REICHBUSTERS
54 February 2019
the campaign, with previous scenarios having
a signicant impact on their standing in future
chapters. Having to abandon a hero, taking
longer to complete secondary goals and even
collecting some of the Nazis’ vril technology
to turn against the baddies can all have an
eect on the options available to players
from mission to mission. With the success of
the operation coming rst, Drummond says
that knowing when to make sacrices or take
individual risks for the greater good is just as
crucial as working eectively as a team.
“In Reichbusters, the mission objective
is king and this means that sometimes to
get things done and hard choices have to
be made, such as leaving an ally behind to
certain capture or a triumphant act to lead
the enemy away and open a clear escape
route for your team,” he explains. “e
heroes must work together but there is a
real sense of one-upmanship and pace
that powers the players through missions.
Players will need to play tactically,
bandaging each other’s wounds and
opening up avenues of re to allow allies a
clear shot, but they will also reap rewards
from solo heroic actions such as clearing an
entire room of enemies in one turn.”
e ability for single players to have
their moment in the spotlight is a marked
change in style from Solomon Kane, Mythic’s
previous co-op adventure, which prioritised
the all-for-one attitude of its Purtian avenger
and his guiding virtues.
“With Solomon Kane, we set out to create
a truly collaborative experience,” Drummond
says. “Players embody holy virtues who can
see everything and guide the main protagonist
Solomon Kane while relying on each other and
dealing with threats and storyline threads as
they arise. It’s a narrative experience that gives
players multiple paths to explore, so long as
they can stay ahead of the darkness haunting
their every action.
“Reichbusters: Projekt Vril feels like a very
dierent co-operative experience altogether.”
TIME TRAVEL
Reichbusters’ World War II setting gave its
creators a new time period to apply their
signature air to, advancing from their
explorations of close-quarters ancient and
medieval warfare in past games to a new age of
guns, high-powered armaments, vehicles and
even more futuristic technology.
“Each era brings its avour to a universe,
and this is obviously the case for Reichbusters,”
Drummond considers. “e most obvious
peculiarities of this era compared to the
older ones we’ve explored are rearms,
modern armour and vehicles, and, in the
case of Reichbusters, armoured robots like the
Vrilpanzers. Our most impressive miniature,
Projekt X, is a kind of ‘super’ Vrilpanzer and
it’s typically the kind of mini that could not
exist in our past games.”
e ranged ability of rearms and their
mechanical quirks – such as dierent
Each Reichbuster can use their
unique talents – from stealth to
explosives – to take down enemies
and complete the mission objective