Dawn of War - Complete Edition (3DVD)
Considering the weaponry that humankind has already
invented during the past couple of thousand years, it's difficult to
even begin to imagine what kinds of implements of destruction will exist
in the 41st millennium. However, England-based Games Workshop has done
an excellent job of imagining what will come with its unique Warhammer
40,000 universe, which originated as a tabletop wargame but over the
years has spun off into a variety of computer and video games. Dawn of
War is the latest of these, and it's probably the best of these.
Developed by seasoned real-time strategy maker Relic (best known for
Homeworld and its sequel), Dawn of War is a testament to what can be so
great about this style of gaming, and it captures the grim and brutal
world of Warhammer 40,000 extremely well.
Each of these
factions has a great deal of personality in the game thanks to the
imaginatively designed, vibrantly detailed, and beautifully animated
units available to it, along with equally good speech and audio effects.
Even the way in which the respective sides build their structures is
interesting. Whereas chaos summons its buildings through arcane rituals,
ork structures unceremoniously arrive from orbit in big heaps of junk
parts. Visual differences aside, each faction is distinctly (though not
drastically) different and playable in the game's skirmish and
multiplayer modes, although the single-player campaign exclusively
focuses on a space marine chapter called the Blood Ravens.
The game's relatively brief campaign of around 10 missions begins when
the Ravens are called in to assist with the defense of the planet
Tartarus, which has suddenly been overrun by the warmongering orks. In
addition to fending off the orks, the Ravens soon experience some
"misunderstandings" with the eldar, who are already on location
investigating something sinister--something that chaos is after. It's a
good setup to pit you against three of the game's four factions, and the
main character of the story, a veteran space marine commander named
Gabriel, is quickly likable because of his ruthless, loyal, and valorous
attitude.
The campaign itself isn't great, though,
since it's just a linear series of missions that typically involve
building up a base, mustering your forces, and crushing the enemy. So,
basically, it's standard stuff. Some missions have some interesting set
pieces in them. In one mission, a computer-controlled battalion of the
imperial guard--human allies of the space marines that lack the marines'
cybernetic enhancements and power armor--covers your flank from an
onslaught of orks as you conduct your operations. It's tempting to help
the guardsmen in their defense of you, or at least it's tempting to
watch as their tanks and laser weapons stave off the aggressors.
However, the campaign is brief and conventional overall, so any remotely
experienced RTS player should find it to be a cakewalk at the default
normal difficulty setting (two tougher settings are also available). The
actual story is pretty good, at least, and it unfolds between missions
through some excellently over-the-top dialogue between the game's main
characters. However, the between-mission cutscenes, which are rendered
using the game's 3D engine, simply don't look good. You'll see
characters flapping their gums and animating awkwardly, which is in
stark contrast to how terrific they look in battle during actual
gameplay.
One of Dawn of War's
accomplishments involves how successfully it translates some of the
tabletop wargame's elements into effective twists on the conventional
formula for real-time strategy games. For example, the action in any
given battle revolves heavily around the capturing and holding of
"strategic points," which have an abstract concept but literally take
the form of beacons on the map. You may capture these points with most
infantry squads, which is a process that leaves your squad immobilized
and vulnerable for a number of seconds. But then, the captured point
grants you a steady flow of requisition resource, which is necessary for
purchasing new buildings, units, and upgrades. The idea is that the
better you're faring in battle by capturing more strategic points, the
more likely your faction is willing to support you from orbit with
additional troops, structures, and supplies.
Your strategic points can be recaptured by the enemy, but you can
defend them by building listening posts on them, and then you can
upgrade these listening posts into respectable automated defenses.
Moreover, upgrades to these structures also increase the flow of
resources from that point, so they're a good investment. In addition to
strategic points, maps contain similar points that represent relics and
critical locations. These, too, add to your requisition resource rate.
Relics also unlock the most power elements from your arsenal, while
capturing and holding the map's critical locations for a sufficient
length of time may win you the match. That is, if you play with the
default settings, in which you may alternatively achieve victory in this
fashion--or by capturing and holding two-thirds of the map's strategic
points. Of course, you could always go the good old-fashioned route of
annihilating the opposing army. Regardless, Dawn of War is decidedly
unkind to overly defensive play styles, so the best defense is a good
offense here.
As well it shouldn't, since much of the
game's underlying strategy unfolds during the heat of battle rather than
back at base. Despite how you gain access to some extremely powerful
vehicles and other units in the later stages of a battle, Dawn of War
strikes a fine balance of requiring you to use your relatively
inexpensive infantry throughout rather than simply replacing your less
powerful forces. It's these infantry units that you'll use to capture
strategic locations on the map, so you may want to upgrade your infantry
and other units during the course of a battle. Interestingly, Dawn of
War lets you upgrade and customize individual squads. So while you might
research an upgrade back at base that allows you to equip your squads
with additional heavy weapons, you then need to decide which squads to
equip with which weapons. Furthermore, infantry squads can be
reinforced, since they usually don't start out at full strength. So, for
example, whereas you initially get a squad of four space marines out of
your chapel-barracks, you may reinforce that squad with up to five more
marines--and the squad will move and act as a single unit.
