enemies again converge on the battlefield. Chain swords roar into the flesh,
guns rumble, the earth shudders at the approach of menacing walkers, and the heavens
tear the meteors of the landing capsules. The harsh realities of Warhammer 40,000 in all
beauty – but why, in the name of God the Emperor, this is no longer pleasing?
Comprehending the universe of Warhammer 40,000, you quickly get used to one simple truth – nobody is immune to heresy. The gloomy world of endless war in the distant future knows a lot of stories about how even the greatest and faithful to their work descended onto the slippery path of apostasy, not only overshadowing themselves, but also betraying all their former merits. Intentionally or out of good intentions, the result is always the same – the lost souls here at the very best, but certainly they do not forgive. And Dawn of War III, unfortunately, with all its strength, begs for such an unenviable fate.
Her predecessors were not sinless, but definitely deserved respect, and each was remembered in her own way. The first part to this day remains one of the most outstanding classical strategies, which laid a powerful foundation not only for its own franchise, but also for the fraternal Company of Heroes. Flexible, calibrated and captivating, she successfully worked on two fronts – attracted for the computers of fans of the universe "War Hammer" and simultaneously acquainted with Warhammer adherents of the genre RTS. Dawn of War II abruptly changed the vector of development, abandoning the management of bases and the command of large armies in favor of managing several heroic offices. Not everyone liked this turn, but he allowed to look at the familiar game from a different angle and at the same time add personal drama to the narrative without reducing the intensity of passions.
The late trikwel was positioned as the most ambitious and largest creation of Relic Entertainment. It was supposed to become an exemplary hybrid, incorporating all the best features of previous releases. And if the authors did the first part of the promise purely technically – we are really dealing with a hybrid, the "best features" for some reason turned out to be either defamed, or perverted to the state of absurdity, or completely abandoned to oblivion. Dawn of War III is seen as a further development of an extremely controversial course, taken the worst to date part of the series – the addition of Retribution. Now we also have heroic personalities with their unique skills and talents, and bases with a certain set of infantry units and equipment. The trouble is that none of these components are closely matched to the quality bar set by past number games. It turns out in the literal sense of a pathetic parody against the unique originals.
Whatever one may say, the first fiddle on the battlefield is still played by special units. At the same time, there can be no more than three. Which ones, you decide before the start of the party, and sometimes even in the plot campaign. However, for all its value, the heroes are reduced to the level of ordinary soldiers, and they can not get lost in the crowd unless they have a unique appearance. There is no more selection of equipment, weapons and abilities in the situation. Prorolling has remained nominally, but has lost all practical sense on the road. Levels of experience no longer increase the characteristics or new skills, but give only cosmetic bonuses (new skin, the ability to use the hero's icon as an avatar) and currency for buying other heroes and racial doctrines-small bonuses also selected for the assignment.
Yes, heroes in battle stand a couple of simple squads, beat harder and can throw out a few characteristic feints, but against the crowd they have no chance. Even in the middle struggle they are sometimes killed so quickly that you do not even have time to recover. A little detached in this regard are giants like an imperial war machine such as "Knight" – the most noteworthy innovation of the game. In addition to impressive sizes, they stand out with strength and serious firepower – but, alas, that's all. If desired, a number of interesting unique mechanics could be built around them – for example, a zone damage system or the replacement of modules – and focus more on them, but the developers went the simplest way. As a result, the giants turned out to be the same heroes, like everyone else, perhaps more powerful and more expensive. And the fact that in a campaign where they could be full-fledged characters, they are brought to the scene only to the very end, they are very eloquently pointed to their place – ordinary superunites.
Thus, without the army in Dawn of War III can not do, but the amazing thing – the authors, as if by inertia trying to emphasize the status of individuals, turned the army into some kind of cannon fodder. That the mighty Blood Ravens in power armor, the pumped-up orcs, the Dodgers-all mrut are surprisingly easy from any sneeze in their direction. There is no former flexibility in the construction of troops. If earlier even a simple detachment of tactical paratroopers served as a universal combat unit that could be prepared for almost any situation, but now they are allowed to choose as an additional weapon only a flamethrower or plasma rifle, the first giving only the ability to cauterize, and the second replacing all the trunks at once detachment. And they were lucky enough – other soldiers and such luxury is not given.
The bases became poorer than before, any defensive structures disappeared, superweapons and special functions went into the category of activated skills, and development constantly stumbles over the revised economic system. From now on all resources are extracted exclusively at control points – individual generators have disappeared as a class. Everything would be fine, but the rate of replenishment of the treasury is completely not combined with the implied pace of the game. Given the high mortality of soldiers, the war requires a constant replenishment of losses – and in the end, instead of active fighting, often have to sit and drink tea, while a mockingly slow counter does not deign to target the amount of another squad that may be completely cut in the next brawl. Nothing in Dawn of War III does not enrage as much as this forced expectation.
And nothing makes you laugh like a re-designed system of shelters. Rather, it simply does not exist in its former form. As a pathetic compensation authors scattered on the cards special barricades with strange functionality. By themselves, they do not save the infantry from the fire, but if they hold them for a few seconds, the warriors will be covered by a completely impenetrable energy shield. But they are not just funny, but parts of the so-called ghostly cover. They look like small lawns or platforms, wrapped in the trembling of hot air – nothing spectacular in sight. But they are able to hide anything – infantry, equipment in any quantities and even buildings! Standing in a couple of steps, the enemy will never notice in the grass a tall tower of the Eldar headquarters, surrounded by an entire army of gravitanks. Even for a game convention, it looks silly to tears.
Instead of developing and deepening existing developments, Dawn of War III began to resemble some MOBA with corridor maps, where crowds of sickly soldiers flutter under the feet of the heroes. This is especially noticeable in multiplayer, where instead of destroying the enemy base the main goal was the alternate demolition of power shields, turrets and, finally, the central core. These changes are completely out of the game, and the confused and stupid plot campaign for all races at once only reinforces the feeling of cruel disappointment. But if you really want to know the continuation of the history of the Blood Ravens and you are somehow friends with English, it is better to find and read the official novelization from the good writer Robbie McNevin – you will save both time and money and nerves.
neither the strategic nor the tactical components are able to compete with the previous games of the series;
a simple and unprincipled story campaign;
|Drawing||The game itself looks good – detailed models, special effects juicy, inter-mission rollers stylish. Another thing is that after a relatively realistic graphics Dawn of War II, the cartoon here, in this gloomy world of endless war, is out of place.||7|
|The sound of the||Sound effects do not cause any special complaints – swords buzz, guns rattle, lasers hiss as it should be. Actors read out their cues with one intonation, but in such a way that pathos gushes from the speakers. But the music frankly pumped up – faded and inexpressive melodies are completely lost behind the noise of the next battle.||7|
|Single player||Stretched on 17 missions, the plot is not capable of surprising or catching, the maps are extremely linear, and the tasks themselves are incredibly boring and monotonous.||5|
|The collective game||The only available version of the game is deathmatch with an admixture of MOBA, but in time developers promise to add new modes. Confrontation with a living person still creates some excitement, but it is not interesting to fight a stupid AI.||6|
|The general impression||Next to proud predecessors, the new game seems a crooked useless mutant. And in the dark world of the distant future, vicious mutants deserve only one fate – the cleansing fire.||6|
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