That's right, sports fans, it's been more than a month since last I blessed you with my writings. Miss me? Yup, that's a trick question, you're not reading this! Don't worry, noone else is. I can't justify the drought, but by way of reparation, accept this!
Been playing a bit of Dawn of War: Dark Crusade lately. I posted previously about Dawn of War 2, which is still wonderful, but thanks to some madman in Relics patching department, I am denied playing it by what seems to be an overheating issue. So, I turn to its younger brother, Dark Crusade.
There were many who complained about Dawn Of War 2's radical change in gameplay from its predecessor. The combat focus, with the complete elimination of basebuilding and the reduced scale of the strategy threw some DOW fans, as well as many RTS veterans. However, playing the first game, I can't help but wonder if this was the approach Relic wanted all along. Comparing Dawn of War to other RTS games before it, we see... well, reduction in scale and simplification of basebuilding. Although Dawn of War retains the same basic system of workers, structures and technology research as its forebears, there are certainly signs of the combat focus creeping in. Though the traditional elements are all there, they serve no higher purpose than cogs in the machine of killing the other blokes troops. There are worker units, sure, but there is none of this girly resource harvesting we get from Age of Empires and the like- no, these guys build places for soldiers to come out of. Or turrets to shoot other soldiers. Or places to research bigger guns for your soldiers. Looking at it this way, it seems hopelessly convoluted when compared to Dawn of War 2, which removes all the frippery and leaves the pure combat. Playing Dark Crusade, I feel that it craves this purity.
On a further note of 40K, I have begun reading the Black Library's Horus Heresy series of novels. These are, by my reckoning, bloody good. I suspect and fear that a fanboy like myself simply CANNOT report objectively in these matters, but the quality of the literature itself seems to be at the very least sturdy. The Horus Heresy, for the uninitiated, is the broad term for the events surrounding the cataclysmic civil war that nearly destroyed humanity. The books tell the considerable saga of how the the Emperor (of Mankind)'s favourite son and commander of the Great Crusade into the galaxy, Horus, falls to the dark powers of Chaos, and turns against his father. It would be madness for anyone into 40K not to give these a look, but I would reccomend them to anyone interested in sci-fi.
What else? Ah yes, a little more before they haul me back to the padded cell. Upon finding my rather dusty Game Boy Advance SP and discovering it had a miraculously high level of battery charge, I began playing Pokémon Ruby. It amazes me how good the Pokémon series remains. It is still hugely entertaining to capture, train and battle the creatures, even in a world of PSP-3000s, DSis and, though it pains me to say it, iPod/Phones. My faithful Combusken is now level 27, and kicks quite a lot of ass. I have a half-formed plan to buy a DS Lite or, possibly, DSi once my exams are dispensed with and get stuck in to the upcoming Platinum Version. Whatever happens, I will no doubt write of it, but know this- Pokémon rules now and always.
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Showing posts with label Relic. Show all posts
Showing posts with label Relic. Show all posts
Thursday, 9 April 2009
Saturday, 21 February 2009
Dawn of War II Single-player Impressions
I tend not to be very good at RTS games. I feel that I don't have the attention span for the basebuilding and resource management necessary in the typical empire-builder, and as a result am crushed by whatever enemies confront me. The nuances of large scale combat similarly escape me, as I see that I have brought far too few units, or too few of the type I need, or too many of the wrong type, to the battlefield. Superweapons are little comfort, for as a huge fan of mutually assured destruction I tend to proliferate rather than annihilate. My foes, however, have no such reservations, and gleefully rain nukes/vacuum imploders/virus bombs onto my (poorly built) base.
Conversely, I seem to have something of an affinity for small-scale strategy. In Team Fortress 2 and Call of Duty 4, I have a sort of mental heads-up display, denoting enemy team positions, flanking routes, the opposing team members to watch out for and such, and do my best to help with team organisation (no easy task in the wilds of a public server). Setting up lethal crossfires in Socom: Tactical Strike came very naturally to me.
With this in mind, coupled with a lingering love of the Warhammer 40000 universe, I hotly anticipated Relic's newly released Dawn of War II. Here was promised the near-complete obliteration of basebuilding. Here was promised small numbers of small squads, gaining experience and attaining wargear as they progress, using cover and special abilities to engage enemies. Here was promised, in other words, exactly the sort of small scale, intense strategy that I crave.
Upon completing the Steam download, I promptly loaded up. Watching the opening movie, the anticipation grew. Presented with the main menu, with its display of a Space Marine, with the classic chainsword in hand, surveying the field before him, I felt a little pang of joy, an unfamiliar sensation for my grim mind. I selected start new campaign, and was prompted to enter a name for my Force Commander. Often in these matters I go for comedy value (Big Steve of Vault 101 can testify to this.) Not here. This man was to be my representative in the battles to come. The Space Marines under his command deserved a properly named leader. I named him Crucius, for the pain he would inflict on the enemies of the Emperor. And so, with a Deathadder for my chainsword, I dropped into the battlefield.
