Showing posts with label Dawn of War 2. Show all posts
Showing posts with label Dawn of War 2. Show all posts

Monday, September 21, 2009

Dawn of War 2 - Chaos Rising

The first expansion pack to Dawn of War 2 has been announced. It will feature, amongst other things, the Chaos Space Marines. For me, I was really hoping for the Imperial Guard, but I am hardly surprised by their choice; Chaos was a frequent demand and they should fit in with the current races online.

The expansion pack will also include some new units. This is fine if it doesn't upset the very carefully balanced multiplayer. Personally, I thought the multiplayer had enough units, the last thing I need is a bunch of redundant units I need to try out; or worse, that totally unbalance the whole thing.

It will also include a new single player campaign which, given how much I enjoyed the first one, is something I am looking forward to. My worry is that the novelty will have worn off and the missions will simply be repetitive A to B jobs. However, as you can carry through your characters, there should be a continued sense of attachment to your troops.

It is also worth noting that this is different from the previously announced Last Stand, which will be a free add-on coming out this October. This includes a new co-op mode similar to Horde mode in Gears of War 2.

The full stand alone expansion pack will be out in Spring 2010, when I will surely buy it. Until then, Dawn of War 2 remains one of the few games I actively play online, so if you are up for a game, my live ID is theTHK123 and my Steam ID is thk123.

On a side note, I went to see Coldplay at Wembley on Saturday (19th September) and they were really good! You can view all my videos on youtube.

Saturday, February 21, 2009

Dawn of War 2: Review












If you were expecting a traditional sequel to Dawn of War 1, think again. Dawn of War 2 changes so much it is some what surprising that Dawn of War 1, an immensely popular real time strategy (RTS) that didn't introduce a lot to the genre in terms of innovation, is it's prequel. In an industry that seems scared of changing anything out of fear that it might not work perfectly; this fact alone makes Dawn of War 2 stand out. However, on top of this, the changes work really, really, well. If you are looking for an RTS like no other, this game is worth every penny.


Like many RTS games, Dawn of War 2 features a campaign and a skirmish element. Normally, I prefer the skirmish element. I think this is probably down to the fact that the campaign normally shoe-horns you in to a fixed strategy and the story is not enough make me put up with that. However, in Dawn of War 2, I love the campaign. I have spent more time on it that in the skirmishes.

From a story perspective, it is weak. The story is predictable. The characters are shallow at best and it offers no depth. So no surprises there. To top it off, the main characters struggle to get across any emotions beyond the simple, I-like-to-kill-stuff. The story is presented well through a variety of mediums, however. The game uses painting-style cut-scenes interspersed seemingly randomly through the campaign. The odd style gives works very well, giving them a very gritty feel. The voice acting, apart from being devoid of emotion, presents the story clearly.

Fortunately, the rest of the campaign makes up for the story. The campaign takes the form of linear missions. You usually have a choice of missions. Variation is added through optional missions and missions that have to be completed within a certain number of "Campaign Days".

Campaign days are sort of a compromise towards the more modern approach of province capture. In normal circumstances you are only allowed to deploy once per day. For every day that passes, the Tyranid infestation spreads, weakening your hold on the planets. Missions lower the infestation. If you perform especially well in a mission, you are granted extra deployments. This really feels like you are pushing back the wave of Tyranids, giving your campaign momentum. Choosing which mission to undertake also adds to the immersion as you have to fight back the infestation on different planets.

That is just one of the many decisions the campaign will force you to make, however. The various different decisions you must take are really what set this campaign apart from the competition. From choosing how to level up your troops, what equipment to give them and even what troops to deploy, you will find yourself battling over the options.

All of these decisions have the same strengths and weaknesses. They all offer an interesting decision and add to the replayability of the campaign. The decisions have visible effects. The levelling system is an excellent example. As you might expect, levelling in each of the different areas provides a small benefit in that area, eg, upgrading in combat will allow the units to deal more damage when in close combat. However, in addition to this, there are perks that are unlocked every so often. These provide a very noticeable difference, often in the form of a special ability, eg you may unlock a power attack. This blend of micro and macro makes the levelling system very rewarding.

