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Warhammer 40,000: The Gates of Chaos – Daemonhunters Review

Warhammer 40,000: The Gates of Chaos – Daemonhunters Review

need to know

What is it? A turn-based tactical game about fighting a cosmic plague.
expect to pay £35/$45
release date May 5, 2022
developer complex game
Publisher Frontier Foundry
audit date Ryzen 7 5800H, Nvidia GeForce 3070 (mobile), 16GB RAM
multiplayer game? Do not
association Official website

Master Kai enveloped my crew through holograms like an angry Greek god of the internet. It’s our bimonthly report and he’s not happy. The Inquisitor on our ship was eager to learn about the Nurgle Plague, which inadvertently accelerated its spread, and he wanted to know who was to blame. Am I going to cover up for Inquisitor Vakir, annoy Brother Ectar, the respected captain of the Grey Knights Space Marine Chapter, or throw the arrogant Inquisitor under the bus? No matter what I do, someone will be unhappy, and it will have a knock-on effect.

I choose the third option: tell the master that the quest is going as planned.He bought it and saw that we were doing so During our campaign (which we actually weren’t), he moved our requisitions and armory access to other chapters that needed them more. My reluctance to place the blame on me means that my crew and I have been on the sidelines, but it has also ensured that the next two months of our campaign will be particularly tough.

(Image credit: Frontier Foundry)

Here, I think Daemonhunters will be a simple turn-based tactical game about tweaking those solid XCOM foundations for the best-selling myth of Warhammer 40,000. Yes, you’ll spend most of your time on the battlefield, jumping between planets in squads of four to fight a cosmic pox spread by the plague god Nurgle.But while Daemonhunters’ fight was very well executed, it was a success on all fronts between Task.

There’s gossip, politics and appeasement, space warfare and text-based events, research, and ship repairs. You choose how quickly you progress in the campaign, balancing the conflicts of interest of your frustrated, irritable staff. You’re an active character in a captivating, well-written space opera, and your decisions as commander of the fine ship Baleful Edict are as important as your feats in battle.

Malicious decrees that each crew member on the upper decks — actual Marines who may be locked in their barracks — has their own priorities in the larger conflict. Brother Ektar was a staunch Grey Knight veteran, extremely loyal to his fellow Marines. Meanwhile, Vakir is an arrogant but dedicated Inquisitor who sees the Marines as expendable tools in the mission to understand and stop Bloom. Then there’s Lucete, the charming robotics priest who regularly interrupts the other two’s bickering while preaching the importance of non-emotional (though you can also damage his wires by making decisions that jeopardize the safety of the ship he’s tasked with restoring. former glory).

(Image credit: Frontier Foundry)

At times, Ektar will stick to Grey Knight traditions, such as organized battles between marines, or even dedicated meditation days. Completing these rituals will boost morale and give your Marines an XP boost, but will frustrate dedicated Inquisitors, resulting in a penalty for your research speed. You can’t possibly pick someone who isn’t quite as compatible, but even if they’re all involved in their personal tasks and can’t see the bigger picture, they work through solid writing, rich dialogue options, and surprisingly expressive cutscenes and cartoons. Overlaid on the politics of the ship are your regular reports to the master, and you need to tread carefully to ensure that recruits and equipment are upgraded.

It’s pretty much the core system of the board game Pandemic – any fan will attest to its adeptness at creating tension.

this the greatest The most important threat is Bloom, a Nurgle-driven disease that periodically erupts on random star systems as you travel between them. If you fail to break out on time and quell it with your marines, the planet will gain a bit of Corruption, which will make future missions more difficult and increase the likelihood of Bloom spreading to neighboring systems.

It’s pretty much the core system of the board game Pandemic – any fan will attest to its adeptness at creating tension. Building on that, plus your ship being woefully under-equipped at the start of the game, makes every day in the game, every trip across the galaxy, and every decision to stand with one crew member or the other. , a tough one that always has consequences.

(Image credit: Frontier Foundry)

Both tension and bloom drip onto the battlefield like disgusting fungal rot that seeps into the soil to attack tree roots. Once you’ve deployed your squad of Grey Knights on a blooming planet, you can enter the turn-based combat portion of the game. The more points of light that bloom on the planet, the harder the quest objectives, the more mutations enemies start, and the more “gifts” Nurgle can give them in battle – whether it’s covering the ground with plague tiles or by summoning Reinforcement Twisted Gate.

