Something I have been meaning to get out of the way for a while.
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DAWN OF WAR II (PC)
I've played RTS games since their (practical) beginning, when I picked up Dune II on my Amiga. Blizzard jumped in soon after and I bought the virtual fantasy copycat Warcraft off the back of a very good demo. I then bought C&C off the back of Dune II, and took a risk with buying Warcraft 2 before it was reviewed (Blizzard hadn't quite got the reputation they have now back then) and it paid off handsomely.
Then came the wait for Starcraft. Back in the day, this game was the promised land- Blizzard was going to smash the RTS genre to pieces. Only the damn thing never seemed to come out, despite the promises inside the CD overlays of games like Diablo, saying it was due in '96. I clearly remember having an anxiety overload waiting for the damn thing to come out.
Of course, eventually it did and it became the most played game... ever in our group. The reviews were surprisingly muted, considering the legendary following it got since then. Anyway, my friends and I played the crap out of it, doing the while LAN party thing for co-op and occasional competitive goodness. I wrote missions with the editor, we moaned about various overpowered units, we'd marvel at the quality of the cutscenes, we anxiously awaited the expansion to come out etc...
But that was it for my RTS days. After Red Alert, I never bought any other C&C titles, and my whole love affair with the genre dried up. Ironically, despite the entertainment it gave me, Starcraft was partly the cause. Becoming good at Starcraft required putting a massive amount ef effort into resource management and timing of build orders, and eventually I kinda realised that... I didn't find that any fun. Starcraft was at its best when we were learning how to play it. the better we got, the less fun it became for me. Starcraft did what it did- show how RTS games really worked- too well. It showed me that... actually, I didn't really enjoy that sort of thing very much.
(My obsession after that became Alpha Centauri instead, still one of the most awesome games ever made, but still- as with all Civ games- ruined in multiplayer, because playing to win is NOTHING like trying to fully experience the game).
So for close to a decade, the RTS genre was lost to me. What exactly it was that possessed me to buy the Complete Collection of the original Dawn of War two years ago now escapes my mind. I'm kind of a Warhammer fan, but increasingly crap rules and expensive models put me off the tabletop game long before I bought Starcraft. It was a good value package- 20 pounds for the game and all three expansions. It good some good reviews, but I think it was just impulse in the end.
Anyway. DoW was great- it made me fall in love with the RTS genre all over again. Ok, sure, in the end, the competitive arena is playing to win at any cost, and that;'s never going to appeal to me. But so much of DoW DID appeal. The stripped down resource model- meaning your military units captured took control of areas in the field to provide resources, rather than messing around with dozens of fiddly peons- was exactly right for me. Nine factions- awesome! They were never going to be balanced, but they were FUN and that counted for a lot more. They just had to be balanced ENOUGH (and if one faction was stronger- well, that made it a good AI opponent). With all the expansions in, I had a vast amount of single player content to play, from the linear campaign of the original to the metamap campaigns of the last two which allowed you to play as any faction, and which Iron Lore (the now defunct programmers that made the last expansion instead of Relic) totally cocked up but it was still fun regardless.
For some six months, the spirit of those Starcraft days was revived as my friends and I duly played the crap out of these games. The Warhammer universe- being the spiritual inspirtation of Blizzard's games, after all- is extremely well suited for computer game treatment, and the simplified resource model and emphasis on in-the-field fighting, combined with decent graphics and spectacular visuals in the form of sync-kills when certain units kill each other (Force Commander kills Bloodthirster is right from Gandalf fighting the Balrog- look for it on youtube).
It still had buildings and build orders but they were very manageable. One of its schticks was to work in reinforceable squads rather than individual units, which both preserved the theme of the source material and made a great way to bring infantry masses into an RTS. The army painter, another thematic touch, also gave you a greater feeling of ownership of your units. Different races had different ways of increasing their supply, and their experimentation of entirely different ways to play with some races- like the Necrons, who work on a totally different resource model- kept the game intereting in the long term. The only thing that started to slow our platying at first was the inadequate AI, which rushed well but was not great in the long term. Luckily, a fan mod known as Dawn of Skirmish transformed the AI into... well, the best RTS AI I've ever played against- hardly unbeatable, but easily set to provide very stiff opposition that kept co-op games worth playing.