Sadly, the system is, in some respects, over balanced. Their need to not make one dominant strategy sometimes makes your decisions feel irrelevant. Every strategy is so equally viable, that you can choose your options at random.

Overall though, the decisions are largely interesting even if somewhat irrelevant.

The actual missions split in to two main types. The main style involves pushing from one end of the map to the other. While this is hardly anything new, it is quite satisfying and the maps are interesting and well designed. Most of these levels end in a boss battle, of all things. While they don't require any thinking or tactics, do offer a nice crescendo to the mission as you use everything you have got on them.

Also, on each map there are points that you can capture. On the first occasion, they provide you with a special bit of war gear, and each one of that type you capture increases the number of times you can use said war gear. However, they are heavily defended. This adds a nice decision in to the otherwise linear missions. Also, as you can only capture one of these per mission, and there are usually two per map, it means returning to the map the second time is not so tiresome.

The other type is defence. In these you are pitted against waves of enemies and you must protect a building. They are not nearly as fun or as satisfying as the other missions (not least as there is no reward, only a lack of loss) None the less, they add variety to the campaign and make it feel more like a real campaign.

I think the one weakness of the missions is scale. As you have so few units, the maps often feel empty. Obviously, you can't control any more, as this would upset the balance of the campaign. However, I think what they should have done (and, admittedly, did at stages) would be to put in computer controlled AI and have pitched battles going on around you. There would be too many people for you to get involved and they wouldn't be doing your objectives, but it would have made you feel like you were involved in something bigger.

Sadly, my positive thoughts of the campaign are somewhat overshadowed by the fact that I have been unable to pass one mission because of a technical flaw. I can't believe that it is my computer as it meets the specification and some. Nor can I believe that it will happen with every copy, as it happens at the same point in the same mission. Hopefully, they will fix this, as the campaign has been a lot of fun so far and I do want to see how it ends.

Unfortunately, this is not the only technical hitch I have come across. The game repeatedly crashes at seemingly random points. Aside from the bug I mentioned above, these occur outside the intense fire fights and simply after cut scenes or before loading screens! These are minor inconveniences as the game picks up precisely where you left off with no loss of data. None the less, it is quite frustrating.

It may then come as a surprise that technically this game is very impressive. The graphics are fantastic. Even when you zoom right in, the models looks good. Even the organic shapes of the Tyranids look pretty good. The frame rate is rock steady even in intense fire fights. The frame rate only dips when there are hundreds of Tyranids on screen and you are rapidly delivering orders to all your troops. Even then it is only by a couple of frames a second.

The audio, as you might expect from a Dawn of War game, is top notch. The Orks still make me laugh. The noises the Tyranids are genuinely disturbing. Overall, the excellent technical achievements outweigh the inconvenience of random crashes. Sadly, the broken mission is slightly more serious, I will check whether it is just more, or if everyone is having this problem.

Obviously, the other key element to this game is the skirmishes. Most of my online experience comes from the beta as the press online is deserted whenever I search for a game! The online is really good. The movement away from conquering towards the new, more mobile, style is really good. Having played the campaign I wish they had taken it a step further; select five units before the game starts and use them instead of building units during the game. As it is, you still have to have some focus on your base. Furthermore, because your units aren't levelled up (as they could have been with the selection method) they don't have any of the special abilities that they do in the campaign.

I have now had the chance to play some team battles, admittedly with AI, and they work much better than the 1v1s. As there are more units the scale feels much better. Also, the battles go on for longer, allowing more advanced units to be produced.

The integration with Games for Windows Live is a good thing. Stat tracking being tied to your Live profile, easy to use matchmaking, achievements and your friends list are all great. To top it off, they have kept the custom hosting option, so it is win win!

In conclusion, I have thoroughly enjoyed Dawn of War 2. It is refreshing that this game has done something different. Like most people, I was shocked at first. However, this change is good beyond the fact the genre needs change; it is good because it works. Yes, it is disappointing that the game has some technical issues. However, I have faith that Relic will get these issues resolved as soon as they become aware of them. The game is a really nice package, with good graphics, good frame rate and an excellent array of decisions that you must make.

