The Indie Game Magazine May 2015 | Issue 49 | Page 11

Indie Game Magazine: Hammerfall specializes in “high definition gaming; creating cutting edge experiences for PC, tablet, and mobile platforms.” In terms of tablet and mobile gaming, how is the team raising the bar when it comes to quality? IGM: The turn-based tactical combat genre is the one that most closely mirrors that of tabletop gaming. How similar is the rule set for Regicide as compared to the traditional Warhammer tabletop experience? Cathrin Machin : What we look to do is to create the best outcome in every aspect, from having specialist artificial intelligence coders who create the game logic, to having official Games Workshop writers to create the narrative and more. Machin : Regicide certainly isn’t the tabletop game, but it is designed to fit within the 40k Universe. As such, units who have psychic abilities are the only ones able to unleash these, and each race has abilities designed to fit with their characteristics. We wanted to follow the established universe and its lore in the balancing of the game, too. Space Marines are masters of war, and have no specific weaknesses; whereas the Orks forgo a great deal of defensive capability in favor of sheer aggressiveness and variable strengths. Visually it’s all about starting with great-looking artwork and using the latest workflow to create highly efficient graphics. In the same way that a low-end PC’s graphics differ from a high-end PC, every mobile device differs, and it’s important to allow for multiple versions of the artwork so each device can sit at its maximum potential. We also use deferred rendering IGM: For those interested in the single player campaign, how and compression techniques to really get the most of what is adaptive is the AI? Is their proficiency in combat based more on a selected difficulty level, or will AI enemies adapt to difavailable on each device. ferent playstyles during the course of gameplay? IGM: How hands-on is Games Workshop when it comes to licensing out the Warhammer IP? Did they work with the Machin : The campaign rolls out over a series of puzzle missions team to help structure Regicide’s story or influence the visual which follow the campaign story. As a result, the objectives of those missions change based on what is going on in the story aesthetics? - ranging from killing everything on the board to activating a Machin : There is a strong sense of teamwork and camaraderie beacon to bring in reinforcements. between everyone who works on Games Workshop products. The AI itself plays differently depending on what race you’re We all share the same passion and love of the brand. playing against; they can take more risks, or on occasion, make All of the Regicide campaign stories are originals written by more mistakes. The campaign has a gradually increasing difwriters with a long and proven track record in 40k, which tap ficulty level, but players always have the option to change the into the incredibly well-established 40k lore and universe. This difficulty if they wish. is then paired with the visuals that have been developed over IGM: What is the difference between the Regicide and Classic decades by the very skilled artists at Games Workshop. It’s game modes? great to be part of the continuing evolution of the way these Machin : The main difference is the way that the turns play are represented digitally. www.indiegamemag.com 11