Conclusion: Relic Entertainment has taken a great step forward as the team shirk off the weaker fragments of the previous iterations and embrace more of what Warhammer 40,000 is really about; the intense carnage. In pursuit of that they’ve ditch the more traditional aspects of the RTS, like base building, and instead offer a more streamlined approach to getting your war on.
Warhammer 40,000: Dawn of War II - Retribution Review
8 March 2011
Excerpt: The Dawn of War series has evolved pretty drastically over the years—from the linear story-driven campaign in the 2004 original to the “Risk” style conquest campaign in 2006's Dark Crusade, plus the addition of customizable heroes and the removal of base building in 2009's Dawn of War II. Retribution represents a throwback to Dark Crusade, arguably the highlight of the series, with a more customizable campaign and larger scale overall.
Excerpt: Fans of Warhammer 40,000: Dawn of War might feel burned by the barely recognizable sequel to their old favorite, but going in without expecting it to be yet another typical real-time strategy game is extremely rewarding. That’s because DoW II is actually two excellent games in one.
Pros: Amazing graphics and Wargear loot enhance two modes of engaging tactical gameplay.
Cons: Campaign dialogue gets annoyingly aloof. Some missions are repetitive.
Excerpt: I really enjoyed the original Dawn of War game and its numerous expansions. Part of it was due to the game's setting in the Warhammer 40K universe – how could you not get excited by orcs (known as the Orks in Warhammer 40K) and Chaos demons battling it out with Space Marines across the galaxy? A big part of it though was that Dawn of War featured some very well-refined real-time strategy gameplay.
Excerpt: First Impressions My reaction is Dawn of War II is a sequel to the original Dawn of War released in 2004 and its subsequent expansions Winter Assault in 05, Dark Crusade in 06 and Soulstorm in 08 with each one adding another race to the main game and new story to expand on the universe.
Excerpt: When it comes to real-time strategy, a few different companies are brought up as truly enhancing the genre. Westwood Studios's Command & Conquer defined modern real-time strategy, Creative Assembly's Total War series saw the number of units on a typical battlefield increase from 100 to 10000, Blizzard's Starcraft introduced the world to the idea of truly competitive RTS gaming, and Relic's Company of Heroes brought cover mechanics to the genre.