Warhammer 40,000: Dawn of War 3
Dawn of War finally returns with a fascinating, if imperfect, twist on the modern RTS.
Warhammer 40K: Dawn of War 3 is flashy and loaded with complex, micromanagement-heavy warfare. Its single-player campaign is long and challenging, but feels uninspired because it rarely makes creative use of the three factions' abilities. In multiplayer it's even more demanding and intimidatingly chaotic, but with only one mode and not a lot of maps, it seems limited. Relic deserves credit for not simply remaking the same game with prettier graphics, but this hybrid approach doesn't feel as strong as Dawn of War 2's memorable tactical focus.
Dawn of War 3 has overly dominant elites, and a merely serviceable campaign, but it captures the power of mass battles well.
The story campaign is a bit of a chore, but the multiplayer is an exciting mix of RTS and MOBA – and may just be the next big thing in strategy gaming.
While the campaign can feel like a lifeless chore, the multiplayer options offer interesting tweaks on classic genre staples
Dawn of War 3 isn't evolutionary, but it is ferociously competent
Dawn of War III mashes micromanagement and big-scale strategy together in a system that's messy but exhilarating.
As an experiment in how far the boundaries of what constitutes an RTS can be pushed, I admire Dawn of War III for what it's tried. It may not have entirely pulled it off, but there aren't many games that play like this (WarCraft 3 fans, this one's for you), and there aren't many trying such interesting things with the way their factions are designed.
After the pure RTS of Dawn of War and the RPG leanings of Dawn of War II, Relic Entertainment decides to settle in the middle ground with Dawn of War III. Base-building returns, heroes get an overhaul with Elite units, and combat becomes more aggressive and faster-paced. Dawn of War III is a game that pulls from its past, while taking some elements from modern day gaming to make something new in the franchise.
Warhammer 40,000: Dawn of War III takes a few steps back in time to make one step forward. It hearkens back to a lot of older design choices from the first game, and attempts to build upon other RTS conventions in the process. Not everything works (especially the strict adherence to the core conceit), but it's still very much both a Warhammer and a Dawn of War joint.