I should begin with an apology, Mordheim: City of the Damned was released on the 19th of November, this review is mighty late and I feel guilt for that. But more than your forgiveness, I ask for your pity. In the last 2 weeks I have worked close to 120 hours. Not through choice. But through the vomit inducing hours and the omnipresent bond to my capitalist overlords, Mordheim: City of the Damned has always been on my mind. I have been willing myself on for another hour, knowing surviving the following hour brings me closer to tending the needs of my warband. Whom I feel greater love and tenderness toward than my family.
Mordheim: City of the Damned is of course a damed city. I imagine stark in similarities to the current state of my hometown after the recent floods. Everything is rotten, people long since gone, you can almost see the rotting stench. This however was not the damage inflicted by a flood but that of a comet strike. In the wreckage of the comet can be found Wyrdstone, this alien stone is the gold of the sky. You are out to find it and sell it on to the factions vying for control of the titular city.
Your Warband can be created from one of four classes; Human mercenaries, the Skaven, Sisters of Sigmar and the Cult of the Possessed. With plenty of customisation and lore to immerse yourself with, you will soon form a strong bond to your Warband. Similar to that bond you may feel towards your troops in X-Com for example.
Of course the importance of selling Wyrdstone is to upgrade your beloved Warband to make progression less of gruelling task, along with experience from battles. But you must also pay your comrades. Because capitalism is king, as I am so often reminded. And you must pay your aligned faction.
Gameplay will be familiar like you'd expect from a Games Workshop game, tabletop or video game. It's of course turn-based, as you take a turn you move into a third-person view that's just lovely, of your selected unit making their move. And it's at battle things get deadly serious. Any injuries can have a permanent effect, that you can carry with you the whole game, becoming a heartbreaking burden. There are both story missions and skirmishes in beautiful trap ridden environments.
Try and play it safe like Bismarck's Mismarcks did, and you will find yourself struggling to supply enough Wyrdstone to your debtors, slowly I saw my comrades fall, with head trauma crippling their abilities and limbs hacked off. I missed my deadline. Gameover. There are long loading times before battles at times, which can become mind numbing, but my only complaint will be one all X-Com players will understand. Emotional trauma.
Maybe in a weeks time on my next day off, I'll get to squeeze in another shot, unless I fall to capitalism.