Interviews

The Firing Line: 5 questions for Full Control on Space Hulk

Would a Space Hulk win a fight with Hulk Hogan?

The Firing Line: 5 questions for Full Control on Space Hulk
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| Space Hulk

Full Control's boardgame adaptation Space Hulk is live on the App Store right now.

It's a slow-paced game about genetically engineered super-soldiers stomping around derelict Gothic spaceships while firing ridiculously powerful weapons at multi-armed hive-mind alien terrors.

And they say sci-fi isn't relevant.

I got a chance to chat to Full Control CEO Thomas Lund about porting the game to iOS from the PC, how to stay alive in the grim corridors of the far future, and why he's proud to be saving us all money.

Pocket Gamer: First up, could you tell me a bit about what Space Hulk actually is?

Thomas Lund: Space Hulk is the digital translation of the Warhammer 40,000 boardgame. We try to give you an experience that is like the boardgame but with 3D graphics, cross-platform multiplayer, and lots of other features.

For those unfortunate enough to never have played the physical boardgame, the mightiest Space Marines in Terminator armour are pitted against endless Genestealers inside vast derelict spaceships.

What differences are there between the iOS version of Space Hulk and the PC version that was released earlier in the year?

We've ported over a full-featured version that has the same content and features as the PC game.

The main differences are naturally the touch controls and the visual elements. While the iPad version is very, very beautiful, the PC version has dynamic lights and better performance driving the game.

Features-wise, though, the differences won't really be apparent until some time in the future. You see, the PC version will have a level editor, and you'll be able to share those community-generated missions.

We won't be rolling these features out to the iOS version, but it's possible we'll create some 'best of community' packs, although that's just an idea for now.

How closely did you work with Games Workshop while creating the game?

We worked very closely on all IP-related stuff, like art, animations, and 3D models. Games Workshop is fantastic to work with, and every single question we had was answered in a few minutes by the Games Workshop team.

What are you most proud of in the game?

I am very proud of how great the game looks on iPad. Especially on the iPad with Retina display (iPad 4) and the new iPad Air, where everything looks fantastic, right down to the shoulder camera.

The team have very little hair left on their heads trying to squeeze 30 frames per second out of the devices while still staying inside the memory limits.

Regarding the wider Space Hulk community, I am also proud of having had the chance to make this game and get it into their hands.

The limited 3rd edition boardgame sells for hundreds of dollars on eBay, and old and new fans can now finally duke it out against the Genestealers without selling their house.

Lastly, what's the best piece of advice you can give to someone who's about to jump into the game for the first time?

Take it slowly. And use overwatch to cover all flanks and your back. This isn't your usual game where you can play like Rambo.

It's a hard game in which you are punished if you make mistakes. It's a challenging game in which you will be kicked in the nuts more often than you are in most modern titles.

Think of yourself as a SWAT team entering ultra-hostile territory.

Also, remember that the game is a luck-based boardgame with dice rolls happening under the hood.

Harry Slater
Harry Slater
Harry used to be really good at Snake on the Nokia 5110. Apparently though, digital snake wrangling isn't a proper job, so now he writes words about games instead.