• CaptSatelliteJack
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    7 hours ago

    I’ll be honest, I thought this was gonna be a thoughtless rage-bait click getter. Instead, it was a fascinating examination of what a Space Marine really is, through the lenses of history, politics, and culture. I’m glad I read that.

  • SturgiesYrFase@lemmy.ml
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    12 hours ago

    Hollis-Leick and narrative director Craig Sherman pushed back on some of the “do’s and don’ts” they received from Games Workshop about Space Marine vocabulary. They deviated from the suggested phraseology to make Titus and his comrades sound less “strange and antiquated”, less like the Spanish Inquisition, and more like soldiers from real-world present-day militaries. “Space Marines don’t necessarily say things like ‘dismissed’,” Hollis-Leick observed. “There’s a line in the game where Acheran says ‘company dismissed’ and they really wanted me to change that to ‘brothers, attend your duties’, or something. But it’s three words instead of one, and if that model was applied to all of the language in the game, I really strongly felt that people wouldn’t get it.”

    Gonna be a whole lotta really peeved 40k ultra fans…

    • Wrufieotnak@feddit.org
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      2 hours ago

      I mean, I’m not an ultra fan, only a casual one and I dislike that. The whole over the top style of WH40k is exactly what was fascinating about it. If I want to play something with modern soldiers, I have Battlefield or Call Of Duty. I play 40k games for the absurdity of it. That’s exactly the kind of “I know better what the fans want” that most bad adaptations are born out of. Luckily it seems they didn’t feel the need to change too much.

      But admittedly, I can understand that you don’t want to create something where you are pretty sure enough media illiterate idiots will not get that the fascists are NOT supposed to be the good guys.

  • SugarApplePie@beehaw.org
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    12 hours ago

    It can be pleasing to inhabit a fiction where all the pieces are smoothly bolted together, working in lockstep. But teaching people to favour the consistency of imaginary worlds may also teach them to vilify disagreement and the entire practice of interpretation.

    I can sometimes feel this pressure when running a tabletop game in a big setting like 40k or Star Wars. Can’t imagine how magnified that is when you’re working on something thousands of people with play, let alone in a fan base with such obnoxious reactionaries in the mix