Why Do We Even Want to Be Space Marines?
Warhammer 40K Space Marine 2 Never Questions Its Own Power

What is the fantasy of a Space Marine? When we look at those square-jawed men with their tactical crewcuts and buxom eyebrow ridges, what is the idea we are wanting to inhabit? This is the line of questioning I keep close at hand when I begin playing Warhammer 40,000: Space Marine 2. Do we really just want to be giant, fascist, gun-toting Winkelvosses in tank-like bodysuits, screaming into the vacuum of space about “the Xenos Menace,” a prayer candle of Nigel Farage burning at a makeshift altar in our sanctified dropship? Surely that can’t be it, can it?
My first encounter with Space Marines was happenstance. I wasn’t familiar with Warhammer or Games Workshop. There was just a box on the shelf at Electronics Boutique in 1993: Space Hulk. I’m sure I’d seen ads for it in Computer Gaming World, nestled alongside Sprint offers for two mediocre Sierra games with a new long-distance plan and Scorpia being unrelenting in her criticisms of the latest Might & Magic. I’m sure I was convinced the white-armored behemoth on the cover was the titular space hulk—firing a burst from the Storm Bolter in one hand while his Power Fist’s energy field crackled menacingly. Spot lights from his shoulders illuminated the six-limbed Genestealers lurking in the dark corners of the frame. It’s a tremendous image for a 10-year-old. My time with Space Hulk then was one of the inefficiency of youth set up against a game that demanded strategic and situational sense I’d yet to develop fully, directional sense I still haven’t got a hang of, all while multitasking a squad of Space Marines in two separate game layers in real-time.
But let’s back up. In order to figure out the fantasy of what a Space Marine is, we need to understand what a Space Marine is supposed to even be. In previous editions of the 41st Millennium, they were humanity’s righteous bulwark against the vast, horrifying darkness of space. Now, in the Era Indomitus, with the return of the arisen ubermensch, Primarch Roboute Guilliman, they are its scourge.
Simply put: They hate Xenos. They hate Chaos. They love the Imperium, their Brothers, and to varying degrees, the Codex Astartes. And they are expressly forged this way. That last part is key.
Recruited as young teens, aspirants are plucked from the most brutal living conditions in the darkest, most violent and pressurized corners of the Imperium’s Hive Worlds, the rough and untamed Feral Worlds, or the too-hostile for settlement Death Worlds. Those who live long enough to receive the gene-seed—a catch-all term for the catalysts that transform a man into an Astartes—undergo a brutal transformation, and the survivors become truly massive. Eight feet tall, they have more bone, more muscle, more blood. Space Marines even have more organs—19, in fact, beginning with a secondary heart (like Time Lords) and culminating in the Black Carapace, an organic fiber substance that grows and hardens under marines’ skin and forms the direct link between the power armor’s “Machine Spirit” and their central nervous system. Like the indomitable Astartes Power Armor, many of these organs are designed to identify, seal out, and neutralize outside harm, blights, and contaminants in all forms. This is an enduring metaphor for these hermetically sealed, holy warriors. Anything that could corrupt the Emperor of Mankind’s perfect mass-market marauders simply must be kept out. They are armed to the teeth with boltguns of all manner, fucking chainsaw swords, plasma and Melta, a wealth of explosives, even the occasional sledgehammer or Power Fist. They are the squad of ultimate badasses. They are pure, they are terrible, they are God’s holy fist.
But sometimes, it’s not enough. Strength falters.
Buying into the ultimate power of the Space Marines opens up the possibility for that power to be questioned, even challenged. Fear, horror, the exhilaration of near or total failure. For some the fantasy of the Space Marine can be its own catalyst for the release valve we think of in From Software games. Nowhere is this more potent than in Space Hulk. Upgrading the standard Astartes with the much tankier and more imposing Tactical Dreadnought “Terminator” armor, Space Hulk is a fantasy of managing a squad of marines through dark corridors in titanic derelict spacecraft. There is only one enemy type—the six-limbed and vicious Genestealer. Managing the tactical top-down layer is complicated by rotating between Space Marines in a first-person viewport for real-time combat. Switching between tactical pauses and active combat introduces a staccato frenzy instead of a chess-like calm. In the end it comes down to two things: Your marines are bulky and stiff, Genestealers are murderously lithe. This is Nazi tanks vs Soviet infantry. As RPS’s Alec Meer put it, “The panic and terror of facing 90 degrees away from your enemy, and knowing that you can’t do a damn thing about it before your lower intestine spills onto your feet, is still something pretty special.” Space Hulk taps into the paralytic fear of Lt. Gorman freezing at the wall of static calling the names of dead marines to no response. Like the Genestealers themselves, Space Hulk is brutally efficient in indulging you with the hard limits of industrialized power.
In contrast to Space Hulk, the more modern era of 40K has skewed toward the raw power fantasy of the Space Marine. But what even does that mean? In the modern era, beginning with Warhammer 40,000: Space Marine, the franchise has leaned heavily into the unassailable solitary hero as default. In the grim darkness of the 41st Millennium, so much depends upon a blue space marine.