A Report that left me seriously divided. Not exactly here as much as on Steam since there’s no fine grading there. So, we’re at Report 99 at long last… and I have no idea what to do for the upcoming big one. It should be out by the end of the year, if only because I like to have a mandatory end-of-the-year roundup. Enjoy the read.
Warhammer 40 000: Inquisitor – Martyr
( PC – Action, RPG – 2018 ) + STEAM REVIEW
Back in the ancient days of Diablo, Throne of Darkness and Nox I was quite partial to a good ARPG. I’ve definitely fallen out since, but that doesn’t mean industry has stood by idly. Warhammer 40k is also right up my alley… so why not combine the two? Exactly what Warhammer 40k: Inquisitor – Martyr sets out to do. Whether it succeeded or not is a tricky question, though.
I have to commend the game for how it uses the license and, well, for having a more fleshed out story than you’d expect. It’s also worth noting Space Marines are not in the focus here as Martyr’s story is decidedly rooted in Inquisition engaging in their clandestine affairs. To keep the story brief: you assume control of an Inquisitor as long-lost eponymous battleship has suddenly re-appeared in space. With it comes the heretical mystery of what a fellow Inquisitor Uther Tiberius was up to to all those centuries ago that prompted a quick getaway. Taking a stroll through the ship’s decks you realize things are not well as there are daemons everywhere, not to mention advanced locks you cannot get past. So begins your mission to navigate the murky waters of the Imperium in order to recruit capable individuals who can help.
Tone throughout the game is grim as one would expect considering you’re dealing with shady smugglers, derisive Eldar of all factions and rival Inquisitors who have their own sinister agendas. I did appreciate rare moments of levity, such as when a pair of Mechanicus priests start debating which aspect of the Omnissiah matters more and our frustrated protagonist tells them to “get of his Vox channel”. Speaking of characters they never really go above the archetypal they’re representing, but this is not necessarily a negative. Since they keep chiming in during missions it can become annoying if you can’t stand them.
However. This is a story that could’ve been at least a full third shorter if not more considering how many filler missions there are. Don’t worry, there’s PLENTY of actual throwaway bite-sized missions you can clock out in under ten minutes, but what I’m talking about here is critical path campaign progression. I suppose they really wanted a place to cram all those journal entries for investigation experience… which ended up being a source of annoyance. My impression was they simply had too much written material that couldn’t make it into actual story so it exists in this form.
Putting that aside, ARPGs live or die based on couple of elements. Far more than any story or writing, it’s the moment-to-moment gameplay, loot-driven economy and classes that are key here. That’s also where real issues begin for Inquisitor – Martyr.
There’s an uphill battle for the game pretty much immediately since it has only three character classes to work with. Just as many were added in DLC eventually, but those starting three are; Crusader, Assassin and Psyker. If you know your way around RPGs you can guess what each of them represents. Thing in Warhammer 40k is both melee and ranged warfare play a role which in this case translates to everyone being able to use both. At least in some form and varying advantage starting out since you get to pick a kit as well. In the case of a Crusader, for example, you could use your chainsword but also switch to a bolter. Reason to do that, beyond statistical advantage, is because active skills are actually tied to your weapon class. You generally have a limited “toolbar” + dedicated healing and rare situational ability buttons game will allow in defensive scenarios.
Your Inquisitorial ship is the physical hub of the game, but missions are chosen from ethereal menus. Some prettier than others.
Depending on your class choice we’re generally talking one-man operations so it’s nice to rarely have Guardsmen watching your back.
Cutscenes proper are used to punctuate important moments, but majority of exposition comes from journal entries and few “dialog” screens.
Above is the big question and source of consternation for some. Personally? I’m not against the idea. What I don’t like is how character level up points are relegated to choosing your passive bonuses for the dullest percentage increments you can imagine. Allocating attribute points among the three is achieved by doing heroic deeds aka in-game related achievements. Add to that three Perks, devs really loved that number, you get to choose and you’re still just juggling stat increments as they gradually snowball. I wish there were more tangible, active skill choices to be made. You also have to account for your belt and armor deciding what two slots do leaving you in that agonizing “do I go for raw stats or life-saving ability?” dilemma. On the other hand, getting to customize exactly HOW your healing pot works is a great idea. Concept of multiple health bars to get through like shields/armor is not novel, but Suppression aka dedicated health bar against crowd control effects is something I’d like to see more of in action. Beats strictly relying on percentage chance when that stun is going to land and get you killed.
For once I won’t leave the worst for last so I’m tackling itemization here. I understand how these games operate. You start doing “runs” where you can get the most time-efficient drops because regular stuff turns useless to you. We have a big problem when 95% of gear is vendor trash while you’re leveling to just finish the campaign. Are you supposed to be doing DLC missions or Void Crusade to get the good stuff? Mind you, this is coming from someone who played as Hierophant and had to equip full retinue as well. Keeping FIVE characters up to date with their gear still left me with basically everything getting sold or salvaged. I also played on +5 level difficulty and loot quality bonus so quantity of drops was not the issue as every mission conclusion meant I had to go back to the ship and dump my inventory. Perhaps this could have been offset if what useful gear dropped was interesting, but generally I just found myself blatantly equipping minute improvements. There’s simply too much granularity in the sea of rainbow loot that they become interchangeable and that Archeotech Relic implant from 25 levels ago was still somehow better anyway. Leaving crafting as a solution provided you care to acquire blueprints and get the resources.
Since I brought up DLC, and I have over time acquired all of it, it’s worth giving some remarks without going individual reviews. There are 20+ pieces of DLC with only three bearing mention; Hierophant and Sororitas both add their respective class, and standalone Prophecy which adds Tech-Adept with unique opening as well as serving the role of an integrated expansion for the base game. I would say Prophecy is a must-have since it continues from a cliffhanger ending, but all three boost anemic character choices. Hierophant was entertaining since you practically don’t need a weapon with your four-man retinue being a murder wrecking ball you just point to a general direction and watch mayhem unfold.
Finishing on a high note I have to say the game really does Warhammer 40k justice. Yeah, you’ll grow sick of the same tilesets and limited soundtrack, but that just comes with the territory. If I noticed it in under 20 hours, which is NOTHING for the mileage these games get, I can only imagine how someone with hundreds of hours feels about it. Sound effects are spot on and voice acting definitely delivers. Everyone has just the right dose of arrogant, zealous and insufferable, albeit with too much voice modulation at times. I was surprised by the sheer amount of voice acting in general. On entirely unrelated note you also get to control an Imperial Knight mech in couple of levels for MAXIMUM JANK.
Final Thoughts and Rating?
ARPG using a well known license, Warhammer 40 000: Inquisitor – Martyr has some issues that warrant mentioning. Taking control of a secretive Inquisitor tackling a 5 000 year old mystery is certainly a ride, aboard a Chaos corrupted battleship no less, albeit one marred by limited character development and uninspired itemization. Both sizable flaws for the sort of simple package this is. Still, if a Diablo-style game wearing 40k skin is what you’re looking for this will scratch that itch as presentation does the license justice. Moment-to-moment gameplay manages to throw a life raft to a game suffering from persistently underwhelming itemization, and which of the two you care for more will ultimately decide how much you fall for the final product. STEEL ENDURES.




