![]() ![]() But it hasn’t dumped so many classic RTS hallmarks to be considered a Diablo or Baldur’s Gate clone. It’s undoubtedly less hardcore than Gas Powered Games’ Supreme Commander or Creative Assembly’s Total War series. In reality, Dawn of War II sits somewhere between these two positions. They will say Relic has innovated, made the Dawn of War experience more fun, more intense, more action packed, more in your face. Others will commend Relic for attempting to do something different, for stripping away all the unnecessary fluff that has held the genre in a vice-like grip of staleness for nearly 20 years. ![]() Essentially, Dawn of War II is for n00bs. Without deep tech trees, masses of units or the need to perfect build orders to the millisecond, the game, those critics will claim, lacks depth. They will accuse Relic of dumbing Dawn of War down and pandering to more casual gamers by making the gameplay more accessible. The obvious reaction among hardcore RTS fans will be to dismiss the game entirely. On the other hand, though, Dawn of War II is very much an RTS, since, by definition, you need to think about what you’re doing in a strategic kind of way, and the action plays out in real time. ![]() Dawn of War II provides an experience more akin to Diablo, with an emphasis on micro-managing a small number of hero units, each one with its own unique set of Wargear and levelled up skills. ![]() Now, constructing a monster of a base and surrounding it with turrets is a pleasure consigned to the past, and crushing your opponent with an army full of Dreadnoughts and tanks is a distant memory. Base building has been completely eradicated and the unit cap has been culled. On the one hand it’s hardly an RTS at all. Relic’s follow-up to its superb Warhammer 40k real-time strategy game is a curious beast. ![]()
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