It is also worth noting that this game features co-op campaign. I have not had a chance to try this out. I have my doubts about this, as four units is certainly not too many to handle for one player. None the less, it should be a joy to experience the campaign with another!

This review was based on a review copy of Dawn of War 2 supplied by the publisher.

Friday, February 20, 2009

Dawn of War 2 First Impressions

Well I have now spent 3 days playing Dawn of War 2 and, while I don't feel like I have fully experienced it, I certainly think I can do quite a detailed first impressions.

Firstly, I just want to say a huge thank you to Relic (the developers). For the first time in a long time, I won't have to say, it's just another sequel. This game is not "another RTS", it is not just some nice graphics stuck on to an age old model. This game is different and, err, fun.

Another thing I didn't think I would ever say; I think I prefer the campaign to the skirmishes. Me, as in the person who played all of one mission from the first two parts of Dawn of War 1 and never even finished the campaign in Dark Crusade. Me, who loved the Rome: Total War campaign and, despite spending hours in the game, never finished the campaign because I preferred skirmishes. Me, who never even touched the campaigns in Age of Empires 1, me who didn't notice there wasn't a campaign in Sins of a Solar empire and me, who doesn't even bother with scenarios in Civilization 4.

However, the campaign in this is loads of fun. You control a maximum of four units (choosing these four units quickly becomes one of the many interesting decisions that make up this game) The reduced numbers quickly makes the game incredibly focused. In any other game, the amount of handling you have to do for each unit would be unhandleable micromanagement. Admittedly, at times it does feel a little intricate. For example, you have to point you Heavy Bolter units in the right direction for them to shoot, you have to constantly be activating special abilities and moving all your units around to face the onslaught on enemies.

However, it is doable. The game manages to keep you under pressure whilst not overwhelming you. On the lower difficulties, it isn't actually very difficult, but it feels like it is and that you are only just making it through because of your command.

Part of this is down to the decisions. Sid Miers once famously said that "a game is a series of interesting decisions". In this game, every decision is non-trivial. What equipment do you give your units, which units do you take, do you push for the heavily defended fortification to provide you with bonus equipment or focus on the main objective.

Also, because of the intricate combat, your stratagies feel much more relevant. In traditional RTS's, the actual tactical element is largely just amassing troops. This is out of the question in this, not least because the enemy will always out number you. As a result, you must constantly be using the terrain around you to make best use of your units. The weaker units that in most RTS's are just throw away units are as vital as any other, no unit is dispensable.

The press release said that you would care for your units on a personal level. Sadly, this isn't true. The characters are clichéd at best and are simply to shallow to ever feel like you know them. They are not loveable enough and it is very difficult to empathize with them. Also, the game made it so that units do not die, they are simply knocked unconscious. This is an interesting decision, and was no doubt taken in part because each unit's leader plays a part in the story. None the less, this once again stops you caring about your units.

Levelling up your units also features in this game, and it works really well. At first glance, it seems fairly simple, upgrade your heavy bolters with ranged and your jump pack troops with close combat. However, as you earn enough points in a certain area you get a perk. These perks are tailored to the unit, so every path is viable. For example, upgrading your heavy bolters in close combat makes them able to carry on "focus firing" when they are in combat.

As far as I can work out, when your unit is knocked unconcious, they don't loose all their experience, they just earn less. This could have been a way of appeasing the story whilst making you care about the units. Or it might just have been annoying.

I could talk about the campaign till the cows come home, so I will move on. Rest assured, this is the first RTS campaign that I have enjoyed that isn't done in the Total War style, and in some ways, I might even prefer it to the Total War ones. Story wise, it is a bit "whatever" and the voice acting is pretty much mediocre, but aside from that, the campaign has a few neat mechanics, interesting missions and fairly varied objectives.

