last-fabriela-anjelos-spoke-warhammer-40-000-dawn-of-war-iii-1
The last thing Gabriel Angelos |Review Warhammer 40.000: Dawn of War III
Dawn of War has been and remains one of the highest strategies in real time, thanks to the setting, unique mechanics and their identity. All these qualities make it playable to this day, even for such autistic people like me, who do not accept multiplayer and pass a single after time from a single. Relic Entertainment became my favorites, since only they made suitable content based on the universe Warhammer 40.000, Even in spite of the places of very free handling of the original source. I am not far from a connoisseur of this universe, I really understand the Laura, and, frankly, all the jambs of the hits from the point of view of the Universe do not give a damn about. I just liked what I saw: I liked darkness, I liked Epic and the most beautiful military battles, which the first game was famous for.
After several elegant addons for which fans still make all kinds of fashion, relics gave us Dawn of War II. The second game of the series disappointed someone, since its genre almost completely changed, having undergone a huge shift towards the tactile with RPG elements, and only multiplayer echo remains from the good old RTS. In addition, it became brighter, which also did not please a certain fraction of fans. However, the game was no less suitable, I also liked it very much and in the same way I went through it many times … Yes, again, the singlePler. And although the Retribution addition could not please me little, the addon called him called Chaos Ring was just gorgeous.
For a long time from Relic Entertainment there were no news about the new part of the series. All the time I waited and hoped that they would return to the roots and make Dawn of War III in the spirit of the first part, because no matter how good the tactic in the second is, in real time, my heart is much closer. I also had suspicions that the relics would again try to do something new, which was neither in the first nor in the second part, but my fears were not justified, but what became known about the game did not grieve me as much as it made me happy: the developers promised to make something between the first and second games Dawn of War. And finally in 2017, the release of the final part of the series took place.
Your face, when the new Dawn of War finally came out … And if you, of course, are not a wild fan of the universe, ready to smash the game to the fluff due to numerous inconsistencies to the canon
What can be said about her? Well … Dawn of War III turned out to be a fierce shit, the relics in the edge of the Akhreneli, drove the setting, lowered the series into the pipe and buried the future Dawn of War.
Here on this note it would be possible to finish now. Such an opinion settled almost immediately as soon as the game came out: she was convicted of the gameplay, for the visual style, for the multiplayer (although he personally interests me at last), but whether there was such a categorical reaction of the players to Dow III fair? Yes, but not really. I wanted to consider this issue in more detail, and here I want to warn you that the author’s opinion may not coincide with the opinion of the viewer, so if my words begin to inflate the coals under your anus, keep in mind that my opinion is subjective. I ask you to read this post to the end and after arrange holivars in the comments.
The plot of the Third Dow’s is not only “doesn’t shine” … I would be a fool if I started to once again whip the game on Vahe because it was a banal story, but in this case it is not easy banality, and almost under a copy of the repetition of the previous parts. Apparently the developers decided that since their plots are not appreciated in davils, then why invent something new, try to create a unique story, turning to the rich Laura of the Warhammer 40 universe.000 … let’s just take the first Down, add a pinch Winter Assault, Snobbes him Chaos Ringing And RETRIBUTION, an armful of firewood, and, as they say, down III is ready.
Everything begins with the arrival of the commander Bloody Fourty Voronov Gabriela Angelos On the planet Kiprus, Where the Imperial Guard is struck by the horde of green -skinned (we recall the first mission of the first Dawn of War). The fleet cordoned off the planet by order Inquisitor Holt, Gabriel, on the other hand, violated the order, as a result of which confrontation begins between them and the distrust is ripening … (and why all the inquisitors are such suspicious? True, after all, TOS?) Then it turns out that the orcs and guards are not the only forces on Cyprus. The tau was finally peered into a full -fledged plot? Or maybe necrons, about the existence of which were forgotten after Winter Assault (Last Stand do not count). Eldars are also shining here (who would have thought!?) with all their inherent mystery and contempt for lower races, which is shown to us in every game where they appear. But they need to pay tribute to them, unlike the previous games of the series, in the third DOW their intentions and actions are revealed much better. But on the other hand, their situation is not much different from what happened between Holt and Angelos. Seeing Poppy (or Mach, as she was called in translation) conflicts with Autarchkh Kair, who also hides something from her ..
