Warhammer 40:000: Dawn of War II Preview

For:PC Release Date: 20 February 2009
The Tyranids' hive mind makes them a fearsome enemy.
The Tyranids' hive mind makes them a fearsome enemy.

The Tyranids' hive mind makes them a fearsome enemy.

As regular readers will know we loved the original Dawn of War. Its fast-paced, gory RTS action provided, and indeed still provides, some of the best RTS gameplay that can be found on the home of the genre - the PC. While there have been plenty of games in the last four years that have trumped it in the graphics stakes, few have surpassed it in the bloody brilliant stakes. Having caught up with developer Relic Entertainment at Leipzig Games Convention to check in on the progress of the game, we're delighted to report that the sequel is shaping up to be even better, and a serious challenger to Blizzard's Starcraft 2 in the upcoming battle of the RTS big-boys.

First, the headline new features. The Tyranids have been added to the race roster that already includes the Space Marines (in the form of the Blood Ravens), the Eldar and the Orkz. For those of you who don't peruse your local Games Workshop on a weekend (you know, that shop with all those little painted models rotating in the window and nervous-looking lads chucking dice across a green table), the Tyranids are a relentless race of aliens hell-bent on the destruction of pretty much anything they can see moving. Picture the aliens from Aliens on steroids.

The addition of the Tyranids is a move that fans have been calling for ever since the first game was released in 2004. Speculation that they would be added via one of the many released expansions had been rife. Now the waiting is over, and we're delighted.

You'll meet up with the Tyranids about two-thirds of the way through the main campaign, the approach to which has been heavily rethought by Relic. In the original, no matter what race you picked the campaign amounted to little more than a series of increasingly difficult skirmishes divided up by short cut scenes that combined to provide a story. It was fun, for sure, but once completed there was little reason to replay. This time around it's different.

Expect a non-linear campaign and branching story lines.

Expect a non-linear campaign and branching story lines.

Now, you'll have a non-linear campaign to contend with. While there's still much we don't know about the specifics of the campaign, we do know that you'll constantly have to make decisions about what objectives to tackle on the battlefield. This might be a choice between answering a distress call, perhaps from some civilians, or heading for some War Gear. The thing is, you won't have long to ponder your dilemma. The objectives will only be available for a predetermined length of time.

A question remains over just how much influence you'll be able to have on the non-linear story. Yes, you'll be able to choose your objectives, the completion of which has a knock on effect on how your characters are equipped since certain missions will offer specific rewards. What's not clear is if the story will adapt realistically to your choices on the battlefield, rather than simply shifting when we get to experience certain parts of the plot along the storyline time line? Time will tell.

To take it to the enemy you'll have access to a much smaller force than in the first game. In DoWII you'll only have control of about five or six squads at any one time. At first we were disappointed by this shift in emphasis. We loved steam-rolling over our enemy with generously-sized forces, complete with scores of infantry squads. But, having seen it for ourselves, we're convinced this new approach is going to work, and, crucially, be fun.

The reason? Each squad will be highly specialised, both in its combat proficiency and personality. You'll also be able to assign War Gear to your soldiers RPG style, ensuring a level of customisation most RTS games haven't even begun to think about. As you play through the campaign your men will grow stronger, from new recruit status to elite veterans, which should ensure they amount to more than mere cannon fodder. And you'll be able to jump into the action with your crack force straight away, with no need to wait for resources before you can pump out powerful units. All that base building malarkey has been chucked on the cutting room floor.

The focus here is on smaller forces and micro management.

The focus here is on smaller forces and micro management.

This inevitably has an impact on gameplay. With fewer squads individual marines become much more important, and keeping them alive will be nigh on essential. To help Relic has implemented a destructible cover system that's pretty much the best we've ever seen in an RTS. While cover will do a great job of protecting your oversized beefcakes, there are methods of flushing out dug-in bad guys. Grenades will smash cover to smithereens and flamers will ignore it completely. Cool cover is pointless without clever AI to govern how it's used, and Relic promises Space Marines so intelligent in this respect that they'd put Marcus Fenix's snap-to smarts to shame. Your squads will actively seek cover and, if it's obliterated, won't stand there and meet their deaths with gormless faces. They'll seek out new cover and start again.

If Dawn of War II's gameplay sounds familiar to you, it's probably because you've played Company of Heroes, Relic's other fantastic RTS from 2006 and, the developer admits, DoWII's greatest influence. Indeed, the game is powered by the Essence engine, the same piece of technology that made sure everything marched to the right tune in CoH. The similarities don't end there. Base building and resource gathering has been re-imagined in the form of what Relic calls 'strategems'. These stationary points of interest need to be captured before you can replace your fallen soldiers. Expect strategems of varied effects, from persistent bonuses to key, story-based strategems which affect the plot.

It's clear that Relic hasn't rested on its laurels and simply provided a graphical upgrade to the original DoW gameplay. Instead, it's attempting to combine what was best about that first game - the gory, cool, wonderfully animated gritty sci-fi action, with CoH's tighter gameplay, destructible environments and cover system. And fused it all together with a graphical upgrade. Because of this, DaWII will be a markedly different experience to the first game, but, we reckon, it'll be a much better one too. Hell, any game with the Tyranids has to rock, right?

Warhammer 40k: Dawn of War II is due out for PC early 2009.