A planet full of flowers would look different too, and I spent a lot of time sweeping the battlefield admiring the eye-covered plants, tentacles and other abscesses that popped up. On top of that, the “Warp Surge” meter ticks every turn, giving enemies nasty visible mutations like tentacles, horns, and the classic Nurgle Mouth, giving them various stat boosts. Bloom’s effects on enemies and the environment are very bad.

This all sounds a bit overwhelming, in fact, it can come for a while when enemies break out with bounty-giving diseases, defeated cultists and plague fighters rise from the dead, or grave pox walkers erupt from sick lands. This feeling. Early action is tough, especially when your marines are wounded and usually won’t heal the next time you go into battle. But once you get the hang of the impressive tactical possibilities available to you, things really start to click for you and your marines.

(Image credit: Frontier Foundry)

First, the environment is the joy of destructible potential. In addition to the obligatory explosive ammunition depot and fire pit, there are pillars to fall on enemies and bridges to destroy – a single move that will allow you to skirmish in skirmishes. It’s especially impressive that most walls can be blown up, adding a layer of volatility to even the most planned moves. At one point I pushed a column over a row of four enemies, and one of them was sent into the ammo box. As I waved the air in ecstasy and the smoke cleared, I saw that I had also blown up a portion of the wall, causing the enemy patrol next door to swarm and bring my celebration to an abrupt end.

Combat has some classic XCOM basics, from dashing between partial and full cover, to action points and core abilities like Overwatch. But beyond that, it has largely blazed its own path. There’s almost no RNG in the beginning, and what’s the point of relying on cover when it’s likely to be blown away on the next turn? Likewise, the rich interplay of Grey Knight’s classes and abilities meant that it wasn’t long before I almost forgot that Overwatch — even a reliable icon of the genre — even an antiquated one — even existed.

Take my interceptor, Voldred Storm, which I trained to be an elusive dual-wielding ninja with self-replenishing action points. Using Teleport Strike, I can deal heavy damage to multiple enemies in one AP, give that AP an 80% chance to auto-refill, and then proceed to tear down enemies deep behind them. Without the Terminator armor, Voldred is kind of like a glass cannon, but I solved that with my Justicar, who can enhance his armor, and then mentally send all of that to Voldred for a turn to get him ready to take him The inevitable beating.

(Image credit: Frontier Foundry)

You can make enemies burn and bleed, and use grenades or psychic abilities to send them into teams that are attacking you frantically. Stack it with tons of upgradable war gear, weapons, and armor, and there’s plenty of room for build experimentation and metagames.

There’s always a trade-off in Daemonhunters – a trivial Nurgle negative against a positive.

But there’s always a trade-off in Daemonhunters – a trivial Nurgle negative against a positive. More advanced psychic abilities use willpower, which when used increases the Warp Surge meter, moving it in the direction of enemy mutations and other slime gifts. To counter these, you can research Stratagem cards, which allow you to do one-off things like teleport your entire squad to a location or have enemies fight by your side for three turns.

Daemonhunters has a lot of nice details: targeting specific body parts, executions, text-based spaceship battles, bionic enhancements for Marines who are badly wounded in battle, and your strategic placement on the star map to suppress bloom growth and earn bonuses in various galaxies. These bits and pieces are tightly interwoven into the story and gameplay experience, neither too much nor too much.

(Image credit: Frontier Foundry)

Daemonhunters are not without some setbacks. The enemy AI isn’t very smart, and often uses Overwatch in seemingly random directions instead of shooting explosive nodes while you’re hiding behind them. Certain mission objectives may also be clearer. Crucially, it was very poorly optimized on my setup, with slow frame rates that didn’t even respond to sharp drops in graphics settings, and some slowdowns between missions that could only be fixed by restarting the game.

Nonetheless, I think fledgling developer Complex Games will address these issues soon. It would be borderline heretical stupidity if they didn’t, as they’ve created a bit of a gem here — a pre-release image that broke its safety, like “Warhammer 40K meets XCOM,” sowing the seeds for its own series. Likewise, it breaks 40K’s austere style with a lively, rich art style that leaves corrupt levels and enemy units oozing characters (along with tons of pus and bile). Daemonhunters could easily be “another 40K game” or “another XCOM game”, but it’s one of the best of both worlds.

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Bart Thompson
Bart is esports.com.tn's List Writer . He is from Houston, Texas, and is currently pursuing a bachelor's degree in creative writing, majoring in non-fiction writing. He likes to play The Elder Scrolls Online and learn everything about The Elder Scrolls series.