And he hid from her that the planet was about to appear in the orbit of Cyprus Acharon, which gets out of the warp every 5 thousand years. And on Aheron there is a dormitory artifact – Kein’s spear, which Kair was longing to master … I understand the ice planets, suddenly crawling out of the warp, with the ancient demons (Chaos Ring) in Warhammer 40k, is a common thing, but there are really so few interesting events and phenomena in this universe that could be shown in the new game? Well, well, what did the orcs forget there? And they, as always, need only the good old Waaaaaagh. Everything is as usual.
Orcs do not look for ancient super-artifacts, do not fight chaos … they only need place, where you can knock well, and someone with whom You can knock well
I will not retell the plot completely, although what I already said, I think, enough to understand that a lot was borrowed from other davors. Of course, nostalgic to see old friends like Gabriel, Jonah, Diomedes, Gorgets, Taldir… but, when you are fed a story tailored from pieces of other games-this already shows the inability of the authors to compose something new. But they removed the Chaosites … And without them it’s even sad … although, unlike the first and second parts of Dawn of War, this story is revealed to us from all sides of the conflict, so that it is clear that it drives each of the characters, and this is undoubtedly a plus.
It is upset that the KAT scenes on the game engine remained far in the past with the original DOW, and yet I still recall their production with warmth, at the time of the release of the first part it looked very cool. But in Dawn of War II they disappeared completely, and all the dialogs became the background in the menu. The situation has not changed much in the third DOW: we also hear the dialogs before the start of the new mission, and at the key moments of the campaign they show us (this is this turn!) animated pictures with a sunbeam! The phenomenon itself is not bad, but not for playing waha in 2k20. In the general budget, the guys were clearly not enough for the guys.
Dawn of War III does not have a division into individual branches of the campaign for each race. The plot for all fractions is one, and the missions for each of them go sequentially replace each other
In one incision, they sauted: we are offered paysafe casinos to play for a few races, which is completely unnecessary for us (Winter Assault, Retribution), but unlike the addons of past parts of the DOW, where the sides of the conflict were divided into separate campaigns, they all brought them in one way: we play for spaceship, then for the orcs, then for the orcs, and all of them are Eldar, and all of themgo mixed for 16 missions. In general, there are 17 of them, but the latter stands out against the background of the previous ones, I, again, do not want to spoil. One plot of 17 tasks for 3 races at the same time seems small at the same time, but these missions are not at all fast, so at the end of the game you really feel saturation. Moreover, it is precisely due to the combination of missions for different fractions that you do not have time to get used to gameplay and lose interest. Every time you have to change tactics, playing for each of the races, get used to their units, adapt to their features, skills and everything else. Although, perhaps, someone may not like this ..
An unpleasant moment was the lack of auto -preservations (later with patches this case was corrected). Any mission is divided into several stages with different goals: you start on some limited territory, perform the main task, after which a new piece of card opens with a new task. And the farther, the larger the piece and the more difficult the goal, and I am such a person that I forget to persist … It would be logical and very by the way to arrange auto -sets at each of these stages, but it is not. And somehow I spent about 40 minutes on the same mission for the Eldar (and I don’t like them), and in general it so happened that my base was destroyed, and when the loss happens, you are offered either to go to the main menu, or “let’s go all the garbage, that is, from the very beginning of the mission (and look again, yeah, we won’t give them to you).
All kinds of pumping for units were severely cut (compared to the first download), but they were replaced by doctrines.
Before you go on a new task, we are offered to choose 3 elite detachments, a sort of analogue of combat units from the second DOW: here it can be like an elite consisting of one character, or maybe a special detachment. Each such unit has unique abilities, and with skillful use with the help of elite, you can defeat quite a few enemy detachments. But so far we remain in the mission menu, where we can also choose up to 3 so-called doctrines: these are special improvements and buffs that are applied to certain types of detachments and buildings. Initially, they were offered to buy for the skulls that we received at the end of the mission, and opened when the elite units reached a certain level, but later this system was abolished, and all the doctrines became initially opened … and if you smell the Dawn of War II, then do not calculate any pumping, these are the creators of the game already superior.
In general, we chose an elite for ourselves, appointed doctrines and join the battle … Some missions are made in the spirit of the second part, that is, a minimum of buildings, or they are not at all, and we only act by the fact that they give us according to the scripts: a hero and a couple of units at the beginning, then we find a couple of units and so on until we finish the mission. But there are few such tasks and this is very good. I have come here by the way for the strategy, well, where are my requisition glasses?
