Collect resources. Build up your base. Climb the tech tree. Collect more resources. Pump out a ton of upgraded units and overwhelm the AI with an unstoppable army. Rinse, repeat, and you’ve got yourself a single-player campaign. That’s the way Dune II did it back in 1992. That’s the way StarCraft did it in 1998. And that’s the way the original Warhammer 40,000: Dawn of War did it in 2004.
We like what Relic Entertainment’s doing with Warhammer 40,000: Dawn of War II. Instead of tossing us a few new units with slightly snazzier graphics and calling it a day, they’re making some sweeping changes to the singleplayer campaign, killing some of the RTS genre’s most sacred cows by removing resource-gathering chores, and base management.
Announced on June 2nd, Warhammer 40,000: Kill Team is a downloadable spin-off game from the successful 40k series. Getting a bit of time in with the game at its E3 debut, we were pleasantly surprised with what turned out to be a decent twin-stick shooter. While a few points in the demo felt a little undercooked (and for the record, the game’s not done, so no judgment yet), the sheer amount of potential and arcade-y nostalgia presented by the game outweighed any negative instances we encountered during our experience...
Captain Titus and the Space Marines under his command have it rough. They've been raised from birth to defend the human race against the oncoming, never-ending swarm of bloodthirsty and warlike Orks. To make matters worse, they're also being attacked by the devious and powerful followers of the Chaos Gods, who warp in from alternate dimensions to join the fight. Luckily for them, they've been genetically altered to deal with just about any threat that comes their way. Standing at more than seven feet tall and weighing in at about 1,000 pounds, they're capable of destroying most everything that comes their way. And that's why they're the focus of Relic Entertainment's newest foray into the Warhammer universe...
Plenty of haters lately have railed against Warhammer 40K: Space Marine, saying that it just looks like a mash-up of Gears of War and Dynasty Warriors set within the 40K universe. To this we’d like to say: What on Earth is the matter with you that you can’t appreciate a game that’s a mash-up of Gears of War and Dynasty Warriors set within the 40K universe?...
It’s almost a year since the first footage of Warhammer 40,000: Space Marine escaped Relic’s offices, but what a difference twelve months can make. Originally pitched as a melée-heavy Gears of War with a speed boost (ranged weapons subdue enemies but you need to get close and trigger one of the ‘cinemaction executions’ to finish ‘em off) it’s now an action RPG with hand-to-hand combat.
Dawn of War: if ever a game was built for expansion packs, it's this one. Relic's characterful Warhammer 40,000-inspired RTS (PCG 140, 90%) may have featured a generous four armies to play with, but there are plenty more in the 40K universe that would - and inevitably will - lend themselves wonderfully to the PC treatment.Enter Winter Assault. The well-trained eyes out there will immediately recognise the forces of the Imperial Guard in action: the very backbone of humanity's future fighting
It seems like every time we see this game of far-future, apocalyptic warfare in action, a new colour has been added to the palette of treats. That's why, this time, we thought we'd throw two of the game's most vibrant elements into sharp relief: super-units and battlefield tactics. Every tech-tree in every RTS has its high branches, and usually lurking at the top is a piece of uber kit so powerful that Donald Rumsfeld has sweaty dreams of owning it. Dawn of War is no exception. But the main
Mythic Creative Director Paul Barnett likes to talk. And not just about his online RPG. "A game guide is actually there to corrupt your enjoyment of the game. It tells you the most efficient, straightforward and dull way to increase your numbers, and in no way tells you the wonder and joy of the game you're playing. And for most games, the wonder and joy is in getting there. In fact, in most of life, the joy is in getting to something."
There's more: "We now have people obsessed with getting
The time has come to take off the training wheels. Massively multiplayer roleplaying games, from EverQuest to World of Warcraft, from Guild Wars to Lord of the Rings Online and everything in between, have become the definitive PC genre. Yet most of the new ones feel like clones; merely the next incremental step. We've yet to see a truly next-generation massively multiplayer game - a game that binds epic quests, amazing landscapes, deep and rich