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Warhammer 40,000: Inquisitor – Martyr Video Showcases Combat and Cover

May 4, 2016 by Ian Miles Cheong

A new gameplay video for Inquisitor shows off the combat.

Warhammer-40K-Inquisitor-Martyr-Log-1 inquistior-header
Warhammer 40,000: Dawn of War 3
isn’t the only game set in the grimdark future that’s on the horizon. Players will be able to experience the setting as an action RPG in the upcoming Warhammer 40,000: Inquisitor – Martyr.

The game is developed by NeoCoreGames, which made the underrated but great The Incredible Adventures of Van Helsing. Today, the studio released a trailer of the title, presented in the form of an “Inquisitorial Log” that shows off how the game is played.

The video shows off some actual gameplay footage featuring highly destructible environments and a cover system, which might well be a new thing for action RPGs. The environments are interesting, in the sense that you’ll be able to use them to take cover from enemy fire or cause them to collapse upon enemies.

Different weapons will affect these different forms of cover, well, differently. Heavy weapons will make short work of barriers while smaller arms will merely punch holes into them, making them ineffective against sturdier barricades.

Here’s what the devs wrote:

The new 3D engine paired with updated physics produces a great variety of how different attacks affect the environment. The terrain and obstacles will bear permanent battle scars after an encounter, revealing underlying, damaged surfaces. Impacts have their own characteristics.

Kinetic weapons can tear chunks out of walls, floor panels, throwing rubble and dust in the air. Energy weapons leave glowing hot, molten pockmarks or simply vaporize whole sections. Hazardous objects like pressurised containers, military ordnance can explode upon impact, creating a physical blowback effect, crippling all creatures and objects caught in the blast.

The centerpiece of the new system is cover. Covers are dedicated, fixed obstacles providing a more realistic approach to close range, visceral firefights. Depending on their size and facing, creatures can effectively employ these positions to mitigate incoming damage. Type and build material greatly influences how much punishment an obstacle can absorb, but most can be destroyed over time.

The developers have not yet announced a release date for the game, but we’ll definitely keep track of the game’s development as they release more details, so stay tuned!

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