
Space Hulk was on my mind anyway – I was thinking of group-based tactical games with a claustrophobic atmosphere after playing Spectrum-Aliens-remake LV-426 (Which, were I making Bioshock 2, I’d rip off completely). So when news of a just-released Space Hulk remake reached me, I was overjoyed, making plans to step back into the early nineties of EA’s multi-windowed paranoia-fest. Except then I realised that while they have EA’s (And Games Workshop’s) permission to do this, it isn’t based on the computer game at all. It’s based on the board game. So it looks like this:

But I was overjoyed anyway, because Space Hulk was one of my favourite board games of my teenage years and, in this form, it’s is the sort of focused turn-based strategy game that hits that Julian Gollop (Rebelstar Raiders, Laser Squad, Chaos, X-COM) spot straight on.
It’s an asymmetrical war-game basically. Set aboard the hulking pieces of space-wreckage known, for some reason, as Space Hulks in the Warhammer 40,000 universe, there’s two groups. One one side, are the Terminator Space Marines who have guns. On the other sides, you have Genestealers, who don’t. But they do have the sort of claws that can rend through the marines’ Tactical Dreadnought Armour if they get close enough, lightning speed and endless numbers. While on the board-game version you could play either, in this one the computer plays the Genestealers leaving you to wrestle with the more sophisticated Space Marines.
Clearly taking heavily from the Aliens films, it’s a game of extreme tension. The marines are normally the team which has to press forward and achieve an objective… but being far more cumbersome than the ’stealers, that’s the last thing they want to do. Trying to work out how to advance while you know ’stealers are around the corner, unseen is the core of the game. Unseen is another large part – all of the aliens appear as blips on your radar. However, until you’ve actually sighted the blips, they’re an “unconfirmed” blip, which could be a small or larger number of the creatures. Or even none – and there’s few feelings worst than having your advance fall to a halt due to a mysterious blip lurking, and when you finally press forward, it’s revealed that nothing’s there and your scanners were just playing up. Of course, the delay has allowed the enemy to regroup, and your fascist death machines are now surrounded (and shortly eaten).
But the marines have guns. And guns are good. As well as shooting at whatever you can actually see, you’re also able to enter Overwatch, which will take a single shot at anything that steps into your firing line. If you’re lucky, you can mow down an entire way of enemies, especially if you position them at chokepoints down long corridors. If you’re unlucky, the guns jam and the genestealers rush forward unharmed.
The amount of random elements is probably Space Hulk’s worst feature – but it’s also the one which gives the game its incredible tension. While you can play the odds well – that it’s a relatively simple game compared to the complexities of 40K proper means that there’s a real purity to its maths – you can’t ever be sure. For me, I’d argue that the worst thing in this version – except the apparent lack of an undo key, which is especially annoying when action-points are as limited as they are in Space Hulk – is that it hides its maths a little too much. If you’ve played the board game, you’ll know the rough odds of combat. If you haven’t, it might as well be magic. From memory… well, Stealers roll three dice. Marines roll one. Whoever gets highest wins and kills the opposition. Draw equals a draw. Marine Sergeants with Power Swords get a plus one. In short, Marines are screwed in close combat. Similarly, over-watch fire. If I remember rightly, if you roll a double, the guns jam. You need either dice to be a six to kill the stealer outright. But… well, I don’t really know the real odds from playing the game, and when it’s a game that’s based so strongly on playing the odds, its’ an annoyance.
The second major problem for me was something that I found bewildering – simply, I thought they didn’t know the rules since its removal wasn’t mentioned in the things they’ve changed from the original (Another problem: I wish they kept the advance and fire move, because it was a cornerstone of a load of my strategies). You can’t spend command points during the ’stealers turn. Except it seems that ability was removed in the second edition of the game, which strikes me as reducing Marine strategy in a less interesting manner. To explain why, I’ve got to talk about the command point system… and that’s probably a good idea anyway, as its a mechanism which you’ll need to know about if you want to have a crack.