With all that good, what is there left for the skirmish side of things. I have talked before about it quite a bit with the beta. However, I didn't actually try a team battle. The team battles work better than the 1 v 1s. One thing they do wonderfully is recreate the wonderful feeling when playing the board game with many people. The 1v1s, the battles, whilst fun and frantic, always felt a little empty. A quite effective strategy was to run around securing the victory points after the enemy has left them (you don't have enough units to defend every point on the map).

In the team games however, you really feel like you are taking part in a big battle. Normally with team RTSs, you invest a lot of focus back at base, meaning you can't really co-ordinate with your team. However, now it is capture victory points, you are forced out of your turtle shell and stand next to your brothers.

And I was only playing with AI!

The game isn't perfect, the army painter is fairly basic with only a minimal selection of badges and only four customisable colour parts. Another slightly annoying thing is you can't even use your painted armies in the campaign. Another thing I encountered was during the campaign, the game crashes immediately after the cut-scenes. It didn't matter, once I loaded up the game again, it resumed right where it left off, and the cut scenes aren't very command but a bit annoying any way.

Overall, get this game, this is the change we need (in the RTS genre at least). Apologies about the length, the final review will be more orgaised.

Full, more formal, better structured, review on Sunday.

Thursday, February 19, 2009

Dawn of War 2 Interview

I read an interesting interview with the developer of Dawn of War 2 with Tom Chick. In it, they talk about how the genre has gone stale when compared with other, more successfully genres (such as first person shooters).

While I completely agree with what is being said, I think part of the shrinking sales is to do with the PC as a whole. Halo Wars has not saved the RTS genre (more information about this some time next week) but only showed that RTSs are almost always better on the PC, hence RTS survival is completely dependant upon the PC.

Sadly, however, the PC market is dying. It is, in part, to do with piracy. It was reported (I have sadly lost the link) that one game had a piracy rate of 85%! Compare this to the current generation of consoles, where it is virtually impossible to pirate games and even harder to distribute them, you can see where the money is going to go.

None the less, they raise a couple of interesting points about how console games are changing and why PC games need to do the same; and they are right. Console games are being simplified and shortened. Even Civilization on the console can be played through in a single play. Personally, I liked the depth that PC games offer. However, what might speak more is I love being able to dip in to console games for maybe 10 minutes - and I do probably spend more money on the console than I do on PC.

For those who are interested in Dawn of War 2 itself, I have a review copy of it which I am currently playing. I am not allowed to post anything before Friday though. My plan is to post my (detailed) first impressions on Friday and the full review on Sunday, allowing me to get a good feel for the game and what not. However, if I am allowed one sentence it would be this: Thankyou Relic for not making me repeat my sentiments that I have used so frequently in the past 12 months; "it's just another sequel". Stay tuned for more!

Friday, February 06, 2009

Dawn of War 2 Online Beta Impressions

Well, despite THQ claiming this game has gone gold, Dawn of War 2 has gone into a last minute beta check and they need YOUR help, quick, download it off Steam. [If you didn't pick up on the sarcasm in that last sentence, I recommend you read the rant at the end of my last blog update]

Dawn of War 2 is very different to Dawn of War. If you are not aware, there is no base building. At all. Before you all leave to pre-order Starcraft, hear me out. This change is not a bad thing.

So, you strip out the base building, what do you have left? A surprisingly fluid RTS that could work on the console as well as the PC. How does it work, all your units are built at your headquaters. You can level your headquarters, but that is about it. Levelling up grants additional, more powerful, units.

The game flows a lot more than in Dawn of War. In the original, the best strategy tended to be: build some turrets, quickly level up, build as many units as your cap allows then attack. This was fun, but made games quite similar and also quite lengthy.

If you do that in Dawn of War 2, you will lose. Annihilation is not the aim of the game. On each map, there are 3 "Victory Points". Both players have a score, the opponents score decreases at a rate relative to the amount of victory points you hold. When one reaches zero, they lose. These work in a similar way to the requestion points in Dawn of War(which are still present).

