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If you've played Relic Entertainment's Company of Heroes, you'd know that they're not the type to conform to norms set by other developers. Their urge to experiment has bred Warhammer 40,000: Dawn of War II to not just innovate, but reinvent and re-engineer the real-time strategy genre to deliver an experience that's entirely unique, refreshing, and so much more. To accommodate this metamorphosis, Dawn of War II (DoW II) has shed a few things that many RTS fans might crave, out of which base-building is the most prominent absentee - you don't have to lay down a single structure in the entire game, be it singleplayer or multiplayer. Instead, the focus is entirely on combat, to the point that even your unit upgrades and technology tier-ups are purchased through your headquarters. How does the absence of such an integral part of traditional strategy games factor into its gameplay? It actually works really well for DoW II, since your game pivots more around controlling your army rather than setting up base defenses, securing resource collection routes, and building expansions every time your resource nodes runs out. Instead, you find yourself locked in a constant tug-of-war against the enemy from the moment the game (single or multiplayer) starts. Your goal in most single player missions is to either secure an objective, destroy an objective, defend an objective, or kill a boss. |
Tags: Warhammer , Dawn of War II
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