Warhammer 40k dark heresy bear abhuman
You are encountering this environment and everything that is contained within it from the perspective of a human being, which makes you very vulnerable and fragile and also makes your responses to it much more naturalistic. It made the game unusual and I think really bravely and interestingly from a human level. So I was really excited when they started to tell me what they had in mind for this game, that it is essentially an inquisitorial mission and you are playing somebody who is essentially human, who is pretty much against your will and given no choice but, recruited to be cannon fodder, to help them serve this mission. The reason I've always done that is because I think to be a regular human in this universe, although that makes you incredibly vulnerable, it is the best access point for a reader or indeed a player - it's relatable, you understand what a human being is, so you can communicate the universe very much to them, and also communicate it via them to the reader because they're seeing a human response and a human reaction to things. They are, generally speaking, essentially regular humans as well. Or in books like the Eisenhorn books where we're talking about Inquisitors, which are essentially the special police who patrol the universe looking for signs of heresy and for the infiltration of chaos. RELATED: A Way Out: Why You Should Play This Forgotten Co-Op Masterpiece NOWīut in the novels I've written over the years, although I have written Space Marines I've almost always gravitated towards the human element, that is to say things like the Imperial Guard, which is the regular human army of which there are billions across the stars, used as cannon fodder usually. And that's sort of the obvious place to go to in so many stories, the fulcrum of other games and all sorts of different things. But the iconic thing in Warhammer really is the Space Marine, this sort of unstoppable armored force, which is the sort of the poster child of all things Warhammer. The Warhammer universe is vast and operatic in its scale and its infamous grimdarkness, which permeates everything. I can't see anyone better knowing exactly the human perspective.ĭan: That's very kind of you to say so. I mean, it's mostly because they are portraying the perspective we wanted to achieve in Darktide. So for us, getting Dan was sort of a dream come true. Even before we actually got to work with Dan, we had the whole team read up on Dan's books - Eisenhorn and Gaunt's Ghosts. What was the order of the creation of characters, mechanics and an overarching story? How much did you have to go on, Dan, when you were trying to flesh out this world? And how much do you rely on Dan's story, Anders, to flesh out the game?Īnders De Geer: I said this to Dan multiple times, but I think Dan was on the project before Dan realized that the project existed. RELATED: 5 Co-Op Games to Play After It Takes Two So, yeah, I was very pleased to be invited.
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But I do work in games and this is a really nice combination of my interest in games and my deep love of Warhammer. I mean, I obviously write for Warhammer and write novels and write a lot of comics. They had some great ideas already, and like the idiots they are, they thought that I was the one to ask, so let's see how that works out for them. So it was essentially putting flesh on the bones of what they wanted to do. And to sort of build up the characters that you'll encounter and something to do with the way the plot works, and all of that. So it's an enormous area, a world within a world that can be explored. They knew what they wanted to achieve, what the game mechanics would be, but obviously, we have a location so there was a lot of world-building to do to actually bring that thing to life, create this amazing hive city that is the focus of the story - which is a vast thing, it's not just a city, it's a place the size of a continent. CBR: What was your role on Darktide, Dan?ĭan Abnett: I was essentially recruited to, I presume, bring to bear my knowledge of the 40k universe, having written so many novels about it in the last 20 years or so, and to essentially flesh out the structure that the guys at Fatshark have created.