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When is an expansion not an expansion? When it decides it wants
to be something more, something so crammed with features and new
ideas that it's almost an entirely new game, albeit one still constrained
by the game it has separated itself from, and while Warhammer 40,000:
Dawn of War - Dark Crusade is a nice, brave attempt to elevate the
Dawn
of War series to heights it has never before scaled, it does
come across as a venture that seems to have bitten off a little
more than it can chew.
Kronus
is the stage that has been set for the five existing armies to do
bloody battle; each side wants control of the desert planet and
none will relinquish until one triumphs, but added to these heavyweights
are the introduction of two brand new armies - the Tau, a race of
technologically superior aliens who also use primitive creatures
to fill their ranks and the Necron, ancient robotic aliens that
are hell bent on annihilating all life in the universe.
Central
among the new additions is a brand new campaign mode. Scrapping
the linear story-driven missions of old, a campaign map is where
you carry out most of your fighting, taking it in turns invading
and defending territories as you wrestle control of the planet.
Acquisition points need to be gathered in order to strengthen your
presence and when two armies do collide, the game switches to the
familiar 3D real time battlegrounds of Dawn of War, where the tactics
of taking and holding strategic points all come into play.
Despite
some variety in the abilities awarded to you for attacking certain
territories, such as a spaceport allowing you to travel anywhere
on the map, this is a decidedly simplistic campaign map that manages
the basics but not a whole lot more. Beyond attacking or defending,
you just don't have much to do here; you can strengthen armies with
requisition points and hire more squads as bodyguards for your commander,
but beyond this it's a repetitive mix of move, attack, end turn
and repeat. What the campaign map essentially boils down to is a
series of skirmish maps joined loosely together by some sparse narrative
and some mildly engaging micro-management. Dark Crusade hasn't the
depth of the Total
War games and the lack of any real variety or things to do is
a disappointment. The battles do save it somewhat, even though the
AI is considerably more aggressive this time around, building a
base so fast that it launches an attack long before you've claimed
your first strategic point, and its uncanny ability to slip from
under you and build a secondary base, thus preventing you from securing
a victory, does become a little troublesome. But these aren't nearly
as problematic as the Strongholds, the capitals that house each
of the seven armies' largest bases.
Unlike
in normal battles, where you and the enemy have to build your own
bases, in Strongholds they are already built, almost all of the
resources are under computer control all of the advanced units are
in place. You get attacked almost immediately, and the assaults
don't let up until you've fought your way long and hard through
the hordes that block your path. Objectives occasionally pop up
from time to time, but attempting to complete these while fighting
off the never-ending tide of enemy soldiers is an impossible task.
There
are rewards though - the one thing that makes the campaign mode
worth sticking with. Throughout your tour you gain Wargear, various
armour and weapons that can be attached to your commander and vastly
improve the amount of damage that can be taken and dished out. It's
a neat system, turning your heroes into something a lot more functional
on the battleground, rather than the guy you leave behind because
he's too vulnerable. Despite a lacklustre effort, the campaign mode
does have its moments; although there's little story here, each
race does have some slight narrative guiding them though some of
the tougher bits of the game, each has a reason why they are on
Kronus and through the constant fighting you discover what these
reasons are, plus there are occasions where some territories give
you more varied objectives to complete, adding some variety where
it's needed.
But
even without the single player component, Dark Crusade impresses
where it counts, with the introduction of two brand new armies.
The Tau, as well as being a race so popular that it was modded into
the game soon after the release of Dawn of War, are perhaps the
most diverse faction to grace the game - they are an odd mix of
highly technologically evolved super soldiers wearing hulking armoured
suits and carrying weapons that range from laser rifles to giant
shoulder-mounted cannons, and slightly more primitive lightly armoured
creatures who use smaller weapons and huge beasts as their damage
dealers. This is a strange but rewarding combination, allowing for
some slightly more creative thinking when fighting the other six
armies, mixing up your battlesuit-wearing Tau firewarriors and their
laser cannons with a squad of Kroot carnivores, who jump from enemy
to enemy, devouring the corpses of their fallen victims. Leading
them is the Tau commander, who alone with his jump pack and arm-mounted
machine gun can dish out more than enough punishment to his enemies.
Together with their hover tanks and huge beasts, this is a race
destined to become a firm favourite amongst Dawn of War regulars.
However,
for the sheer visceral thrill of pulping your enemy into tiny pieces,
none come close to matching the Necron, a race of vicious robotic
aliens who are hell bent on killing everything and won't
stop until all life everywhere has been extinguished. Not only are
their weapons some of the most devastating yet seen, they're also
damned hard to kill, often self-resurrecting after death. They have
no vehicles, but also only have to worry about energy and their
population cap, as they don't need the resources gathered by strategic
points. Not only this, but their headquarters doesn't just build
every single unit; with upgrades it can be turned into a giant,
laser-wielding, flying monolith, which can teleport itself across
the map and use its main weapon to leave small mushroom clouds as
it destroys its enemies with ease. Best of the bunch is the Necron
commander, a creature that not only has the useful ability to resurrect
his dead squads by plunging his staff in the ground and forcing
his dead servants to crawl back to life, but he can also eventually
be upgraded to temporarily turn himself into the Nightbringer, a
huge, scythe-wielding daemon that flails through enemy squads like
a knife through butter. They're absurdly overpowered, constrained
only by slow movement and a heavy reliance on energy to construct
their armies. The other armies haven't been forgotten though; they
each get a brand new unit, although these do pale in comparison
to what you get with the two new factions.
It's
perhaps Relic's ability to reproduce each of the varying races of
the Warhammer universe that has made Dawn of War such a favourite
among strategy gamers - they haven't cut corners and have made no
attempt to lessen the impact of the stronger races to align themselves
with some of the weaker ones. Each army has unique strengths and
abilities, and with the Tau and Necron alone providing more variety
in this one expansion than in most full games, this is an expansion
worthy of attention. And it's standalone, so you won't need either
Dawn of War or Winter
Assault to play it and, yes, you can play as all seven armies
in the single player, although you will need the previous
game if you want to use them all in the multiplayer.
As
for negative things to say, beyond the disappointing campaign mode,
the game is starting to look a little old now, although it's not
really that fair to criticise the looks of a game that still manages
to squeeze out such detail, like the flecks of paint on the armour
of Tau warriors or the huge numbers of soldiers colliding in a massive
bloodbath - despite being two years old, it's a game that has aged
remarkably well. It's perhaps also worth noting the audio detail
put into every race, each of which not only uses a different art
style but has their own distinct set of voices and sounds for each
unit, helping to make each race seem individual, rather than just
the same army wearing different clothes.
It's
this kind of care and attention to detail that Relic have to be
applauded for; they don't just roll out dull expansion packs to
milk you of your cash, but instead they want to expand upon a game
they obviously feel deserves as much attention as the full game,
and although the new campaign mode doesn't quite work as well as
it could have done, at least it's different. Warhammer 40,000: Dawn
of War - Dark Crusade isn't just another collection of random missions
and some new units; it's an expansion so crammed with new stuff
that it's almost an entirely a new game -and not something that
Dawn of War fans will want to be without.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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