Oh, Mordheim [official site], (semi)turn-based Games Workshop adaptation of my dreams. It was love at first sight when we met last year and I’ve endured the somewhat dissatisfying Early Access period of our courtship in the hope that something special would blossom.
With its full release set for an as-yet unannounced date this month, Mordheim is finally looking like the game I remember falling for. The latest trailer explains how the four faction-based campaigns work.
Developers Rogue Factor have been chasing down bugs, and tweaking individual skills, spells and units throughout the Early Access period. The latest patches came less than 24 hours apart, and the work will continue right up until release. It’s good to see detailed update notes and all of that stuff is very very important, but it’s the persistent warbands that I was waiting to see. And they’ve been in the game for a while now.
Along with the procedural tactical quests, the most important part of the game, from my perspective, is the management of my very own crew of bastards. I love that there are injuries carrying over from one quest to the next, and I desperately want to form a bond with a Skaven assassin who has lost an eye or a limb. Nothing like a wound sustained in my service to help me feel a sense of responsibility for my charges.
I’ve reinstalled but will probably wait for the final release update before jumping back in. There’s a fairly concise video description of the game’s (almost) current state in this post.