Building units still requires energy and requestion. However, you cannot build power stations, they now must be captured like requestion points. All of this adds up to force you to mobilise your troops right from the start. If you sit in your base, the opponent will quickly be able to rack up more requestion and energy points than you (on top of the victory points, allowing him to win). When he does finally attack you, you won't stand a chance.

This means that you will constantly be sending out troops to capture points. Which in turn means you will always have less units alive at any given point(hence why it could, in theory, be adapted for the console). Less units means more control over them. Units can now get behind cover, for example. It plays more like Platoon (a demo came with a newspaper once!).

Also, because right from the start you will be battling, your commander unit (which you now start off with) plays a much more important role, helping to turn the tide of battle. Commanders now level up and, when they die, an option to revive them becomes available.

Another bonus is the game is actually balanced. Each side has a very different feel to it and yet, remarkably, the sides feel fair. Such a quick and competitive online will surely result in this game being played a lot - the true test of balance - but from where I am sat it looks balanced.

The game looks good, not quite as good as the screen shots, but the animations are really cool. The game sounds good, as you would expect from Dawn of War. Finally, the Games for Windows Live intergration is a mixed addition. On the one hand, it will mean achievements, plus neat stat tracking and a working friends list. However, no option to browse games (the custom game feature doesn't seem to work, either that or no one in the whole world was hosting a game) and having to matchmake (which is as slow as Gears at the moment) is a bit annoying.

Overall, I am pleasantly surprised. I have talked before about how I am looking forward to see what they are doing with the single player campaign. I am pleased to report the online, which was so key in the original, is shaping up to keep in sync with the fresh single player whilst offering fast, addictive online.

Monday, January 19, 2009

Dawn of War 2 has gone gold

It has been announced today that Dawn of War 2 has been completed and is now moving in to production phase. The current release date is February 19th. I haven't quite decided whether I am going to get this. On the one hand, I know they are going to bring out loads of expansion packs which I will end up buying because I want to use the Imperial Guard and I should just wait for the box set. Plus, Starcraft is coming out soon also. However, I really enjoyed Dawn of War and what they are doing with the campaign sounds really interesting.
One of things that did interest me in the press release was this:

"Disposable units will become a thing of the past as gamers feel the intimate brutality of war and develop a personal connection with fully customizable squads."
It is one thing to have customisable squads, but to actually make players care... Also, if you have spent ages levelling up a unit players will fear losing it. However, this could just mean that disposable units play an even bigger part, as you cannot risk your good units and so just chuck rubbish units at the enemy and only use your best units in the worst case scenario.

The campaign sounds really interesting as you have control over a very small number of units and there is no base building. This reminds me of a game I really enjoyed a while back based on the film Platoon. The problem I can see though is Platoon was built for this. However, in Dawn of War, the game has to be able to take standard base building skirmishes too. It will be interesting to see how it all fits together. It is easy to see how customisable units can work in the single player campaign, but in the skirmishes, will you have access to them?

What I would quite like is if you had a persistent army (tied to your GFWL[Game for Windows Live] Profile) As you won games, you could purchase upgrades.

For example, when you build a standard infantry squad, if you have upgraded one standard infantry squad to start off with grenade launchers, then the first one would have grenade launchers. All units would be standard after that, unless you had purchased identical upgrades, so you could have more than one unit starting off like this.

The possible problem with this would be balancing, if you win more games, you just become unstoppable. Perhaps to get around this, choosing your army would constantly require trade off's. Yes, you can upgrade all your units to have grenade launchers, but one of your tanks won't be available at all. This could actually work quite well as new players would have a well rounded army to suit any strategy, but then as you hone your strategy, you could hone your army to fit it.

And to think this was meant to be a quick post! Coming up, more on Fallout 3, got in to it and I am loving it. I have only done like the first part of the story, I just keep wandering off in to the wilderness!

Wednesday, August 20, 2008

Dawn of War 2 Will Have Tyranids

Everyone knew it, but it has finally been confirmed. THQ released this video this morning. Apologies if the video hasn't appeared yet, Youtube can take some time "Processing"

 
"All your base are belong to us"