Dawn of War has learned from MOBAs
Among the many things that might wake you up in the morning – coffee, cigarettes, aggressive thrash metal – nothing really comes close to being chased by a towering Space Marine Titan, spewing out fire and bullets in a wanton display of horrifying aggression as pitiful Orks scatter and flee. Dawn of War 3’s [official site] invigorating multiplayer is like a shot of adrenaline, blood-pumping, loud and messy.
Based on my time with it, there’s a great deal going on in Relic’s latest foray into the grimdark universe of Warhammer 40K. It’s not entirely unlike attempting to play the previous two Dawn of Wars at the same time, a mashup of each game’s best bits, but with more stuff drawn from both the tabletop games and even other genres. Read the rest of this entry »
It fails in fundamental ways
Total War: Warhammer is good at presenting complex information in battles. Your unit of spearmen will tell you when they’re attacked from behind and their banner will flash when they’re about to retreat. Your general glows, and he or she is often comically large compared to regular soldiers. Arrows, cannonballs and spells have brightly coloured trails so you can tell what’s about to hit you.
Outside of battles though, TW: Warhammer has trouble presenting basic information. In particular, the game’s campaign map is a mess which is difficult to parse and frustrating to use. In battles, Creative Assembly make good use of visual shorthand so can you extract relevant information at a glance. The campaign map, meanwhile, is so visually busy that basic information like where your armies are and how far they can move is obscure.
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