go into overwatch, for instance). Adding back the undo button would be a huge benefit.

Space Hulk: Ascension rises to the challenge by preserving the spirit and most of the mechanics of the original board game, while still expanding on the design to embrace its new home on the PC. Even with the design miscues, this is the closest that board game fans have come to being able to recreate the heart of the tabletop experience on a computer or console since the two great Electronic Arts takes on the franchise that came out in the early 1990s. Unless you have a desire to play head-to-head or to paint miniatures, you can get all the Space Hulk that you need right here.

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The Good

  • Multiple, lengthy campaigns with dozens of extremely challenging missions
  • Roleplaying elements with your space marine squad make campaigns more involving
  • More tactical options involving shooting, new types of Genestealers, and weapons

The Bad

  • Interface could use some adjustments and an undo option
  • Dark and murky visuals can obscure vital parts of mission maps

About the Author

Brett Todd flamed Genestealers for about 15 hours while reviewing Space Hulk: Ascension.
19 Comments  RefreshSorted By 
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Gelugon_baat

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Edited By Gelugon_baat

Just in case anyone is wondering what the f*ck Warhammer 40K is about.

Seriously, there is a lot of fluff about glory and grim-dark brooding bullsh*t in between the important bits. Believe me. Really.

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MAD_AI

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Well this should satiate my 40K needs, until Games Workshop stop dicking around with the IP and greenlight Dawn of War 3.

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KonradCurze122

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Aren't blood angels supposed to be very heavily melee oriented?In fact they are the best loyalist melee based chapters.If they wanted a balanced chapter they could have gone with imperial fists or better yet dark angels.The Lion's lot is very balanced.

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Gelugon_baat

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Edited By Gelugon_baat

@konradcurze122

If you say that to the Space Wolves, Black Templars, or, heck, any other Blood Angel Successor Chapters, they are going to stare daggers at you.

With that said, Full Control here is simplifying a lot of things - and it is not being very careful with the canon either.

For one, sure, Cyclone Missile Launcers are mounted on Terminators, but they were meant for actual battlefields - not close-quarters combat.

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KonradCurze122

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@Gelugon_baat red rage/black rage >>>>puny wolves :p

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Gelugon_baat

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@konradcurze122

At the risk of going full-nerd/lexicanum, I don't think that you recall that the Space Wolves have the Curse of the Wulfen which makes them just as nasty as the Blood Angels.

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KonradCurze122

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@Gelugon_baat @konradcurze122 I recall that brother captain but you forget the sanguinary guard which are considered to be the best command squad in the fluff and also till 5th edition of codex (i.e. until spiritual liege intervened) blood angels had more melee advantage on the wolves.

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khankalili

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@konradcurze122 @Gelugon_baat Sanguinary guard don't go around in terminator armour.


Have to agree with Galugon: the game doesn't really follow the canon. As for which chapter is better at melee. I always saw the space wolves as better. Check their all-melee dreads, compared to BA Furioso pattern, then remember that blood angels love their melta's on everything (not really a melee weapon). the exception is the deathgaurd element of the blood angels, but compared to full wulfen SW the wulfen would rip through the death guard.


Of course none of this matters in Space Hulk: all first company terminator armour wearing bad a$$es (best of the best).

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Gelugon_baat

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@khankalili

"deathgaurd"?

Don't you mean Death Company?

Also, while I would disagree on whether the Wulfen is more powerful, I would say that they are more reliable than the crazy, next-to-uncontrollable Death Company.

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khankalili

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Edited By khankalili

@Gelugon_baat @khankalili You're right about the death company... don't know how I got that wrong...kept me up last night, I'm that disappointed at myself.


My orks don't care which company they're from of course... they'll (try) to kill anything...and sometimes succeed in rolling more 6's than anything below that.


Also don't forget: Blood angels can ally with necrons...according to the fluff ;)...compensates some of the nerfing, even if it doesn't really make any sense.

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Gelugon_baat

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Edited By Gelugon_baat

@khankalili

If you are one bloke in the grim-dark future where there is only war and you said that to a Blood Angel, he will slap you for confusing his (crazy) brothers with the Traitor Legion. XD

Also, really, are you playing with loaded dice?

And yeah... I suppose the ret-con of the Necrons (they are Warhammer Fantasy's Tomb Kings in space!) made such unlikely alliances possible. Also, does any Game Master even allow that, at least not without some major catch? Exploiting the alliance rules tends to result in rather imbalanced armies.

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khankalili

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@Gelugon_baat @khankalili Imbalance is why I love the new unbound armies thing. I realise that it will probably never go in tournaments, but it's basically what me and friends have been doing for years: "My army will consist entirely of super heavies",

"Ah, but mine will be only forceweapon wielding pointyears"

I don't think the game should be balanced...it never was before, and the people who try to min-max their army just don't get it and I don't get them (they are also the ones who complain about imbalance, at least imo). For me it's all about the story and the fun. The story of why the blood angels and necrons can ally is amazingly hilarious.

My orks lose...they lose a lot. But that's their purpose: they live, fight, die and respawn (literally considering their fungus like nature). It also makes the wins worth savouring.


as for the 6's...against space marines the marines still have to roll a lot of 1's and 2's.

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Gelugon_baat

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@konradcurze122

Dude. This is Space Hulk. This game is based on the spin-off board game, not the main table-top version. Also, you are two editions late; the Blood Angels have been nerfed.

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Gelugon_baat

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Great and all for the developer to revisit their earlier game, but they placed a price tag on this package and sold it as a separate game.

Read the grumblings of customers here:

http://steamcommunity.com/games/242570/announcements/detail/169202405059878557

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dark_sith_

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@Gelugon_baat Unfortunately most devs are not CD Projekt Red and Harebrained Schemes.

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Gelugon_baat

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@dark_sith_

Personally, I don't like those game-makers either.

CD Projekt Red may yap a lot about DRM and DLCs, and they certainly do deliver on their own products - but CD Projekt doesn't insist that its catalogue partners on Good Old Games give out free content updates. CD Projekt is laissez-faire on this matter.

Also, CD Projekt doesn't consider online infrastructure to be be DRM - if its latest GOG Galaxy feature to let people play with Steam users doesn't imply so already.

I still remember how Harebrained Schemes let non-backers down by announcing that Microsoft won't let them release the consumer version of Shadowrun Returns without DRM. That deal has lapsed, at least, but I still remember regardless.

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timmerous

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@Gelugon_baat No different for Fifa/CoD/Madden etc. releasing yearly updates that don't do much more than tweak the balance of the game. At least this has made more significant changes to the previous game. I also think there would be an argument for owning both since this one seems less faithful to its name than the original. I guess the debate is more of when does an update of a game deserve to move from DLC to sequel?

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Gelugon_baat

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Edited By Gelugon_baat

@timmerous

If you are suggesting that I am not slamming those higher-profile games, then I will say here that because this game is "no different", it deserves the same condemnation.

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timmerous

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Edited By timmerous

@Gelugon_baat Nah, I was rambling with my thoughts, the last line of my reply was pretty much my summary of said ramblings :) That last question is the way I see most people sensibly deciding whether a game like this is worth buying for them if they owned an earlier version and will vary from person to person (even the link you gave had a mix of people on both sides of the fence).

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