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Showing posts with label Warhammer 40000. Show all posts
Showing posts with label Warhammer 40000. Show all posts

Monday, 14 February 2011

Chaos Rising, but how high?

Greetings, reader; I trust this fresh solar cycle finds you well. I have come this day to tell you a little something of the expansion to Relic’s grim, dark future strategy-RPG Dawn of War II- an expansion by the name of Chaos Rising. I am fully aware that the expansion is a year old, and that a second expansion is almost upon us, and I have no real excuse for the late date of this. Take solace from the fact that you are getting this at all.

Dawn of War, as you really should know, is a series of strategy games set in the Warhammer 40,000 universe, a universe with far more horrors and staunch warriors than hope. It’s a science-fantasy setting, where humanity has spread out among the stars, and discovered that the whole galaxy is full of unpleasantness, the mighty Imperium of Man beset from all sides by daemons, aliens and traitors, and held together by the efforts of the superhuman Space Marines and stalwart Imperial Guard.

I spoke of the original Dawn of War 2 some time ago- I was impressed with the way they handled the universe (a universe of which I am fond), of the clever use of the wealth of lore. I liked the gameplay, too, the player needing to make cunning use of cover and specialised troopers to succeed. I liked the story elements, the Space Marines of the Blood Ravens chapter battling to save their recruiting worlds from the barbaric Orks, the enigmatic Eldar and the all-devouring Tyranids. Recently, and with the assistance of a Steam buddy, I managed to finally complete the single-player campaign of the original game, and so moved on to the expansion, which, perhaps foolishly, I had purchased on release date, on the admittedly shaky basis that my future self would thank me.

The sequel is set a year after the events of the original, your Blood Ravens returning to sub-sector Aurelia to investigate the re-emergence of a planet thought lost to the warp (an alternate reality overlapping ours, dangerous but critical to the setting due to its use in faster-than-light travel) and the apparent distress signal sent from the surface of a world that should be devoid of life. Fairly quickly, the marines discover the presence of the Black Legion, Space Marines who have turned from the light of the Emperor of Mankind and devoted themselves instead to the ruinous powers of the Chaos Gods. It comes to light that there is treachery within the ranks of the Blood Ravens, with traitors in the very command of the chapter and within the player’s force itself.

All this is well and good, but what does it mean for gameplay? Well, the introduction of the Chaos Space Marines means a new faction in single and multi-player games. These are similar to their loyalist brothers, but their millennia of exile brings a few notable differences- they lack some of the new and specialised technology available to loyalists, but their experience and the favour of their patron gods lends them an edge in battle, allowing them to summon daemonic creatures and auras to crush their foes.

The corrupting element of Chaos, an important element to the setting, plays a significant role in the campaign, too. The squads under the player’s command have a new “Corruption Meter”, a sliding scale marking the purity of their souls. Corruption is gained by failing objectives, such as rescuing beleaguered scout marines from foes, or using the new “tainted” wargear, items of weaponry and armour that usually have some sort of dark history, offering spectacular power at the cost of damnation. Your marines can redeem themselves by going above and beyond the call of duty on missions, completing additional objectives like assassinating an enemy commander, or taking “penitent” items that have negative effects on their combat prowess to remind them of their duty to the Emperor. Your Marines get additional abilities based upon their level of corruption, too- totally pure squads might have an enhancement to the use of healing items, those with just a little corruption swapping this for gaining health from the killing of foes, and totally corrupted units go to battle with a daemonic bloodthirst. It’s quite cleverly done, with corruption being just slightly easier to attain than redemption, tempting a struggling player to corrupt his force by degrees. Brilliantly, the total accruement of corruption is used to determine which of the player’s allies turns out to be the traitor betraying the Blood Ravens at every turn, a nifty twist in the storyline.

Terminator armour, lightning claws, personal teleporter and orbital bombardment beacon. Is he underdressed? I wouldn't tell him.

In addition to the modifications to the formula brought by the appearance of a corrupting foe, there are some simple additions made as one would expect from an expansion. The maximum level of characters has been raised from 20 to 30, letting players who had maxed their characters in the original still get a sense of progression. New types of weapons have come, too- marines can now use ‘lightning claws’, bladed gauntlets surrounded with an energy field, deadly to armoured infantry, ‘lascannons’, the setting’s iconic anti-tank weapon, projecting a beam of energy that deals ruinous damage to everything but fires about once a week, and ‘melta’ weapons that spray a short ranged stream of superheated matter to cut through anything you can imagine. These are all fairly nifty additions offering the player a little more tactical choice, which is nice in a game where this is a selling point. There’s a new controllable unit, too- a Librarian marine named Jonah Orion. Marine librarians, like the ones found in libraries, are entrusted with the preservation of knowledge and history. Unlike those, however, these ones are also deadly combatants, destroying enemies with blasts of psychic power rather than just stern looks if they are noisy. Jonah has a broad range of abilities, and as such can be used in a variety of battlefield roles- he can smite foes from afar with the power of his mind, slip through the warp to emerge within the matter of an enemy and engage his terrified squadmates in close combat, or use healing powers and protective barriers to take a more passive, defensive role in proceedings. This unit can be very effective, but does require micromanagement of his range of abilities. Lamentably, I suspect to get the most from the Librarian would require more attention and patience than I am prepared to give him.

