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Warhammer 40,000: Dawn of War II |

Slugga boyz are no match for the
gigantic carnifex. |
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Extraordinary online play makes it easy to overlook
this strategy sequel's less-impressive single-player
campaign.
The Good
Fun, exciting online play will keep you under its
spell *Fantastic production values *The loot
collecting is fun and addictive *Co-op play lets a
buddy join your campaign in progress.
The Bad
Campaign doesn't feature much strategy *Few
multiplayer maps *Only 1 vs 1 and 3 vs 3 matches.
Warhammer 40,000: Dawn of War II is a fun and
fascinating game with a bit of an identity crisis.
In one corner you have an explosively intense
multiplayer real-time strategy experience, brimming
with savagely satisfying competition. In the other,
you have an odd and somewhat enjoyable single-player
campaign that plays more like an action role-playing
game than an RTS.
The relationship between these two disparate
entities is superficial; the structure and gameplay
of the campaign has little in common with that of
your skirmishes against other players or the
computer. It's a bizarre dichotomy that doesn't
always work, but online play is so deeply rewarding
that the scattered campaign missteps are easily
forgiven.
The first question that you might ask yourself as
you play Dawn of War II's lengthy campaign may very
well be: Where does the strategy come in? It's
certainly not your typical RTS experience, putting
you in control of up to four squads of Space Marines
(and only Space Marines) and sending you off to
exterminate your Ork, Eldar, and Tyranid foes.
You won't be building a base or churning out units,
but rather maneuvering your few commander-led squads
around the map (likely as a single group) and
beating up the beasties that stand between you and
your mission objectives. Your goals may entail
capturing a particular structure, recovering a
stolen object, or even defeating an end-level
boss(!). How's that for defying genre conventions?
This relatively simple gameplay is not what you'd
expect from a strategy game, and strategy fans,
including those who adored Dawn of War II's
illustrious predecessor, will be disappointed that
the "S" is missing from "RTS" in this instance.
That's because the campaign is more akin to an
action RPG, and if you look at it from this
perspective, you're more likely to enjoy the
journey.

