When equipped with a Missile Launcher, for example, which is an anti-vehicle weapon, he gains the ability to launch a Frag Missile, which is very effective against clusters of infantry units. With a Plasma Gun equipped he gains a Charged Shot ability to deliver a more powerful, explosive superheated pulse of plasma. Equipping him with a Chainsword grants him Merciless Strike, a powerful close combat attack that can strike several enemies and send them flying.
To reflect his centuries of combat experience, the character can be built for widely varying roles. His Stamina skill tree is based on the combat style of Sternguard Marines Tactical Marine Veterans and allows him to become hardier, more skilled at defense, and becoming very difficult to kill.
His Offense skill tree is based on that of Devastator Marines heavy weapon specialists and allows him to equip and use heavy weapons, raining down lethal firepower from extreme range. His Will skill tree is based on that of Vanguard Marines Veteran Assault Marines and equips him with a jump pack, allowing him to leap high in the sky before crashing down onto foes with devastating effect.
Later in the Retribution plot, the Ancient is revealed to be a Space Marine that players of the series will be familiar with. The god of violence is represented by a heavy weapons marine, the god of magic and change has a chaos sorcerer on the team, and the god of decay gets a brilliant muckspreading Plague Marine as his representative.
Kinky porno-god Slaanesh doesn't get a hero — he's always been the black sheep even in a family of pitchblack bloodgargling daemon deathsheep who burn in perpetual agony with the searing fires of the warp. Instead, your commander is a Chaos Champion who can choose his allegiance: each branch of his level-up tree serves a different Chaos God.
I levelled up his health, enabling him to channel disease-god Nurgle in what is presumably Relic's idea of irony. As well as the usual tanking abilities, this changes the way your Chaos Cultists minions work. With Nurgle, they can worship on the battlefield to heal nearby Chaos units, and even build shrines that can then summon reinforcements from the warp.
If I'd leant towards Khorne, shrines would periodically spew out daemons, while Tzeentch shrines cloak your units and fire doombolts at enemies.
But the highlight of the Chaos roster is the Plague Marine. He can spread a disease that heals Chaos units and rots enemies, and even 'detonate' the infection to wipe out a whole squad in an instant — or bring a pestilent friend back from the brink of death. A whole set of late-tier abilities cause the enemies he kills to come back as Nurgly diseasezombies.
One of the most beautiful sights in the game is this guy squirting his horrible plague spreader into a fortified bunker, corpses falling out of the windows, then getting back up again and joining in the siege as zombies. There are so many wonky and exotic options in the new races that it's hard to imagine someone picking the Space Marines. But that campaign is kept relatively fresh in a clever way. Rather than bringing back the increasingly corrupt band of increasingly crazy brothers we've been playing in the last two games, we get a new team with only one familiar face.
Their commander is similar and their scout is the same, but they now have a Tech Marine hero who's all about deployables. And their fourth member, called simply The Ancient, can be specced to play any of three heroes' roles you fancy: heavy weapons if you level up his damage, jumpjet assault if you level up his energy, or tactical tank if you level up his health.
Surprisingly, the weakest campaign is for the most potentially interesting race: the Tyranids. They only get one hero, who can summon a few free units on the field without the need of a base. But the limiting factor on your army is almost never the expense, it's your population capacity. Summoned units consume that just as much as the ones you requisition at a beacon, so that whole set of abilities is effectively moot. Without three other heroes to level up, there are few interesting interactions between Tyranid units.
You don't have the dopamine drip of constantly unlocking exciting upgrades, and there are no tough decisions to make between missions. Loot is rare and poorly judged — almost everything I found required a minimum level I wouldn't reach until four or five missions later. Even the units seem poorly judged: I never found any combination as effective as massing the low-level Tyranid Warriors — tough, fast, cheap, and good against everything.
They render the whole campaign easy, even on Hard. The other bum note is the Imperial Guard campaign. They have some fun abilities, as mentioned, and it's still worth playing if you're after a challenge.
But it's a challenge not because the missions are harder, but because the race is a walking catalogue of inadequacies. The tactics that work — such as using your fragile melee units to bait enemies into large groups of heavy weapon emplacements — are the tactics that work for every race.
The Imperial Guard's twist is that they don't have anything else. Still, four great campaigns is impressive — it's three better than Chaos Rising managed. And as usual, they can all be played with two players. That's the other time requisitioning extra units in the field feels useful: controlling only two heroes each, you have the control bandwidth to take on a few more squads and use them well. It was fun to be able to requisition some cultists to follow it around and repair it, and easy to manage.
Resources are shared, so generally you'll check with each other before buying anything. It makes the individual missions more fun, particularly on harder difficulties. The only drawback is that however many units you build in the field, each of you only has two heroes to level up, so there are fewer interesting long-term decisions to make about kit and abilities. The adversarial multiplayer is mostly unchanged, except for the addition of the Imperial Guard to the playable race roster. They're a fine faction for it, since their vehicles are easier to come by than in singleplayer, but the design of the mode itself is still completely unsatisfying.
Read Critic Reviews. Shop Merchandise Now. Shop for Dawn of War 2 merchandise. Add to Cart. Package info. Bundle info. Add to Account. View Community Hub. Ancient races will clash across the planets that dot this sector of space, battling for the greatest of stakes — not only for control of Sub-Sector Aurelia — but the fate of each race.
Clash with the enemies on battlefield ablaze with visceral melee and ranged combat. Lead and develop your squads from raw recruits into the most battle hardened veterans in the galaxy. Also included is The Last Stand, a co-operative game mode featuring user controlled heroes fighting waves of enemies.
Use vicious melee sync-kills to obliterate your enemies. Outsmart your opponents using dynamic and destructible environments to suppress, flank and destroy your foes. Non-Linear Single Player Campaign Command an elite strike force, developing the skills and abilities of your squads and commander as you progress through the game. Co-Op Multiplayer Play through the entire single player campaign co-operatively with a friend, at any point in the game, anytime.
System Requirements Windows. Minimum: OS: To check your Mac model and when it was released, select About This Mac from the Apple menu on your menu bar. Please note for your computer to meet the minimum requirements it must match or better all elements of the listed spec. For more detailed specifications check the Feral website. Minimum: OS: Ubuntu Recommended: OS: Ubuntu See all. Customer reviews. Overall Reviews:. Review Type.
0コメント