First of all, the game plays very nicely. As promised, basebuilding is all but nonexistent. You select the squads to drop onto the field before combat and they are who arrive. Occasionally you must build turrets or capture structures, but there is no actual unit production. The squads available to you are based around a named squad leader. These leaders level up as they are used in combat, with each having different specialisations- a versatile Tactical Squad, heavy-weapons wielding Devastators, Assault Marines with jetpacks and close combat weaponry, and stealthy Scouts. Only 4 of these can be taken on missions, including the commander, giving something of a tactical element before the battle even begins in your choice of squads. Personally, I usually have the tactical squad attack while the Devastators set up, before jumping the Assault Marines into the fracas, along with the commander, but there is a huge amount of choice in tactics used. These squads gain experience and level up as they are used in combat, allowing them to gain new traits and abilities, but the real point of interest is wargear.
Wargear is equipment obtained through missions. Your choice of wargear is what really generates attachment to the units, and what can give an edge in combat. You will regularly have to choose between different items, depending on what role you allocate to each squad, and on the mission objectives. Frequently, I pore over the wargear selection screen, allocating the kit for maximum effectiveness; some items of wargear are unique, and as such offer some sort of bonus along with a little backstory regarding the reason you should be excited about carrying this relic into battle. This is particularly intersting for a fanboy like myself, but I'm sure will hold some degree of interest for a novice to the world.
The campaign is lengthy- I have put in over 15 hours playtime since release, and am still in the thick of it on Sergeant (the second hardest) difficulty. Story is as per usual as far as these games are concerned, obviously particularly appealing to fans of Warhammer 40000, but not unintelligible to other individuals either. Interestingly, as is becoming common with RTS games, cooperative campaign is available. Only briefly have I played this, but the deal seems to be different players control different squads- player one controls the commander, while player two operates the tactical squad etcetera. This should make for interesting play, but as mentioned, I have but dipped a toe here.
Multiplayer impressions coming soon.
Conversely, I seem to have something of an affinity for small-scale strategy. In Team Fortress 2 and Call of Duty 4, I have a sort of mental heads-up display, denoting enemy team positions, flanking routes, the opposing team members to watch out for and such, and do my best to help with team organisation (no easy task in the wilds of a public server). Setting up lethal crossfires in Socom: Tactical Strike came very naturally to me.
With this in mind, coupled with a lingering love of the Warhammer 40000 universe, I hotly anticipated Relic's newly released Dawn of War II. Here was promised the near-complete obliteration of basebuilding. Here was promised small numbers of small squads, gaining experience and attaining wargear as they progress, using cover and special abilities to engage enemies. Here was promised, in other words, exactly the sort of small scale, intense strategy that I crave.
Upon completing the Steam download, I promptly loaded up. Watching the opening movie, the anticipation grew. Presented with the main menu, with its display of a Space Marine, with the classic chainsword in hand, surveying the field before him, I felt a little pang of joy, an unfamiliar sensation for my grim mind. I selected start new campaign, and was prompted to enter a name for my Force Commander. Often in these matters I go for comedy value (Big Steve of Vault 101 can testify to this.) Not here. This man was to be my representative in the battles to come. The Space Marines under his command deserved a properly named leader. I named him Crucius, for the pain he would inflict on the enemies of the Emperor. And so, with a Deathadder for my chainsword, I dropped into the battlefield.
First of all, the game plays very nicely. As promised, basebuilding is all but nonexistent. You select the squads to drop onto the field before combat and they are who arrive. Occasionally you must build turrets or capture structures, but there is no actual unit production. The squads available to you are based around a named squad leader. These leaders level up as they are used in combat, with each having different specialisations- a versatile Tactical Squad, heavy-weapons wielding Devastators, Assault Marines with jetpacks and close combat weaponry, and stealthy Scouts. Only 4 of these can be taken on missions, including the commander, giving something of a tactical element before the battle even begins in your choice of squads. Personally, I usually have the tactical squad attack while the Devastators set up, before jumping the Assault Marines into the fracas, along with the commander, but there is a huge amount of choice in tactics used. These squads gain experience and level up as they are used in combat, allowing them to gain new traits and abilities, but the real point of interest is wargear.
Wargear is equipment obtained through missions. Your choice of wargear is what really generates attachment to the units, and what can give an edge in combat. You will regularly have to choose between different items, depending on what role you allocate to each squad, and on the mission objectives. Frequently, I pore over the wargear selection screen, allocating the kit for maximum effectiveness; some items of wargear are unique, and as such offer some sort of bonus along with a little backstory regarding the reason you should be excited about carrying this relic into battle. This is particularly intersting for a fanboy like myself, but I'm sure will hold some degree of interest for a novice to the world.
The campaign is lengthy- I have put in over 15 hours playtime since release, and am still in the thick of it on Sergeant (the second hardest) difficulty. Story is as per usual as far as these games are concerned, obviously particularly appealing to fans of Warhammer 40000, but not unintelligible to other individuals either. Interestingly, as is becoming common with RTS games, cooperative campaign is available. Only briefly have I played this, but the deal seems to be different players control different squads- player one controls the commander, while player two operates the tactical squad etcetera. This should make for interesting play, but as mentioned, I have but dipped a toe here.
Multiplayer impressions coming soon.
Labels:
Dawn of War 2,
PC gaming,
Relic,
Space Marines,
Warhammer 40000
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