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Warhammer 40,000 Dawn of War: Dark Crusade

Score: 96%
ESRB: Mature
Publisher: THQ
Developer: Relic Entertainment
Media: DVD/1
Players: 1 - 8 (Online)
Genre: Real-Time Strategy


Graphics & Sound:

Dawn of War: Dark Crusade is the second expansion to Relic’s award-winning Warhammer 40K: Dawn of War. Dark Crusade introduces a number of fixes for several player criticisms as well as introducing two brand-new factions and a revised single-player campaign.

Dark Crusade features the same quality presentation as the original and first expansion. The two new races seamlessly blend in with the pre-existing factions. Maps are a little sparse in some areas, though when battles start to pick up, you don’t have much time to enjoy the scenery.

Voice acting is over-dramatic at times, but fits the wartime atmosphere and adds to the pressures of battle that the ambient sounds of war create around you.


Gameplay:

Like the original, Warhammer 40K: Dawn of War: Dark Crusade focuses less on micromanagement and more on combat aspects. Little time is spent working on your base, instead giving you more time to plan battle strategies and manage your forces.

Dark Crusade’s main draw are the two new playable races, the Necron and the Tau. The Necron are a heartless race of machines with one goal in mind: destroy everything. Their play-style is completely different from other races in the Dawn of War series. Rather than focusing on building troops, the Necron focus on building bases and relentless strikes. They may not be the fastest troops on the battlefield, but they are powerful and hard to take down.

The Tau, on the other hand, is an alliance made up of several races all joined under militant leadership. They are a highly technological race and focus more on long-distance strikes rather than getting up close.

Dark Crusade centers on the planet Kronus, where each of the game’s seven factions have set up shop. All are intent on controlling the entire planet, making it your goal to wipe out the other groups.

Dark Crusade retools Dawn of War’s single-player campaign. Rather than follow a linear map-to-map story, gameplay takes place on a map of the planet Kronus. This large map is split into 25 smaller ones which players attack and defend each turn, similar to the game Risk. Once a battle is initiated, gameplay switches to a more familiar RTS setup.

On the surface, the campaign structure looks rather simple. You only control one army and you’re only allowed one action per turn. This one move soon takes on a number of strategic possibilities once you factor in that each territory grants a bonus to its controlling faction. Sometimes these bonuses are simply resource increases, though some offer larger strategic abilities. For example, controlling the territory containing the planet’s main space port gives you the ability to attack non-adjacent territories.

In addition to earning you new territories, victory also brings with it requisition points which can be spent on increasing your defenses or bolstering your attack forces. You’ll also earn new gear to outfit your commander with, giving him stat boosts and new on-field abilities.

Some of Dark Crusade’s best parts come when attacking enemy strongholds. These battles are long, hard-fought and intense – in other words, everything a good battle should be. Unfortunately, normal missions aren’t as exciting and often times feel like normal RTS battles. Also, you never face more than one faction per map, breaking the believability that everyone wants a piece of this planet. With seven groups gunning for the same plot of land, it is hard to believe that more than two factions wouldn’t cross paths sooner or later.


Difficulty:

Difficulty is one of Warhammer 40K: Dawn of War: Dark Crusade’s weak spots. Single-player games are challenging, though not overly hard. The A.I. feels dialed down at points and the times I did have problems was usually due to my own brashness and poor tactical decisions. At the same time, the A.I. does a good job of keeping itself unpredictable when moving on the main map.

Game Mechanics:

Relic has done a great job of integrating the two new races with the existing ones. In addition, the pre-existing races all receive new units to help balance out any major shortcomings. The Ork Flash Gitz gives the melee-heavy Orks a new ranged unit and Chaos receives a new melee unit in the Deamon Prince.

Dark Crusade also introduces a few changes to the core game to balance out multiplayer games. Players are now capped at the number of elite units they can have on the field. This prevents players from laying down a powerful force of high-end units and forces them into using more mixed-unit tactics, introducing more skill and strategy to matches.

Like Winter Assault, Dawn of War: Dark Crusade does everything a good expansion should. It fixes problematic areas, breathing a bit of new life into the core game while adding new features to keep the ideas fresh. For a Warhammer fan, buying Dark Crusade is a no-brainer. And, even if you haven’t tried Warhammer, Dark Crusade is a great entry point.


-Starscream, GameVortex Communications
AKA Ricky Tucker

Minimum System Requirements:



Windows XP/2000; Pentium 4 2.0 GHz Processor; 64 MB VRAM; 3.5 GB HD Space; 512 MB RAM; DirectX 9.0c; Broadband connection for Multiplayer; Warhammer 40k: Dawn of War
 

Test System:



Windows XP; Pentium 4 1.8 GHz Processor; Radeon 9250 256 MB; 40 GB HD; 640 MB RAM; DirectX 9.0c; Cable Internet Connection

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