Warhammer 40,000: Space Marine 2 is Saber Interactive's forthcoming sequel to the 2011 game set in the popular IP's grim war-torn universe. Warhammer 40,000: Space Marine 2 will see the return of Ultramarine hero Titus, accompanied by his comrades Chairon and Gadriel, as they are tasked with assisting in the righteous battle against the invading hordes of relentless Tyranids that threaten the Imperium of Man. Featuring the mix of third-person shooting action and hack-n-slash gameplay of Space Marine 1, the sequel looks to expand on its well-liked multiplayer in addition to giving fans an entirely new mode.

Lead Game Designer Dmitry Grigorenko recently spoke with Game ZXC about how the studio approached iterating and evolving the mechanics of Warhammer 40K: Space Marine in the follow-up. Grigorenko focused particularly on its redesigned PvP and fresh co-op Operations modes as well as the new classes and skills related to them that will be available to use in both, explaining how the campaign's story and vision influenced them too. The following transcript has been edited for clarity and brevity.

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Warhammer 40,000: Space Marine 2 Designer Discusses Innovating and Iterating on the Original's PvP, Introducing Co-Op for the Sequel

Q: What inspired the return of the PvP modes for Space Marine 2, as well as the creation of the PvE one?

Dmitry Grigorenko: The short idea of this project was “the perfect sequel.” This means that everything that was present in the first game had to make it into the second one. Fans of the original title would never forgive us if we didn’t have PvP here again. We simply couldn't cut features for the Space Marine sequel, no matter what.

Q: How will the PvP modes differ from their versions in the first game?

Grigorenko: I think the biggest difference is the fact that we have six classes now instead of three like in the original. Plus, each class now has its own signature ability. This versatility promotes more teamwork and coordination between players.

Q: Regarding the all-new 3-player co-op mode, can you discuss the process of designing and developing it?

Grigorenko: Our primary goal with this project was to give players the feel of an all-out war happening all around you. In Space Marine 1, most of the time you were playing Titus behind enemy lines. But now there is a galaxy-wide conflict with the Tyranids going on, and a lot of things have to happen at the same time to make it believable. Titus can’t be everywhere at once. Even though he is demoted to lieutenant now, he still needs a squad. That's how the idea of Operations mode was born.

Q: What are some key differences when developing and iterating on these PvP modes versus the campaign?

Grigorenko: The key difference is that PvP modes need to be highly replayable. Players will play the story campaign once, maybe twice. They will be very happy and move on. With PvP, it is very important to keep it fresh. Replayability comes from the fact that you are playing with and against different humans each time across the three types– Annihilation, Seize Ground, and Capture & Control. But with Operations mode, it's much more complicated. That's why we want to make sure to include as many procedural elements as we can.

Q: There will be six available classes across both multiplayer modes. Can you talk more about some of them and how they’ll work?

Grigorenko: Each class has its own set of weapons and a signature ability, so each class has its own role and plays differently. But all of them are still Space Marines. Even a range-oriented Sniper is very effective in melee combat. The same goes for the melee-oriented classes. The Bulwark has a shield and cannot wield any two-handed weapons, but as a Space Marine is still very deadly with sidearms.

Q: Players will also be able to fully customize their marines. What were some of the team’s favorite items, equipment, or related heraldry and insignia to create for customization?

Grigorenko: That has got to be the Bulwark’s robes and the Sniper’s capes. Everyone likes capes!

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