Warhammer 40K eats people. I don't mean that it will consume your life, or that your home will be taken over by the countless models that you don't have time to paint—though both of these things are true. No, I mean the setting itself is fueled on corpses—whether it's the soldiers of the Astra Militarum dying in endless crusade, the Administratum clerks toiling their lives away over ancient documents, or even the criminals encased in machinery and forced into permanent sentence.

Some players will already be familiar with the formula. Darktide is a spiritual follow-up to Vermintide and Vermintide 2, developer Fatshark's previous two games set in 40k's old-timey parallel (or same-but-much-earlier?) universe of fantasy Warhammer. Instead of hordes of rat people, you're now mowing down waves of zombified plague-people, corrupted or otherwise made gross by the plague god Nurgle. Much of it really is the same: you play as a given class of your choice with three others, either bots or humans, and you fight off waves while completing fairly simple objectives. But there are departures, the most significant being the introduction of guns.

Fatshark nails the jump to sci-fi. Warhammer 40,000 has a wide range of different weaponry: autorifles, bolters, lasguns and even ripper guns are some of the most iconic sci-fi weapons out there, and they’re recreated perfectly. Chainswords – a sword that works like a chainsaw – and even the Thunder Hammer are also brilliant, meaning you’re perfectly tooled up to face anything that is thrown your way.

As it stands, Darktide feels more like a prologue or a first chapter right now, introducing you to the hive and the not-so-friendly faces of Rannick's Inquisitorial band. I love Hive Tertium itself—how claustrophobic corridors open into vast gothic halls, or how each zone has its own sense of identity and backstory, from the waterlogged Torrent, to the fiery forges of the Metalfab, to the shanty towns of the Hourglass. It does make me sad that there aren't any hive-based characters, like a planetary governor or some guild bureaucrat, since Tertium is still inhabited. There are some signs of life in the hive; places where fugitives have obviously slept rough, or hidden from the heretic invaders, but the hive doesn't feel properly lived in at the moment. In a game centred around 40K's human perspective, I'd like to speak to some regular 40K humans please.

The good news to all this is that there is some proper variance here, even within classes. The bad news is that there's nothing quite as flexible as you might have been led to believe from Darktide's marketing. You can't really play an Ogryn as a long-range gunner, even with its immensely enjoyable machine gun or even more immensely enjoyable ripper gun - a shotgun with a bayonet that can go full-auto if you take a second to steady it, bellowing out damage that rips off enemy limbs like a sonic boom. No: these are fun weapons that can be worked into one of one or two viable builds at best.

It’s being built like a live game, but it’s currently missing an important connective tissue that would have made Darktide sing now. That it still has a shiny star score says a lot about how good the gunfights feel, and how much fun it is to get stuck into this portrayal of Warhammer 40,000.

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