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It's been well over a year since the last instalment of the Dawn
of War franchise, Dark
Crusade, was released - and that is quite the lengthy period
of time for keeping a series going. With that said, the original
Dawn of
War, released around four years ago, was a robust real time
strategy game, as well as being a Warhammer game that wasn't awful,
and the subsequent expansions have all been enjoyable, each bringing
something new to the table.
The
latest addition to the series, Warhammer 40,000: Dawn of War - Soulstorm,
focuses on the arrival of two new races; the Dark Eldar and the
Sisters of Battle. The Dark Eldar are, exactly as their name indicates,
evil Eldar. Whilst they look like a more sinister, spikier version
of the Eldar, they play quite significantly different to their smoother
brethren. The best way to summarise their approach is that they
are more of a raiding party than an arm; they are very fast, but
also very fragile, and they can put pressure on the enemy pretty
early on into the game. The ability to sustain pressure in a long
battle is where the Dark Eldar fall down tactically (think of them
as the exact opposite of the Necrons). They can, however, harvest
souls out on the battlefield, which act as a source of fuel for
a series of spells that can be cast to back up their attack. Anything
more than a short battle mind though and I wouldn't put my money
on the Dark Eldar coming out as the victors.
The
Sisters of Battle meanwhile are a strange choice for a new race,
considering how redundant they are in the actual tabletop game -
and even more so when a great, popular race like the Tyranids are
still missing from the fray. The Sisters themselves are essentially
armoured nuns that take the word 'fanatical' to an entirely new
level. As with the Dark Eldar, the Sisters have a spell system to
utilise, but it is fuelled by 'Faith' as opposed to souls. Aside
from this though, it generally feels like you're playing a race
that sits somewhere in between the Space Marines and the Imperial
Guard, making them quite tricky to play with as a result.
The
only other significant addition to this expansion pack is the inclusion
of an 'air' unit for each of the races (minus the Necrons, who get
a new upgrade to the Necron Lord, entitled the Essence of the Deceiver).
I say 'air' in quote marks because the units behave more like hovercraft
than they do planes, which makes traversing certain terrain like
large walls quite problematic. Enabling the camera to zoom out further
should have been a must when including these new units, as it's
quite easy to lose your aircraft while shuffling around the map.
These units certainly add an element of speed to the gameplay, but
with the exception of the Tau's Barracuda, the flying units are
best suited to fighting other flying units, which does limit their
usefulness on the battlefield.
The
campaign is pretty much exactly the same skirmish-based outing as
it was in Dark Crusade, but with the map now based around a series
of moons instead of a single planet. The only real bit of interest
for me in here is fighting the Stronghold battles against each faction.
Despite the wide variety of maps on offer, the rest of the battles
are all very samey and get quite tiresome when you consider that
there are thirty-one territories (including the strongholds) to
conquer. The only variation comes with the take & hold scenarios
that involve trying to control warpgates (which allow you transport
between the planets) and these can be won in under ten minutes simply
by taking you and your bodyguard to quickly capture three of the
five points before the AI can amass a force to stop you.
The
AI itself appears to be the same as before, so it fluctuates between
being too easy and too hard. As a rule the AI won't advance past
tier two of the technology tree, regardless of the difficulty setting;
instead, how quickly and constantly they attack is what varies.
On the easy setting you get attacked by the meat shields and the
grunts in small waves, whereas on a harder setting you get attacked
by the meat shields, the grunts and a few elite soldiers/vehicles
en masse, constantly. There just doesn't seem to be a happy medium
that gives you a challenge, but is still winnable.
Graphically
the game hasn't changed and so, while not being up there with the
newest of RTS titles, it's still a very aesthetically pleasing game
to behold, especially with the overly violent style and countless
explosions. There are some nice new animations for the new races,
but no real additions to the older races. The same goes for the
audio component; nothing has really changed bar the quotes and effects
for the new races (special mention to the Sisters of Battle for
making me burst out laughing when a nutcase Sister shouts "Behold!
The Immolator!" whenever a new one is constructed), but the sound
and music are still entertaining and immersing.
Warhammer
40,000: Dawn of War - Soulstorm doesn't offer an awful lot of new
content, aside for the new maps for skirmishes and multiplayer.
The multiplayer is still the highlight of this series and tactically
decimating your opponent or friends is a source of endless enjoyment,
but the single player in this expansion fails to inspire; there
needed to be more involvement with the running of your territories
(see the Total War series) for a map-based campaign to work and
be really engaging. As for the new races, I prefer to slaughter
them with my favoured Tau than actually play as them. If you have
been a fan of this series since the beginning then you'll still
enjoy this expansion, but if you are new to the Dawn of War franchise
then I'd recommend buying the Dawn of War Anthology before you decide
whether or not to take a look at Soulstorm.
Reviewed by Tom Selwyn for AceGamez (All Rights Reserved).
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