Loyalist Predator battletanks form an armoured spearhead to be thrust to the heart of the traitorous foe.

The original game’s missions took place on three planets; a lush jungle world, a harsh desert planet, and an urbanised hive-city planet, with a couple map variants on each to keep the player entertained. With the endless randomly-generated missions, these could get tiresome if the player progressed as slowly as I did. The new game has added a couple of settings, first a frozen ice planet, the base of operations for the Chaos forces. This place plays in a fairly similar fashion to the worlds of the last game, but there are a few nice snow effects and suchlike that give it visual appeal if nothing else. The second of the new settings is awesome, though- a Space Hulk, a huge, drifting space vessel forged from the crushed remains of a number of unfortunate ships that slips semi-randomly through space, often containing secrets, always containing nasties. Drawing inspiration from the tabletop game of the same name, missions on the space hulk have the player driving his force through the maze of narrow corridors against a sneaky and deadly foe. Here, I think Relic has outdone itself. Enemies appear from anywhere, bursting from pipes or leaping from overhead, giving the whole thing a tense atmosphere. Adding to the tension, the warp-tainted nature of hulks imposes a time limit on how long your marines can remain before the corruption has a dangerous effect. There’s a real feeling of pressure on the hulk missions as you hunt through the twisted corridors for the relics you seek- your marines combat tangible horrors at every turn even while they whisper and gibber at those within their mind. It was genuinely unnerving to hear the utterly dependable Tarkus rant about how some imagined thing was his and his alone. Unfortunately, the missions aboard the space hulk are precious few, a real shame given their quality.

Chaos Rising, then, is a worthy expansion to a game I enjoyed. It has made many pleasing additions to an already solid formula. I liked the extra wargear options brought in, the storyline with its betrayal and treachery and the thrilling missions on the space hulk. Things I wasn’t so happy with included the fairly short length of the campaign, though I’m not sure whether that’s better or worse than having a hundred new randomly-generated defend missions each day. Relic did give a slightly broader mission range this time, which is also sweet. All in all, I liked Chaos Rising, and not just as a 40K fanboy, and I await the sequel, Dawn of War 2- Retribution, with eagerness.

Tune in next week/month/time I post to see my thoughts on one or more of: Dead Space 2, Bad Company Vietnam, Gran Turismo 5 and Need for Speed: Hot Pursuit. I can’t wait, can you!? If you know but one thing, know this- it is gonna be rad.

Wednesday, 19 May 2010

Updates everywhere in this bitch!

Well, looks like I'm back here again. Only three months since last posting, too; what a treat for you. Perhpas you are wondering why I would return now. Boredom? Guilt? Desperate desire to uphold the pretence of being a functional blogger? Maybe one of those; maybe all of those. In truth, I know not myself, though I suspect the reason is linked to the combination of my consideration of myself superior to mere mortals due to being a writer and contempt at my own hypocrisy in possibly writing less than people who do not purport to write anything. It matters not; on with the update!

Recently (in reaction to a strip from the wonderful boys at Penny Arcade, who need not a link from me in the same way Gandalf needs not recommendation by a simpleton hobbit) I bought and read Frank Herbert's epic Dune, or possibly DUNE. Curiously, despite stipulating delivery as close to instantaneously as possible, I did not read it straight away upon reciept of the package. Instead, I let it sit on my desk for a week or two prior to actually commencing it. This was not due to being in the middle of another book, or reluctance to read it, as I was in neither position. I simply felt that, based on what I had heard and read of the book, it was not necessary for me to actually read the book itself straight away. I knew it was going to be good, as it is ranked among the best science-fiction tales ever told and I knew I was going to enjoy it thoroughly as a result. This lended me a sort of comfortable apathy regarding it; I would read it when I was good and ready. When I finally did so, it was, predictably, very good indeed. As a nerd, I have inevitably encountered much literature and fiction inspired by Dune, and it was interesting to me to consider the book in terms of its derivative works as I progressed. The setting of the desert in any fiction has always fascinated me, from the Old West to Tattooine, the desolation and hardship of characters in such a setting lending them some considerable fortitude and strength, and I do feel that Dune epitomises this. I'd recommend it, if far future sci-fi is your kind of thing, as it indubitably should be.