Dawn of War lets you comfortably focus your efforts on managing a
relatively small number of versatile military forces. Your units do
quite a good job when left to their own devices, but there are several
behavioral presets that let you determine how they should act when
confronted by the enemy. The default defensive position works well in
most cases. It's not all automatic, so there's plenty for you to do.
Squad reinforcements and upgraded weapons materialize out of thin air,
making it possible to upgrade your squad from anywhere on the map, which
gives you the power to counter your enemy forces on the fly. You can
also summon squad leaders, and you can even attach powerful hero-type
characters to your squads, who'll empower their brethren and who are
extremely strong in their own rights. Some options are noticeably
lacking, for better or worse. For instance, if a front-line unit is
taking damage, you can't just walk him to the rear ranks to keep him
alive, since you can't control him independently of his squad. In fact,
there's not really an easy way of tracking individual casualties anyway,
so it's common to have to quickly cycle through your squads to then
commission more reinforcements and heavy weapons as your forces take
damage. Also, larger units sometimes have a hard time maneuvering around
smaller ones, so you might need to help them get around. Since you
don't have too many units to work with, though, this level of
micromanagement doesn't seem excessive or unwelcome.
Dawn of War offers a similarly simple but effective implementation of
battlefield cover. Basically, your forces can fight from behind cover to
reduce the amount of damage sustained. Cover usually takes the form of
large craters, though certain maps have rivers, which actually incur a
defensive penalty upon the units caught stranded in them.
Context-sensitive icons lets you clearly see which units are in cover,
and your cursor noticeably changes when the area on the map you're
pointing at will grant the benefits of cover. Cover doesn't always work
as you'd expect, so a unit standing within the ruins of a building might
seem like it should get some sort of protection. However, one of the
only obvious rough edges in the game is how it's possible to shoot
straight through solid walls in some cases. This really isn't as bad as
it sounds, though, as most of the game's maps are battle-torn wastelands
without too many such obstacles to deceivingly stand between you and
your foe. Along similar lines, there's no need to be worried about
friendly fire, because your squads can safely shoot past (and sometimes
through) one another.
Of course,
Dawn of War also supports LAN and online play, and its online
player-matching service optionally lets you easily get into a random
game (based on a few parameters of your choosing) via an automatch
feature. There's a lot of potential for fun to be had online, especially
since some of Dawn of War's superunits--including a couple of huge
demons that stand about a hundred feet tall--are so satisfying to watch
as they crush their foes. We expect many players will forfeit the match
(their own morale, broken) at the mere sight of these things. For good
measure, Dawn of War's army painter lets you create your own custom
color schemes and insignia for your factions--or you can choose from a
number of preexisting types that Warhammer 40,000 fans will instantly
recognize.
It's worth discussing Dawn of War's
excellent interface, in general. The game offers pretty much all of the
interface innovations developed to date in a real-time strategy game
(plus unique interface graphics for the four sides), making it eminently
easy to play if you're accustomed to using a combination of the mouse
and some keyboard hotkeys for games like this. The game's especially
quick to get into if you've recently played Blizzard's Warcraft III--the
apparent inspiration for Dawn of War's interface design. In fact, the
overall look and feel of Dawn of War--and its brutal, relatively
small-scale skirmishes--is actually quite reminiscent of Blizzard's
latest RTS game, as is the fast pacing and the average 20- to 30-minute
length of a battle. This is at least a little ironic, since Blizzard's
own strategy games have evidently drawn from Warhammer 40,000 and its
fantasy counterpart, Warhammer, for creative inspiration.
As suggested previously, Dawn of War features a superb presentation,
and it's also a case of when a game's audiovisual elements serve to
significantly enrich the gameplay experience. Few real-time strategy
games pack in this much detail and personality into their units. Dawn of
War's units are not only spitting images of the meticulously detailed
pewter miniatures that Warhammer 40,000 is known for, but they're
animated extremely well. The larger units are especially a joy to behold
(or a terror to behold, as the case may be), since they boast a
surprising variety of different attack animations. Space marine
dreadnoughts will grab hold of enemy infantry and squash them like
grapes before tossing their listless bodies aside like garbage; the
eldar's avatar of Khaine, which takes the form of a fiery demon, impales
its victims on its burning sword and causes the earth to blacken with
ash in the wake of its footsteps. Generally speaking, a lot of blood is
spilled, and the game's 3D camera gives you front-row seats to all the
mayhem. Meanwhile, the backspace button instantly allows you to snap
back to the game's default isometric viewpoint.
Fans of the source
materials will especially appreciate Warhammer 40,000: Dawn of War.
However, this is simply a great game, regardless. It's also another step
in a good direction for the highly evolved real-time strategy genre,
because it takes what's great about this style of game--the process of
outmaneuvering and outsmarting opponents to defeat them through military
might--and puts pretty much all the emphasis on the parts of the
gameplay that inherently seem exciting and satisfying. And while we'd be
tempted to say that the skirmish and online multiplayer modes are the
main attractions in Dawn of War, that's actually not quite the case.
Instead, it's the game's four different sides, each brimming with
personality and intriguing tactical potential, that steal the show.