It was never going to be as popular as Starcraft- never going to be as balanced, the single player campaigns were neither as long nor as good, and it is simply not as suitable for the e-sport treatment that made SC go stratospheric in Asia. But for me, it was about perfect. A 9/10 for that game.
Obviously, the upcoming sequel to the game had me hugely interested. Funky new graphics and what-not- great! Fewer factions, of course- the Tyrannids in, the surprising omission of Chaos... actually, no factions I was really interested in playing, but I could not complain about the roster. A new approach to the campaign mode, with meaningful decisions affecting its outcome, caught between helping yourselves or helping others. RPO like progression, improving the skills of yourself and your senior officers (and no question of permanently losing those officers, often the problem with persistency in these games). Fully coop campaigns- awesome. A scaled down approach, focussing on small squad tactics... err, ok. Fair enough, but I doubt anyone was actually EXCITED by that. Kind of a shame.
Biggest of all, a whole new approach to the RTS genre. No base buidling. No unit construction in single player at all, and a completely streamlined version of it in skirmish mode, still with the central DoW tenets of capturing points in the field. Meanwhile, they were porting over all the cover, building occupation and retreat systems that hade contributed towards sister game "Company of Heroes"'s huge critical (if not commercial) success.
Minus having my favourite races in, it looked on paper to be exactly the game I wanted. So, what did I think when I started playing it?
"Mmmm... interesting..."
The thing is, from the first hour you play you immediately get the feeling that they didn't nail this one like they did the original. There are a lot of good ideas here, but ironically it may well have been better if they had done the boring thing, and just upgraded DOWII (unlike SC2, which is a direct upgrade of SC, this was only four years on and a very practical option).
Well. Let's look at the whole thing.
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Set in the far future where a degenerate Human Empire under a never-seen Emperor who has been effectively on life support for ten thousand years, the Warhammer universe sees humanity up against a vast array of alien (and internal) foes who range from the enigmatic to the psychopathic, and all sides have reasons to fight each other over time. A grim and angsty universe, the Imperium cannot said to be the good guys, though they are often the least bad. The iconic characters of the setting are the Space Marines, genetically modified super-warriors who act as special forces; small in number but capable of affecting entire campaigns with their surgical strikes, clad in vast protective armour and wielding massive amounts of weaponry.
The focus of the game is on these Marines. Whilst four factions are in the game (with bonus appearances from Imperial Guard troops in the campign), only one can be played single player, in which you play a young Force Commander leading several squads of other marines against a threat to the recruiting worlds of your Space Marine Chapter by devouring aliens the Tyrannids (who were the main inspiration for the Zerg). Equipping your squads with loot picked up in the field, RP style (and rather oddly fluff wise. Quite why your enemies are carrying all these weapons for you to use- and why you don't have the hardware you need back on your ship- is not known. Ok, gameplay over plot but... I think they used the wrong system here. This isn't Diablo. If you HAVE to control the supply of weaponry, try a more X-Com like system, where you still improve your weaponry over time but entirely internally, not just from what you pick up on the field).
You quickly notice that your units move quite sluggishly compared to other RTS games. This is part of the slow, careful, tactical movement used as the engine inherits from Company of Heroes before it. Designed to simulate World War II firefights, it doesn't feel quite right with Marines, who never struck me as those sorts of fighters. They've also had to overlay melee combat onto the system, which... KINDA works, but is imperfect. Your units automatically seek cover to hide behind, but this system is a bit crappy, and remains so a year later- frankly, it would be better off removed. I didn't think I would ever call for MORE micro-management, but this time I want to choose if I am putting my units in cover or not. I don't want them arsing around with poor pathfinding trying to find it when they should be shooting.