Most of the tasks were performed in the spirit of the good old RTS, with the construction of the base, the capture of control points, a set of resources, the creation of the army and a large brawl with enemy troops. However, there are also changes. As in the first DOW for construction, hiring and improvements, we need requisition and energy points, and if a special building was given to us earlier under the second, now both are mined at control points. Moreover, not only should it be captured, but also spend the resources on installing an extractor on each deposit. As before, you can put a machine -gun tower in this place, but now it is a useless piece of metal that can only cope with a single detachment of scouts: it is spent quickly, it is not enough … The only benefit is that until they pull the tower, the extractors will not break, and suddenly you have time to drag your army in half a card during this time!
And all because now it is impossible to build a worthy defense for your base. At the start of the Third Dawn of the War, there were no turrets in the game at all, but then they were added to the game as a doctrine. But then, taking the doctrine on the turrets, you occupied a whole led of the doctrines, and among them there are options as an embassy that can provide more useful during passage, so that the base remaining behind, can only be additional detachments, but there is a new problem: the ceiling of the number of troops arises. No, of course you can have a lot of units here, but I just did not have enough time and patience to collect the indestructible armada, as in the first code. The detachments are expensive, the resources gather slowly … And when I spent time and tried to create a huge army, I rested on the very ceiling of numbers. Of course, against the background of the second down, your army seems really big, but in comparison with the first – this is so, intelligence.
The new dreadnoughts have become noticeably more mobile, and now you will not have to wait until this “iron -to -eat” crowd bothers to the place of battle
So the third date is designed for more decisive actions by the player. Quickly hire a few detachments and go to break your faces xenos. But in the universe, where there is only a place for war … pathos and epic, it is somehow wrong. But, here it would be possible to appeal to the features of the second part, which supposedly had to migrate to the Third DOW: features of the area, shelter and so on. But the only detail of the landscape that can at least somehow affect the game is a hill. While your detachment is there, they will not see him stupidly if he does not start shooting. There are no shelters here either, there are only special protective posts that are captured as well as points with resources, and after that they give a power field that does not miss the damage until it is divorced. [This game was clearly made by some Eldars] But there are not many posts of these and they are randomly scattered throughout the map.
Varieties of units were also cut. It is cool that at the end of the campaign is given to us to be guaranteed by a giant imperial knight, an Eldar rainite and orch … shit, but the terminators, which in the first DOW could be riveted before the pulse loss (in Dark Crusade and Soulstorm they introduced a rigid restriction), only one detachment can be called as an elite;Dreadnoughts used to be two types, now only one was left. They cut the weapons in units hardly cut. The same dreadlocks cannot be given additional weapons, they go with the fact that they are, and the cosmodes detachments cannot be additionally hired by the sergeant, and they go in small groups, as it was in the second, and it is also possible to get a full tactical unit in the original game, as in the original game.
This is what the full squad of tactical paratroopers looks like: 5 people, without a sergeant, without a cute flag on the satchel … And the choice of special equipment was brought only to plasma and flamethrower
Permanent losses look interesting. To heal the wounds to your soldiers, you need to place a detachment next to any building, not counting the guard post, but then the stock of hits will be replenished only by the surviving fighters, but in order to restore the squad completely, you will have to spend the requisition points on the slot of every murdered infantryman. But with the elite, everything is simple: if your hero or super -column fell in battle, you just need to wait a while and call him again without unnecessary expenses.
Another point is also associated with the elite army, which I did not talk about right away. In order to open access to them during the directly execution of the mission, you need to accumulate special glasses. Personally, I have this system with associations with an old War of the Ring, though there, to obtain such points, it was necessary to actively destroy enemy units and buildings, that is, to fight. In the third dow’s, we stupidly are waiting because the glasses accumulate over time. That is, we start with one elite, play about 10 minutes, accumulate glasses to the call of the second, then it passes for some time and you can hire a third. The system is strange and greatly simplifies the game, because, as I said, the elite is able to spread enemies to fluff, but has no special requirements for hiring.
