Daemonhunters adds Warhammer 40k silly side to XCOM

Warhammer 40k: Chaos Gate – Daemonhunters discovers the turn-based tactics genre at a strange time in its history.Between the original X-COM game in 1994 and XCOM 2 in 2016, no That In addition to the graphics and incremental but important improvements, there are many improvements to make the inherent skill of taking turns shooting as smooth and natural as possible. Now, after another six years, I’ve got my hands on Warhammer 40,000: Gates of Chaos – Demon Hunter, showing not only how difficult it is to build a formula that may have been optimized, but also having a lot of fun with those familiar pitfalls .

Daemonhunters is technically a follow-up to 1998’s Warhammer 40,000: Gates of Chaos, one of the best strategy games of the year to follow the X-COM mech trend.But even though Daemonhunters’ lineage can be traced back to the roots of the genre, this Warhammer 40K Games Not afraid of being sneaky.

For example, the aesthetic follows the trend of recent Warhammer games such as Shootas, Blood & Teef and even Total War: Warhammer 3, injecting a bit of color into the typically dark setting. The sky shines in basic reds and neon purples, the ice map has a clean azure hue, and the rotting lair of Nurgle’s warlord Aeger the Benevolent oozes poisonous greens and pinks.These battle-destroyed churches still remain Somehow At the start of each battle, their bold stained glass windows are intact (though you can see those pretty quickly).

Daemonhunters’ style is to Warhammer 40K what Doom (2016) was to Doom 3.

As far as smashing things goes, the environment is to be desecrated. In addition to the obligatory explosive barrels, you can take out reactors spanning multiple hexagons, smash windows, blow up bridges, and knock down pillars to smash entire enemy squads (or on bosses like Aeger’s huge health bar) leaves a modest dent).

At one point, I threw a grenade to take out the enemy squad perfectly, but the explosion blew up a large wall, providing a shortcut to the next area. This collateral damage worked in my favor this time, but it could also bring stray patrols from the next area into my current skirmish. Destruction adds a welcome layer of unpredictability to a genre whose ruleset is often somewhat rigid.

Movie Boom in Daemonhunters is a cute throwback to ultra-stylish 2000s action movies

There’s also a boom in some movies and styles. My marines gracefully leap over single hexagonal gaps to get over them, while the unhinged slowness of smashing open a door or throwing a grenade engraved with “DOOM” The action comes into play, a cute throwback to the ultra-stylish early 2000s action movie. It’s all such a joyous camp that sets Daemonhunters apart from the unpretentious feel that goes with many other Games Workshop.

The Space Marine Chapter under your command is the Grey Knights, and their mission is to stop the cosmic variant of Chaos. The bad guys here are the hippest Games Workshop Chaos faction of the moment, the Nurgle: plague-peddling, pustule-party rotten worshippers who are infecting planets with a spore substance called Bloom. Each turn, the Bloom level in the mission increases, and when it fills up, it spreads throughout the level and grants various buffs to enemies. With Nurgle’s cheerful disposition and palpable joy even as they head toward death, they’re the perfect match for the tone the Demon Hunter seeks.

Veterans of turn-based tactics will quickly adapt to the mechanics. There are traditional systems like full and partial cover, setting up Overwatch, and assigning action points between moves, abilities, and attacks as you see fit. Then there are add-ons like Will Points (WP), which are limited to each knight. For example, the hulking Justicar can use WP to knock back all enemies within his 2 hex range, while the Interceptor has the ability to teleport, and 2 WP can teleport to strike multiple enemies within 10 hex range.

Once you start the action, the battlefield turns into a bouncing body part

Armored Space Marines with chainsaws and power fists, always excel in close combat, especially against weak foes like Nurgle. Daemonhunters celebrate their melee prowess with a radial precision targeting system that lets you chop off enemies’ arms, disarm or stun them by aiming for their heads.

The limbs are easily kept away from the enemy, although the final “execution” is surprisingly uninspired; we’d like to see Nurgle sawn in half and the visceral ribbon overflowing, rather than the enemy bouncing weightlessly like a party balloon being slapped by a child open.

Daemonhunters also does have some pacing issues to work out. Two of the three missions I played were unnecessarily sprawling, and I spent several turns using all my AP just to run through the level. There is no way to speed up the movement, skip animations, or start planning a move for my next unit while the previous unit is still in motion. A few toggles and dials to speed up the wait, which avoids Daemonhunters falling into that common type of trap where missions are filled with too much dead time.

But once you get into the action, things really get better and the battlefield turns into a vibrant bloom of fire, rubble, and bouncy body parts. Sure, you could describe Daemonhunters as “Warhammer 40K-but-XCOM” (especially the entire base management part of the game, which I didn’t play in the preview), but it offers a bit of a break from the bumpy styling of both universes Something more hilarious and muddy than you might think. A little self-awareness is always a good thing.

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Kirsten Bennett
Kirsten is a passionate writer who loves games, and one day he decided to combine the two. She is now professionally writing niche articles about Consoles and hardware .