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Warhammer
40,000: Dawn of War and Winter Assault
Dawn
of War
Score: 9.0 / 10
I probably haven't had more fun playing Dawn of War since I reviewed Warlords Battlecry 2. In similar fashion to the latter, Dawn of War is intensively addictive and completely satisfying. Everything is in place for a totally enjoyable gaming experience. With that said, Winter Assault extends the experience that you don't want to end by providing more content than is expected of most expansion packs. Taken together, or even apart, I would say that these titles stand with some of the all time great strategy games that I have played.
Dawn
of War and Winter Assault take place in the Warhammer 40,000 universe.
Though I wasn't familiar with the universe, Dawn of War does a great job
of introducing the world, the characters and the themes of the strange
and violent universe. In Dawn of War, you play through a single player
campaign for the Space Marines. The campaign is a little bit short, but
the multiplayer and skirmish options provide enough gameplay to satisfy.
Although there is no single player campaign for the other races; Eldar,
Ork, and the Chaos Marines, you do get to play these races in the
skirmish and multiplayer options. The story follows a chapter of the
Space Marines known as the Blood Ravens. Though the story is not
entirely unpredictable, the voice acting and short in engine cut scenes
are enough to keep you interested. I also enjoyed the short sayings of
the units when clicking on them. These really reinforced the atmosphere
of the universe and I found them to be delightfully twisted.
Strategically, Dawn of War is fairly unique and has a great way of streamlining the gameplay to be action focused. There are only really two resources; requisition and electrical power. Requisition points are scattered across the maps and to gain control of a point, your troops must capture it by staying by the point. When capturing a point, your troops can not move, or attack enemy units. If they do, they will stop capturing the point. Once a requisition point is in your control, you automatically gain requisition points. To protect the requisition points under your control, you can build Listening Posts on the requisition point, as well as turrets |
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around the points. As
requisition is the primary resource in the game, this design decision
provides the gamer with a very simply but effective way to engage them
actively in resource gathering. Gaining control of requisition points is
therefore completely integrated into the action oriented gameplay, and
the game is always a careful balance of push and pull and action and
defense in the pursuit to capture more requisition points. |
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The
other resource is necessary but is more traditional in its
implementation. Electrical power is simply accumulated by building power
generators. The number of generators is limited to a given number,
however, only the later units really require power to create. As such,
by creating your generators early, you should have plenty of power by
the later stages in a mission to create the more powerful units. On the
more difficult settings, electrical power is likely to be more
important, however, on the normal difficulty setting on which I played,
this resource didn't seem to ever be an issue.
To
build your generators, listening posts and all your other traditional
buildings, you have your builder units which are limited as they do not
take up a slot in your limited population cap. There are two limits for
your units each with a maximum of 20; a population cap for your infantry
units, and a vehicle cap for your vehicle units. 20 may seem like a low
number, however, infantry is made up of squads and each can have more
than one individual person in it. For instance, a space marine squad
takes up two population units, but in that squad you can have 10 squad
members. This means that as long as one squad member is alive, you can
strengthen your squad back up to full numbers. While adding members to a
squad does cost you resources, it is cheaper to keep your squad alive
and strengthen it than to create a new squad. This makes for some
interesting guerrilla tactics during gameplay which you can employ and
to which you will have to defend against.
The
technology developments in the game are fairly standard, however after
an improvement is automatically applied to your units, there are some
upgrades that you can apply individually to your vehicles and squads.
For instance, in a squad of snipers only one of the men can initially be
outfitted with a weapon upgrade. After researching to increase the
number of special weapons your squad can carry you can choose from three
or four weapon types for that individual squad. This allows you to
create some very specific squads and it can really make the difference
in a battle where based on squad type and number both sides are evenly
matched. Vehicles can also be upgraded in the same manner with optional
weapons.
The
unit types across the different races and how each race is played is
actually quite unique. While the Space Marines are generally the most
straightforward and battle hardy, the other races have some unique
abilities and are actually quite different to play. For instance, the
Eldar are a bit weaker but have great stealth capabilities and are able
to easily and quickly transport troops all over the map. The Chaos
Marines are somewhat similar to the Space Marines but have upgrade paths
and unit types that differ wildly from them. The Orks have the power of
numbers and can quickly create fairly powerful groups of units, but have
somewhat weaker vehicle units.
<< Continue to the Winter Assault >>
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