To add your comment, please login or register

User Comments

Anonymous's Avatar
Delete Post

Anonymous

Best game ever to be seen on earth GO GO DOW

Kill SC
Posted 22:13 on 04 October 2008
Gald's Avatar
Delete Post

Gald

Getting more or less rid of base building is a clever move IMO. That makes the game less like a Starcraft clone, and would allow it to appeal to something else than the Starcraft fans who would chose SC2 anyway.
I much prefer "light" base building like in company of heroes.
Posted 18:15 on 28 September 2008
Dimdum's Avatar
Delete Post

Dimdum

I heard that the avatar is gonna look awesome in a review. So does this mean that there are gonna be land raiders and such because it doesn't look like it
Posted 18:35 on 21 September 2008
Anon's Avatar
Delete Post

Anon

Despite me anticipating and waiting for it to arrive, I can't help but single out the single player campaign. Granted, if the story is good (no matter how you dictate it) and how they adapt their theory of replayability into a firm practical style, then I would probably enjoy it. I'm not sure how many people's thoughts I'm echoing, but what about for those who don't enjoy playing Space Marines? I'm not sure those people can reap the full enjoyment of the single player campaign then. I'm fairly sure that most also would be looking forward to play campagin as Tyranids after it was announced, not to mention Ork and Eldar.

We will see how it turns out then. If its really good, hopefully its expansions would be even better :).
Posted 10:26 on 21 September 2008
BN SingleIsFun's Avatar
Delete Post

BN SingleIsFun

I'm waiting for this game simply for the single player. To many single player campaigns are boring and you really only need to play once. For instance, I tried to replay the SC single player and quickly got bored as I new what exactly to do and how to do it. Sure you could play all three races but that doesn't really change how much replay ability the SP had, it just gave me more units to mess around with.

Now if I had to make decisions which change the game and the characters in it for rest of the SP missions, talk about making me want to go back and see what would have happened if I made a different decision. I've also heard of being able to collect some gear only after multiple replays, which is another huge boost to replay factor.

1 race campaign that's really fun and has a lot of replay value? hahahaha YES!
Posted 06:26 on 20 September 2008
Anonymous's Avatar
Delete Post

Anonymous

This article is labeled a preview? Relic will no longer support moding. And THQ intends to rape their customers with DLC instead of releasing a complete game. 1 race campaign? hahahaha no.
Posted 15:20 on 19 September 2008
Danyaell's Avatar
Delete Post

Danyaell

DoW and CoH brought some enhancements to the RTS genre. SC2 will be the same as SC. Things have to evolve or else people will get tired of them.
Posted 00:28 on 19 September 2008
RTSfan's Avatar
Delete Post

RTSfan

Sparky, if they are pulling units faster you need to fight smarter until you can counter attack. Sounds cool to me. Also then the battle starts early instead of going to teir4 in 15mins and rolling out your army from behind your turrets for one battle.
Posted 11:24 on 18 September 2008
vili's Avatar
Delete Post

vili

agree with anon
Posted 18:00 on 17 September 2008
Sparky's Avatar
Delete Post

Sparky

If hope there is a base with cap (More realistic to the points value of the TT, " 2,3 nids for 1 marine). If it goes by the Capture more area's on the map and bring in more reinforcements, your going to be find yourself in sh*t when your enemy takes more points than you and is able to pull off there units faster, personally i like base setup's and i hope there is a option for it
Posted 11:44 on 17 September 2008
Anon's Avatar
Delete Post

Anon

Base-building doesn't have to be an 'integral' part of an RTS game. The term RTS for a game doesn't need to always be building huge bases and churning out units, which is what Relic and THQ are aiming for: To be different. Which is by the way, also good. But hopefully the way to acquire reinforcements in the battlefied require something like a base camp, with very little buildings and get straight into the action.

South Korea likes Starcraft, so what? There are people and there are people, tatse and preferance differs from each individual. I am sure that South Koreans have sampled the Dawn of War series, but they clearly prefer Starcraft, does that make them "fools"? I think not. Starcraft is good in its own way and we should leave it at that and stick to our DoW II, less hostility and headaches arguing over which one is better or more successful ;).
Posted 08:14 on 17 September 2008
Dutch's Avatar
Delete Post

Dutch

basebuilding is absolutely unrealistic bulls**t and it's great that they get rid of it
Posted 08:14 on 17 September 2008
Firefly's Avatar
Delete Post

Firefly

The people who have relied on base building obviously don't want a ramp-up in skill...Actually, the main strategy is NOT to amass the biggest SM/N army first, but to fluidly adapt to whatever suits you; people have owned SM with Chaos SMs a lot and Necrons suck dick in online multiplayer. Lemme tell you this; those fools in South Korea attending a match of SC sadly were never introduced to Dawn of War. Badaboom badabang. Base management is NOT an integral part of RTS, it is a part of RTS that people have come to love because of the fact that you get attached to it; for DoW 2 and it's influencing predecessor of sorts CoH you've got to want something new, not old old old.
Posted 04:25 on 17 September 2008
Chosen40k's Avatar
Delete Post

Chosen40k

Theat's because this is less of an RTS and more of an RTT.

Like WiC and CoH, both excellent games.
Posted 00:40 on 17 September 2008
Anonymous's Avatar
Delete Post

Anonymous

starcraft is just a copy cat of warhammer 40,000 and btw they said there will be no base building in SINGLEPLAYER. they have stated that there will be some form of base building in multiplayer. this game is going to be awesome, but i hope they announce the imperial guard and i wont have to wait for an expansion.
Posted 22:30 on 16 September 2008

Game Stats

System Requirements
Developer: Relic Entertainment
Publisher: THQ
Genre: Real-time strategy
No. Players: 1-6
Rating: PEGI 16+
Site Rank: 271 5