The largest and most tasty units that the game entertained with its advertisements open only at the very end of the campaign
At some point, super-lines are also opened in the game, which could be called another innovation, but in fact it is something like the ultimate that could be given to the characters in the second Dawn of War, and that was used only once in one task. Everything is much easier here. Again no requirements, we just wait for it to open and bring down hell to the heads of enemies: the cosmodesant is an orbital ray that burns all living things and immobilizes everyone who gets into its radius, the Eldar is “EldRitch Storm”, and the orcs have rain from the wreckage. Useful thing, powerful, but again it is too easy to give a player.
Each race in Dawn of War III is played plus minus just like before, the game has not been brought to the series dramatically new. The only thing that stands out against the background of everything else is the passion of the orcs to the garbage. The technique broken on the battlefield is turned by a pile of scrap metal, rummaging in which green Hari can make an improved body kit for themselves, and the Waah-gangs attract cosmic garbage. Once every few minutes a pile of garbage collapses next to the orc post and you can also improve your units in it. But if a heap is gaining quite large, that is, if you do not touch it for the time being, then by directing Gretin to it, you can build equipment for cheap – from armor to death and tank, by the way, they can also be upgraded on a heap of garbage. The only minus of such a “easy profit” is that the technique appears broken, and you have to spend some time on its repair.
I did not notice any special innovations among the Eldars (except that the shields restored to the base), but the cosmodesant, like the orcs, was not deprived. Now the player is given several slots with droppers, in which you can put any of the detachments available on a certain mission, even a glaiz, even a dreadnought, or you can order an armed drop -downhole without a detachment, which will fired around the opponents around and treat allied units located next to him. However, you will have to pay for detachments in Droppodes at full cost, as in barracks, so the only difference from standard hiring is the possibility of landing in the indicated place. Well, the preparation of such a droppode lasts longer than the usual detachment. The last feature is a standard giving the surrounding units a temporary aura.
And now we will touch on the most burning topic: the visual style and atmosphere of Warhammer 40.000 in Dawn of War III. Everything in the game is very ambiguous in the game. On the one hand, the developers went on a scale: I really liked what they made with buildings. With all my respect for the previous parts, although the buildings there were beautiful and added their penny to the bank with an atmosphere, but still they could not convey the Warhammer pathos. In the third dovik, these are true monumental, cyclopic buildings of the cosmodesant that you look at and you can’t stop, right … This is the same Varhammer 40.000. However, due to the fact that the buildings became so gigantic, with the past position of the camera they would overlap the whole view and would not fit into the frame. Maybe. So our gaze went from above even further, and all units turned into small men. So small that you look at them not at the powerful cosmodesant in a crazy powerful armor, which will tear your ass with any product of the abyss, and as on easily tender soldiers from the Cossacks. But the “knights” look against their background exactly as they should look and, in general, in general, compared to the first DOW, all units have become more proportional, and therefore their size was not critical for me, and I soon got used to it soon.
Many yelled towards the developers for depriving the game of the atmosphere of the make-up artist: the game is too colorful, too many rainbow special effects, and in general everything is some kind of cartoon. For me this is not entirely fair. Colorful special effects and a bright gamut accompanied the second DOW, which, nevertheless, did not suffer such a flurry of criticism. The excessive slope into the cartoon, some inadequate animations of the varhammer (not counting the somersault in power armor) and I did not notice the lights in the game, and for a minute, in view of the scene, it looks even darker than Dawn of War II. The only ones who can somehow break the gloomy Varhammer pathos is the orcs. I never perceived them as some kind of serious race to Varhammer: they are some kind of clumsy, unplaced and I would even say that I am a little cartoony, but I better take my words back until they threw me with slippers. All of these devices and buildings created from shit and sticks, which, by some miracle and with God’s help, are able to fly not only in the atmosphere, but also in space … But the orcs were such in all the DOW, and there is nothing to get to the bottom of it.
The sound in the game did not disappoint me, like the voices of the voice acting. The orcs were so delighted at all, well, this is the orcs. Gorguts and his minions diluted the stern atmosphere of the struggle for an ancient artifact and confronts with chaos with their branded orch humor. Not that I laughed at the voice, but smiled exactly. In the Dawn of War series, everything can change … except orcs. There is no Russian voice acting in the game, and perhaps it is worth saying for that thanks. Music in Dawn of War III is very like that. There are very few memorable tracks, and in general, in general, the soundtrack in the game seems to be some kind of inconspicuous and monotonous. Listening to him separately, I found out that there is music not only against the background in the main menu, katsen, and in some epic moments from missions … And in principle, this music is not bad, but somehow in the previous parts it was much stronger.
