Brace for impact: grandmaster developer Relic has fired another shot in the battle for strategy gaming supremacy - and this time they intend to redefine what "expansion pack" really means.
The war-scarred planet of Kronus is the home to this expansion, called Dark Crusade, the second add-on for Relic's Warhammer 40,000: Dawn of War. The most vile and powerful races in the universe have converged for a final showdown for domination of its technology and artifacts. There is no peace to be made
Eighteen months have passed since the last Dawn of War release, and nearly four years since the original game emerged from the RTS void. In the lifecycle of interactive electronic entertainment (Sims-branded shop fodder notwithstanding), that’s a lengthy span to have to endure to keep a single game alive. Most developers, even the lazy ones, can usually find enough time to squeeze out a proper sequel. To be fair to Relic though,
Two words that aren’t often associated with real-time strategy games: instant gratification. Yet Dawn of War II manages to turn the RTS formula on its ear, putting you in the thick of battle almost 100 percent of the time and ensuring that your moment-to-moment decisions involve picking which alien ass to kick with your giant red armored boot.
Before we even talk about the game, let’s talk about that price. This is a huge offering for the $30 sticker on the box. Retribution is a standalone expansion, so you don’t need to have any other version to get it working. Your 30 notes will do the trick. And for that you get all of the multiplayer online goodness you’d expect from previous titles. It includes The Last Stand mode, which pits three players in a co-op mission to survive as long as they can against increasingly difficult waves of enemies. And – the main new feature – it comes with six individual campaigns, one for each of the game’s races, each lasting around eight hours. There’s a lot of meat on those bones...
Don’t be surprised if playing Warhammer 40,000: Space Marine causes a huge wave of Déjà vu to wash over you. Surly, grunting muscle men in huge armor with chainsaw melee attacks and big guns run down narrow corridors fighting off an invading alien horde in a 3rd person perspective. The sad reality of it is that Games Workshop’s Warhammer 40K invented many of the cornerstones that have come to define these games, but they’ve shown up rather late to the party. Even so, what it lacks in originality, Space Marine makes up for in dumb fun, tight gameplay and overall competence.
To date, nobody has made a great Warhammer 40,000 game. How's that? Just look at the embarrassment of riches the potential developer has at its fingertips. A vast and detailed backstory. Ready-made combat units. Army structures on a plate. That's half the job done already. And what delights have we previously been served up? Chaos Gate. Final Liberation. Rites of War. Fire Warrior. Up until now, the 40K-on-PC pedigree has been rather more Chum than Winalot. Yet everyone who knows 40K
Dwarves are rubbish. Gold, beards, beer, shortness, regional accents – we’ve seen it a thousand times. Why play a dwarf when you could play a goblin with a pet squig or a Chaos marauder who can turn his arm into a fleshy club? So I’m surprised to find myself playing as a dwarf. And loving it.
Thursday 23 November 2006
We've been eyeing up this game's graphical beauty and white-knuckled gameplay for weeks - and our anticipation was worth it. If you've ever wanted your Warhammer miniatures to come to life, check out Warhammer: Mark of Chaos. This adaptation of Games Workshop's popular fantasy wargame plays like Empire knights and Chaos orcs have hopped off their metal bases to rampage on your monitor. Purists will love it for its faithfulness to the original game, while others will
Here’s a scenario for you: you’re about to publish a well-designed, if somewhat glitched RTS set in one of the most successful fantasy universes of all time. You feel pleased with yourself. You’re happy. Maybe you even smile. Now, for some reason you decide not to bother marketing your game much. After all, who needs exposure? You release the game. It scores moderately well, sells a few copies, and then disappears.
WarPath marched to the retail frontline with about as much hype as a straight-to-DVD movie. Without the onslaught of marketing, that usually accompanies a new first-person-shooter, it snuck into the crowded FPS trenches with hardly a whimper, never mind a war cry. Sadly, WarPath's under-the-radar release is well deserved, as it delivers an all-too familiar package that often dips into mediocrity with dated graphics and slim