Also; I finally did it- I bought a DS. This was purely and simply because of the release of Pokémon Heartgold and Soulsilver Versions; Pokémon Silver was one of the most enjoyable experiences of my young life, so there was no way I was missing out on this. I played through the whole thing, picking up a Cyndaquil all the way to the cataclysmic ultimate battle with Red, and let me tell you, it was gooood. I long felt the Gold/Silver storyline was fantastic, a real coming-of-age adventure. Reliving it, with the added understanding of my more advanced years, battling and befriending Pokémon and their trainers, honing my own party into six battle hardened demigods- hot damn I love it. I may not buy another DS game until Black and White versions are released, but I regret not a damn thing.

Red Dead Redemption; awesome, but, possibly due to the unusual heat we have lately being experiencing, riddled with crashes. That's all I'm going to say about that, for now.

Played some Warhammer 40,000 last week, not often that I get a game. My breathtaking Evil Sunz Orks ripped apart the Blood Angels in a frenzy of melee combat. I had not been expecting to play, and doing so was a real treat. I may take the hobby a little more seriously this summer, though, as you and I both know, my word on here means precious little.

Content, content... Battlefield: Bad Company 2 was released, as I said it would be in my last post. As anticipated, the multiplayer was highly enjoyable, however, the singleplayer I did find wanting. Though this is perhaps to be expected in a franchise so multiplayer focused as Battlefield, they could at least have given it a proper ending. As I mentioned, all facets of the multiplayer game are enjoyable- footsoldier, tank commander, chopper jock, though in my opinion, too many maps place too much emphasis on the relatively mundane foot combat.

That's all I can think of right now. Maybe I'll post again, but no promises.

Wednesday, 23 September 2009

MAN VERSUS ALIEN IN DESPERATE BATTLE

So, as I mentioned in a previous post, I have bought a copy of the third edition of Space Hulk. Doubtless, as you fail to read this you are desperate to learn of my thoughts on it. Well, having played a few games over the weekend, I can tell you this: Space Hulk is awesome.

If you are cool enough never to have even heard of Space Hulk, then here is a brief introduction. The game, set in my beloved Warhammer 40000 universe, centres around a small force of Space Marine Terminators, the elite of humanity's elite, as they board an ancient interstellar vessal/wreck, the titular Space Hulk, in search of relics or technology thought lost. Inside the hulk, they must do battle with the alien Genestealers, vile, six-limbed creatures as numerous as they are ferocious. The game is one of turn based strategy, with one player assuming command of the Marines and the other the Genestealers. It is also one of GW's oldest products, first released in 1989 (the new, third edition was released for the 20th anniversary), and one of the nerdiest things ever.

So, when the giant box arrived on, well, my neighbour's doorstep since I wasn't in, I tore it open with all the relish of a genestealer butchering a hapless terminator. The box was not merely large, but dense, containing two playing manuals (a rulebook and a mission book), several miniature frames, and the veritable flood of cardboard, for the playing area as well as legions of tokens representing the status of marines, the position of aliens currently out of direct sight, flamer effects and reserves of ammuntion (for the monstrous assault cannon) or psychic might for the powerful marine Librarian.

As I have mentioned, players control either marines or xenos in a series of missions outlined in the mission book, included in the (vast) box. These have objectives ranging from simple, team deathmatch style showdowns to complex scenarios requiring marines starting at point A to retrieve an objective at point B before making their escape at point C. I have attempted only two of the twelve, but both proved entertaining from both sides. Unfortunately, both I and the only person I could convince to play with me are massive Imperial fanboys, so we fought violently over sides prior to any actual combat. Perhaps this is that fanboy speaking, but I genuinely felt the marines were the more enjoyable side; since there are so few and they each have names displayed on the side of the box, there is a real narrative feel to the gameplay from the marine side, in addition to the murderous joy of an assault cannon holding overwatch a 'stealer infested corridor. That's not to say play on the home team is dull; shifting blips and attempting to flank the marines is a tricky game of hide and seek- the marines will annihilate you at range, so you have to get close enough to bring the razor claws of your brood to bear. Asymmetrical gameplay is always interesting in a strategy game, and I feel it has been implemented well here. As far as balance goes, the marines won two of the three games we played, but I feel the genestealers may have an advantage in the hands of more experienced players.

A "review", as I suppose this is, is worthless, firstly as nobody reads this, and secondly for it has been so long since release that anyone who cared about it has already bought at least one copy of the strictly limited editions. However! I like writing, but, as my post history shows, I am lazy. I resolved to complete this post in an attempt to counter this fact. With a bit of luck, I will seriously actually totally begin posting with renewed vigour having done this. Wish me luck, you psychopaths!

Thursday, 9 April 2009

Aw hell, it's been a MONTH!?

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.

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.