Warhammer 40K: Chess - Regicide, a game that blends the Warhammer IP with the strategy and tactical gameplay of chess, is coming to multiple gaming platforms in 2014, Hammerfall Publishing and Games Workshop announced today.
Cathrin Machin, project lead at Hammerfall Publishing, told Polygon that two of the defining principles of Warhammer 40K: Chess - Regicide are compelling and tactical gameplay mechanics combined with a strong emphasis on visual fidelity. Based on this, the game mixes in stunt choreographed and motion captured animation to create "merciless kill and death animations" using military trained fight and stunt choreographers.
"The animation is a really critical aspect of the project, there are countless unique kill and attack sequences and we've worked tirelessly with motion capture stunt performers in a state of the art studio to ensure each move is realistic, and of quality," Machin told Polygon. "Thousands of hours have been dedicated to asset creation, and I feel the teams passion and effort shines through in the final product."
Featuring upgradable characters, players can choose to play from several factions from popular Warhammer 40K races. The game offers single and multiplayer classic chess modes, along with a Blood Angels story-driven campaign powered by the new Codex chess engine and written by Games Workshop published author Ross Watson.
Warhammer 40K: Chess - Regicide features cross-platform gameplay. Specialists for PC, tablet and mobile games, Hammerfall is slated to release the game on multiple platforms; however, the company was unable to confirm specific platforms at this time.
Those who sign up in the in the first 30 days of its launch will receive a free in-game Space Marine White Scar army. You can get a taste of Warhammer 40K: Chess - Regicide in the cinematic teaser trailer above, created by cinematic studio Plastic Wax.
"We have a great respect for the Warhammer 40K IP, the many loyal fans, and Games Workshop," said Tyrone Maddams, art director at Plastic Wax, in a prepared statement. "We wanted to break new ground, and chose to create the cinematic using a real-time engine. It was important that we created a cinematic which not only represented the quality of the game by using in-game assets, but also does justice to the IP."
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