But bugs in the game Poptz were not weakly heated. Then the animation of the Gorguttsa refused to work, and he stupidly moved on the map as a static figure from a board game, then some kind of khorn did not work, and his character did not use it, and the ability began to roll back, but at the same time, nothing happened by an even account. The moments were terribly infuriated when someone began to shoot my units from afar, and at the same time this “someone” was not hidden by the fog of the war, he was simply at a considerable distance, and my unit stupidly stands and loses hits, without reacting to shelling, and this was directly infuriated. You deal with your affairs at the other end of the card, then return to the base that several units guard, and then it suddenly turns out that they are half -dead, and the enemy gloated a point with resources ..
In general, the enemy in the single campaign was more active, constantly terrorized the base while I hired my own army, rumbled on the map by capturing points … In the third dawn, he kind of as he does, but in places so sluggish that playing the single becomes boring.
Well, finally, a few words about multiplayer. The network mode in the Dawn of War III resembles a mixture of Starcraft and may the gods forgive me, dota. The map is arranged according to the canons of the second – two bases connected by three roads. For each of them, we have set key objects that you need to capture. To do this, you rebuild the base, rivet the army and stomp forward. Great, we were promised to return to the origins of the first part, they were given it, unless not? No.
Dota will overtake you even in the universe, where there is only a place of war … Honestly, I was never interested in a network game in DOW, there is a single and thank God … to the gods … well, you understand
Your troops here play the role of the notorious computer blanks, strolling on the lines in Dota, in other words, the sense of them is zero. It’s just a crowd of fools sent to slaughter. Only heroes and elite detachments have a real effect on the course of the battle. And, probably, the players could have an interest in the study of different heroes and the capabilities of each race … Yes, only now they have already shown them all in the campaign. Dow 3 multiplayer is just fear and disgust. This is not a strategy at all,.To. The detachments here play a very small role and it makes no sense to think out their actions especially – he circled everyone with a frame and sent to his death. As Moba, too, about nothing – inconvenient, tedious, and in general there are much fewer opportunities for the “development” of heroes. In addition, in comparison with the campaign, the multiplayer does not offer anything new at all. And this mode is only one, no alternatives.
The combination of the mechanic of the first and second game turned out not at all the same as it seemed to me during the waiting for the release of the game. But, if you think about it, a unique hybrid with awesome gameplay could have turned out, but … but it turned out to be the third DOW, into which several new features were brought, but they threw a lot of things and cut it out of the previous parts, so instead of synthesis we saw this monster of Frankenstein. On the other hand, everything is not as bad as it might seem, and those who did not play in previous games of the Dawn of War series, the third dovik may even like. Yes, the release disappointed most of the fans, but at the same time the game really had the potential: to release a dozen patches to it, several updates, and then additions, and then Dawn of War III would have turned into another good game by Vahe. But alas, the developers simply did not give a damn about the players. Instead of listening to criticism, instead of correcting mistakes, they stupidly cleaned negative reviews and did not finalize the game (and they had plans to continue), and we stayed with a broken trough. It is sad to realize that the series, the first part of which simply made my childhood so badly finished.
For a long time I was among those who, having heard what shit this new Dawn of War, lost all desire to play in it. And gradually, when the shit for the game was poured more and more, I myself involuntarily began to treat the game with the negative, although I did not even play it! And maybe the effect worked when you expect fierce trash, and you get something a little better, and it seems to be a normal game;And maybe Down III, albeit worse than the previous parts of the series, but the game is not bad, but there is not enough content in it, not even the new, but at least what was already in the previous parts, there is not enough little work on the mistakes. I repeat, the developers have created an excellent base for the development of their game, but, unfortunately, this development did not follow. It is for this that Relic and their product should be scolded, it is worth scolding the publisher, who drove relics to complete their project and allowed this game to sell.
You can play Dawn of War III, you can get some pleasure, but it will not be comparable to those emotions that gave me the previous parts with all their addons, which after so many years you can recall over and over (even without multiplayer!) and nostalgia. For Dawn of War III you can spend several pleasant evenings in a single campaign, go through it once and no longer remember. And she definitely does not deserve her price tag at 1800 rubles in Steam (at the time of writing).