The campaign may be limited to one race, but it
sends you to three different planets, including
Typhon Primaris.
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The game isn't going to dissuade you from that
approach; the elements of a role-playing game
are all accounted for. You will level up your
squads and earn new abilities and bonuses,
collect items and loot on the battlefield, and
spend time between battles equipping your
commanders with the various armor sets and
weapons that you earn. |
With
these RPG mechanics come the usual addictive
loot-hoarding and unit personalization, what with
various skill paths from which to choose and usable
items that your commanders can equip.
Thus, Dawn of War II's single-player campaign isn't
really strategic at all, but you will make tactical
decisions that move beyond simple mouse clicking. In
a mechanic pulled from the developer's own Company
of Heroes, some squads can lay down suppressive
fire, which slows your targets and hinders them from
a quick escape.
Units can be garrisoned or take cover behind certain
objects, a mechanic easy to implement thanks to a
slick interface and simple but effective visual
feedback. However, the most important facet of a
successful battle is your familiarity with each
commander's unique abilities.
Whether it is one's rally cry or another's
jump-pack-powered stomp, effective use of skills
(along with items such as grenades and satchel
charges) is not only your key to victory, but also a
visual and sonic delight. Seeing a dreadnought
squash a ripper swarm, or a lictor alpha yank a
powerless assault marine with its lethal flesh
hooks, is enjoyably violent and makes battles fun to
watch.
It takes a while for the campaign to rev up, but
even once it is in full swing, some tedium will
eventually set in. You'll visit the same maps many
times and fight the same enemies, and though the
prospect of loot and new abilities will keep you
pushing forward and trying out new options, you'll
long for some more traditional RTS gameplay to mix
things up.
You'll also wish for a stronger tale to glue it all
together, but in a surprising move by a developer
known for great storytelling, the yarn unravels one
or two interesting threads (including the surprising
origins of your dreadnought commander) but is little
more than a reason to throw a bunch of Warhammer 40K
units together and watch them tear each other to
bits.
For a different approach, you can invite a friend to
play campaign missions cooperatively, and though
this option is welcome, its implementation could
have used some tweaking. Dawn of War II provides no
co-op matchmaking option, so you'll need to know the
Windows Live ID of your prospective companion to
explore that possibility.
Also bear in mind that though the game's host will
reap the persistent experience and loot rewards, the
guest will leave everything behind when returning to
his or her own campaign. It's fun to play with a
friend, though. You split command duties with your
partner, so the moment-to-moment gameplay requires
less micromanagement but gives you more leeway to
play around with tactical options.
Dawn of War II's multiplayer component couldn't be
more different from its single-player campaign. For
those interested in the joys of online competition,
you’ll find an exciting, brutal, and highly
competitive strategy experience awaiting you online.
It's more traditionally structured than the
campaign, in the sense that you will manage some
resources and churn out some units of your own
choosing from a base structure.
It's also more strategic, as is obvious from the
moment you enter the multiplayer menus. You have
four races to choose from: Space Marines, Orks,
Eldar, and Tyranid. Once you've selected a race, you
choose from one of three commanders, each with a
particular role to play in battle. A Tyranid ravener
alpha can dig tunnels, granting your units quick
travel when you most need it; an Eldar warlock will
embolden the front lines with its powerful spells.
Not only does each race come with its own strengths
and weaknesses, but your choice of commander (and
the accompanying abilities) will further determine
the appropriate play style. There are a lot of
different ways to play, and many of the different
strategies make themselves obvious in just a few
hours of play.
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Those strategies are incredibly important,
because Dawn of War II strips away the base
building of traditional RTSs and puts the burden
of success directly on how well you manage your
units and how efficiently you exert control over
the moment-to-moment proceedings of the match.
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The hive tyrant's halitosis is even more pungent
when you equip seismic roar. |
You'll still queue up your units at a home
structure, but resource gathering is inextricably
tied to the action, given that you must capture
control nodes scattered around the map to generate
power and requisition. Actually, you might say that
there are three resources: to activate certain
global powers, you must fill a gauge by slaying
enemy units.
This structure forces you immediately into the thick
of action, and you might even encounter your foe in
the first minute of play, should you both rush for
the same node. Knowing the strengths of your squads
is the only way to survive. A shielded hive tyrant
and ripper swarm can soak up a lot of damage, so it
might be best to capture the node first before
assaulting units jockeying for the same position.
On the other hand, Eldar enthusiasts may want to off
the enemy with a few fire prisms before attempting
capture. Throw in equippable skills and items for
your commander and squads, and you've got a recipe
for intense action spread across the entire map.
Indeed, Dawn of War II's multiplayer matches are
insanely fun even when you're on the losing side
because you're constantly engaged with every facet
of gameplay at any given moment.
This is especially true in the game's awesome
six-player team battles because triumph comes by way
of Dawn of War II's victory nodes, which must be
captured in addition to those that contain
resources. Like in the Battlefield series of
first-person shooters, capturing one of these
positions causes the opposing team's point total to
diminish.
The more victory points you hold, the faster your
foe's points bleed away, and you win the match by
stripping them down to zero. A closely fought match
retains its powerful vigor for the duration, and the
longer you fight, the more likely you'll see some of
the game's most impressive units and abilities.
A lumbering carnifex sporting a venom cannon is a
sight to behold in the fury of battle, and the
looming sight of a looted tank covered in makeshift
spikes is both imposing and amusing.
The well-designed maps are the perfect size for
these skirmishes, though the small number of
maps--seven in all--is disappointing. Likewise,
there aren't any large-scale free-for-alls: At
release, Dawn of War II's multiplayer maps support
only one-versus-one and three-versus-three matches.
Fortunately, the unpredictable nature of the
gameplay keeps the maps feeling fresh, as does the
keen artificial intelligence, should you limit your
fight to computer-controlled commanders.

You can paint your online army. Remember: The
Tyranids prefer color coordination. |
Dawn of War II's impressive production values
enhance the intensity of your encounters. The
game looks great across the board, from its
outstanding destructible environments, to
shimmering ambient lighting, to remarkable unit
animations that make every battle look as though
the entire war hinges on it. |
Although zooming in close to units isn't very
helpful from a gameplay perspective, doing so
reveals a wealth of terrific details, such as the
rusted plating on dreadnoughts or a hormagaunt's
chillingly sharp talons. Explosions, warp blasts,
and other special effects not only look great, but
also sound absolutely phenomenal.
A barrage of intense battle sounds will burst from
your speakers, but individual touches such as the
way Orks call out "dakka dakka dakka" as they fire
their weapons emerge with clarity. Assisted by a
cinematic orchestral soundtrack that swells with
drama without overreaching, the sound design
provides a constant stream of audio feedback that
puts you in the thick of the action without crossing
the lines of good taste.
How you approach Dawn of War II depends on what
you're looking for in a real-time strategy game. If
you're looking for an incredibly fun and intense
multiplayer and single-player skirmish experience,
few RTSs provide combat this exciting and dynamic.
If you were hoping for a similarly dynamic campaign
mode, you'll find that the strategy has been mostly
stripped away in favor of role-playing elements.
This divide may help the game appeal to a wider
audience, but it also leads to an identity crisis
that Dawn of War II never comes to grips with.
Regardless, this is a game that real-time strategy
lovers should play, if not for the loot-happy
leveling of the campaign, then certainly for the
constantly enjoyable online component that will keep
you glued to the screen for hours at a time.
source: www.gamespot.com |