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As most of you are probably already aware, the much-anticipated dungeon crawler, Warhammer Quest 2, is due to arrive in October. October 19th to be exact. You can find this information all over the internet, but we saw it first over at Touch Arcade where Ben Murch, ex-Rodeo Games and current-Perchang head honcho spilled the beans in their forums (observant readers will notice our own Nick Vigdahl as the author of that TA story. Hooray, Nick!). I was kind of loath to simply write a post regurgitating release date news, so instead we got Ben Murch on the horn and asked him a few questions about the upcoming Warhammer Quest 2. Enjoy!
Stately Play: Warhammer 1 was from Rodeo, Warhammer 2 is Perchang. What has been the biggest difference in developing the two titles?
Ben Murch: The biggest difference has to be the way we work now. Perchang is a remote company, where we all work from home. The difference is huge. No commute time or stress means we can put more hours into the game, and if you fancy doing a few hours on a quiet Sunday, the office is a few steps away! There are so many tools available now that it really makes sense for a small team like ours to work like this. It is a little strange to begin with, but I’ve found it to be the most productive way of working.
SP: One of the criticisms of Warhammer 1 from board gamers was the opacity of die rolls. Will die rolls be visible in WHQ 2? Will you have more visibility into numbers and stats in general?
BM: There won’t be at launch, no. However, we will be updating and adding to the game for the foreseeable future, so it’s perfectly likely that we might put in an option to expose the numbers behind the scenes.
SP: What is the scope of Warhammer 2? Is there an overarching story, or is it a loose collection of dungeon delves?
BM: It’s pretty huge! The core game takes place in Middenland during the End Times, so there is a 10-part campaign narrative that leads you right across the region. On top of that, there are multiple “random” dungeons to fight through, which use a more procedural approach. We’ll also be releasing an expansion campaign on launch which is the same size as the Middenland offering.
SP: How big is WHQ2 compared to WHQ1? Both in terms of hours and size of maps, etc.
BM: The game as a whole is much bigger in scope than Quest 1. We’ve made lots of small additions and changes that really open it up. For example, travel events on the map can now lead to combat where you physically go and fight a bunch of enemies that have ambushed you on the road. Weapons and items are now very different too. We got rid of the idea of Longsword +1, +2, etc. Now each weapon only has one variant, but it plays a very specific role. Different items do different damage types (slashing, piercing, crushing) and enemies have varying resistances. So depending on the enemy type, you’ll need to find the right tool for the job. Then there’s the fire and ice attacks…
SP: Will WHQ2 have any form of multiplayer or will it be a solo affair? If multiplayer, how will that work?
BM: It’s a solo affair for now, but multiplayer is something we’ll be looking at in the future.
SP: The trailers show a lot of varied environments with lava in one area and something out of Lovecraft’s brain on the floor in another. Also, barrels everywhere. Can players interact with the environment, or is it window dressing. (albiet very, very pretty window dressing).
BM: We did have exploding barrels in the original plan, but time is a cruel mistress. They’re near the top of the post-launch feature list though! As for environment details, you can’t pick things up or anything like that, but the environment is fully collision mapped and all ranged attacks work on line of sight. So, if there’s a gap between two pillars and you can “see” and enemy, you can try to hit them. However, the enemy can do that too, so you’d better put your smallest characters behind the larger and more armoured ones!
SP: Is the game coming only to iOS or to Android as well? Is there a PC/Mac version planned?
BM: We’re fully focused on iOS for now, but the Android version will be later this year (hopefully). We hope to do other platforms next year.
SP: Have you considered using this engine for other IP or your own fantasy/sci-fi RPG? I’d love to see something like this wrapped in D&D 5E rules. Just sayin’ 🙂
BM: Haha, I feel like this is heading in a “Hunters” direction! I’d love to do another one of those using this tech. There are other licenses that would be interesting too. If anyone from Lucasfilm is reading, then please get in touch!! I guess we’ll have to wait and see 😉
Thanks to Ben Murch for putting up with us this afternoon. Ben also let us know that the beta would be starting next week with signups via their newsletter which you can sign up for here. We’ll be on top of WHQ2 news until it’s release in just over a month. Stay tuned.