Monday, September 13, 2004

Notes on Warhammer 40,000: Dawn of War 

I've long admired the cool-looking Warhammer 40,000 setting. I've never had the patience to actually sit and play a role-playing game for more than a few turns, as Todd and Adam can surely attest. Still, it hasn't escaped my notice that previous video game renditions of Warhammer 40,000 have been uniformly god-awful. They've finally gotten it right.

I haven't actually played through very much; I've barely made it through the lengthy walk-through. I've played enough to know that it's not exactly my type of game. That is, it's more in the *craft school of strategy games, meaning it features resource management and unit creation/research and so forth. I much prefer the Myth style, which does away with all that and focuses on pure battle tactics.

Still, as far as this school of games goes, it's the most appealing I've seen so far. The settings look truly fantastic, and the units all look spectacularly wicked, with bloody, animated, epic battles. Stuff is dropped onto the battlefield from orbit. It's really cool to watch. I want to like this game very much, I'm just afraid that it doesn't have enough of what I like. However, if you like any of the *craft games, you'll probably like this one a lot.
i seem to recall you getting stuck rolling snake eyes during one of our games. even when we had you skip a turn you still rolled them again when it came back to you.

that was a trip.

i liked myth's style more as well, where you went right into battle instead of building and amassing troups. instant gratification as it were.
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