Each marine has four action points a round. Takes a point to advance, a point to fire, two points to fire a heavy flamer (if they have one), two points to walk backwards, one point to turn. As you can see, that’s tight as hell, especially when you realise Genestealers have six and don’t need to pay points to turn around. However, the Marines also have between one and six command points a round. This is a reservoir of extra points you can spend on any of your marines (and it’s generally higher if you have better commanders). This means that the guy who really has to do extra stuff is able to do it. How you use them each round is the cornerstone of Marine stategy.
However, in the original edition, you were also able to use them as a reaction-move in the Stealer’s phase, assuming you have some left. Having to decide whether you want to save any is another worthwhile strategic aspect. Similarly, you could use it to unjam your gun and perhaps even go back into overwatch or take another shot. In other words, if you knew that you were in a defensive position and jamming would be fatal, you would keep command points in reserve to mitigate against that. The removal of this makes it a whole lot harder for the marine player – not impossible, as my cheery stomp through the stealers shows, but when luck is against you it seems more frustrating. There really was nothing you can do.
(The fact that movement is no longer on a piece-by-piece basis also helps the stealers more than the marines, I suspect.)
I still think this is worth playing. It’s a very pure combat game, about movement, cover and more than a little bit of luck, and remains strikingly atmospheric – and the ability to design your own levels and campaigns is another welcome touch. Equally, with all the dice rolling and figure moving taken care of, it moves at a pace almost as blinding as the xenomorphs you’re facing.
The full client can be downloaded from the site, and it’s not even two Peggles in size.
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Oh, dear- it looks like Teardown’s Space Hulk has run into some problems- practically everything’s been taken off the site overnight.
Yeah, plus Games Workshop has issued a letter to them on an undisclosed matter. Since GW has licenced off a bunch of stuff recently, maybe whatever agreement they had with the Teardown guys isn’t valid anymore? Too bad.
Download mirror here: http://www.g4g.it/download/comment.php?dlid=2193
Your download mirror fails since the source data for download has been removed by Teardown & co.
Anyone have it hosted somewhere? I could always re-host it on an ask-don’t-tell basis.
Emails to crispy @ the above website domain if you can put the file up for download (tip: use Yousendit.com)
This project is dead, unfortunately :|
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From the website http://www.teardown.se
Games Workshop’s response
10th March, 2008
The last couple of days have been rather hectic. From our pleed for help we got in touch with old time Games Workshop veteran Jervis Johnson. Although he could not help us personally he was kind enough to speed up the legal process and so we finally got a response from Games Workshop this afternoon.
We are awaiting their second respons and approval to publish the entire conversation but in short all Warhammer 40.000 licences to make a computergame belong to THQ (who are the ones resposible of the Dawn of War series). Even though they have no plans of releasing a Space Hulk game it is still a part of the 40.000 world and as such Games Workshop feel obligated to defend their clients in this matter.
We accept this response and even though it saddens us we do not want to upset them further by releasing more updates to the game. It is their product and property and even though we tought everything was okay by them, they still had the option to ask us to quit.
Of course we will contact THQ and ask for their permission to continue this development but as it seem highly unlikely it surely seem that this is the end of our great game. It has been a blast doing this and we will remember this our entire lives. You have all helped us doing this and if we were not forced to stop, this could have grown into something truly great. Do not hold a grudge towards Game Workshop. Without them you would never have played this game in the first place.
We thank you all for all your support and will try to post the entire conversation shortly. Of course we will inform you of any outcome regarding THQ but it seem like this is the end.
/ Niklas and Jörgen, Sweden
Thank you for posting that. It is understandable from both GW’s and THQ’s standpoints, since if they fail to act to protect their copyright they stand the chance of losing it.
I hope they will allow some sort of compromise, like allowing you to distribute the current version of the project but forbidding you to continue development. Something like that would at least allow fans to have a go, and if you kept a download tracker you could agree to give the statistics to THQ for them to use as market research on the Space Hulk IP.
This is a zero-risk, zero-cost way for them to gauge interest on their franchise. Might be worth suggesting this to them…
(I am one of two people behind this Space Hulk game)
Thank you all for caring so much about our little game and a HUGE thank you to Kieron Gillen for posting such an awesome review. As Crispy said this is the approach we have taken when contacting THQ. Not to beg for mercy but instead make a great offer so that they might take an interrest in this. Lets see if it make any difference.