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. ...
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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. ...
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There’s a splash of dust as our drop pod dents the planet’s surface, but not the kind we like. It isn’t the sort of sod we’d club out of the ground in a round of golf with an Imperial Guard Commissar. It’s less familiar, less fertile. It’s soil on steroids: populated by mutated palms and wild bushes that not only look like they could have teeth, but poor dental plans. ...
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In the year 40,000, the Human Empire is in decline. No longer great conquerers, mankind struggles simply to survive and hold on to its corner of the galaxy - which is easier said than done when a numberless horde of bloodthirsty space-faring Orks constantly pushes in on your borders, killing and pillaging for the sheer thrill of it. ...
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