Relic proves that they know how to deliver on an expansion that doesn't merely rehash the original.

User Rating: 8.5 | Warhammer 40,000: Dawn of War II - Retribution PC
I'm a firm believer of Dawn of War 2 being the future of strategy games. Utilizing relatively small numbers of troops to their maximum potential, it's a micro-managers' dream. The last game that was as enjoyable with its insistence on tactics and proper handling of troops was the original Ground Control. Starcraft 2 also encourages, and can certainly require, micro-managing but Dawn of War 2 was always easier to control for me. The interface just worked better for me. It also has the benefit of taking some of the best features from Relic's extremely impressive Company of Heroes series. Notably: the use of cover, suppression teams, infantry tactics. The small number of troops on the field forced one to think before acting and to never throw men away. Dawn of War 2 and it's expansion, Chaos Rising, were the best in this regard. Retribution challenges the established order set by the previous two and offers the option of recruiting units in the field to supplement your hero units turning the campaign into something more like the multi-player.

The game allows for the campaign to be played from the perspective of the six races available. Space Marines, Chaos Space Marines, Eldar, Orks, Tyranids and the Imperial Guard, the last being the latest addition to Dawn of War 2. The campaign follows the battle to remove a corrupt Space Marine chapter master and every faction is given motivation to do so. The Orks being my favorite, they're hired to do so but really just want a good fight. Their leader is also speaks in a Jamaican pirate accent. Awesome. Each race has four hero units that can be leveled up and have gear equipped. Each is useful with some being more useful than others. I found myself almost never using the Ork Stromboy leader because his honor guard was more useful. Honor guard units ring of a return to DoW 1: Dark Crusade where these honor guard units were just beefed up troops that kicked all kinds of ass. Not taking a hero into combat also has the advantage of providing certain buffs to units (if the skill had been unlocked that allowed for it that is) and a higher population cap.

The campaign is indeed enjoyable with levels that can push your tactical capabilities. Some of the previous levels from the other two games are used here but it's nothing too detrimental as least you're more than likely playing as a new faction instead of as the Blood Ravens. The campaign is the same for every faction with minor differences here and there so it'll take some determination to beat it six times as every race. Every race also has their own global abilities that can be deployed whenever provided you've accumulated enough...points to activate them. These points are acquired via killing everything in your way.

The only real gripe I have is that too often command is taken from you in the middle of a fight to show something. The camera pans over to show a gate opening revealing the way forward for example. This is never okay in my book as, well, I care for my virtual troops and all too often command is taken when they're engaged with the enemy and this can lead to dead men and compromised positions. After the first playthrough one knows when to expect this so it isn't that bad your second or third time around but that first playthrough will result in frustration as the camera pans all the way over the map as the screams of your men fill your ears.

The multi-player aspect of the game is superb with large and bloody affairs. The two game modes are a basic conquest mode where victory is achieved by grinding the enemy base into dust and a victory point mode that is superior because it doesn't result in the tedium of knocking a sturdy HQ to the ground. The victory point mode is as such: there are points in the field that when captured reduce the opponents' score and when it hits zero you win. The only problem with this is trying to keep 'em. It can lead to constant tug and pull around the battlefield as points as traded between players. It's a high tension affair given a good pairing of teams that know what they're doing. Artillery falling every which way, abilities being used up and down the map and heavy armor being deployed is great fun.

Each race has three heroes of which to choose from in the multiplayer with their own strengths. Some excel in direct melee while others are good at supporting the troops around them. A well oiled team in the 3V3 battles online can stand up to almost anything. An Imperial Inquisitor attacking from the front while the Lord General is supporting the lowly guardsmen and the Commissar Lord attacking from the sides with a number of Catachans units is a hard thing to counter and marvelous to pull off.

There's also the Last Stand mode. Another in the series of survive the horde of enemies that has arisen from the popularity of Nazi Zombies but as persisted in the realm of Flash Games for some time. Three players, picking one hero from the races, fight waves of baddies and level up gaining new abilities. Definitely recommend playing with friends to avoid awkward moments with strangers who don't know how to play (myself being someone who isn't that good at Last Stand).

The graphics and sound, Dawn of War 2 being two years old, is still rather impressive. The sound being the best part about the experience. A Manticore's rockets flying off it's back and impacting a mob of Chaos heretics who scream and scatter is something to see. Something that I really hope to see in more strategy games are unit chatter and confirmation. Take for example the Orks battling Chaos. When attacked by a Chaos Dreadnought the Orks will mention attacking a giant can which lets you know without even looking at the scene to know what your boys are battling. I also particularly enjoy the Commissar Lord being ordered to attack an enemy Commissar Lord, he shouts, "You have betrayed your Emperor!" with such vigor and venom that I can't help but smile.

Retribution is an extremely solid sequel that offers a tremendous amount of gameplay for its $30 price tag. It also abandons the atrocious and cumbersome GFWL system that plagued its forebears. If you're still not convinced think about this: there are two Ork weapons with descriptions that reference the Slap Chop. Any game that makes me think of Vince from Sham Wow is worth all the money in the world in my book.