
Rewards in an RPG or RTS are simply incentives to keep playing, and the phrases "one more level" or "one more map" are strikingly similar to "one more hit". When it comes to measuring the greatness of an RPG or RTS, addictiveness is arguably one of the most important aspects of doing so.Īnother word for this that most people tend to use is 'reward system' which if broken down points straight to 'addiction'. Catchy title aside, despite Dawn of War II bringing back the intense squad-based gameplay of the original, it scales this back to an almost minimal degree and implements a style of play that, well, is as much RPG as it is RTS.

So it's safe to say anticipation was running high for Dawn of War II, and to be completely honest "Company of Heroes 2: Warhammer 40,000 Edition 2" would have been enough to warrant a look. Two classic entries into what's generally seen by most as a 'stale' genre - making Relic's recent output in this regard, two for two.

Ridiculous setting aside, Dawn of War was action-packed, brutal and fun and, surprisingly, also featured an engaging story.ĭeveloper Relic's follow-up, Company of Heroes, which saw similar gameplay (this time set during 'that war with the Nazis') added an increasingly detailed 3D engine that allowed realistic physics, line-of-sight, and a cover system bringing a new level of immersion to the gameplay first displayed in Dawn of War. It also took an already nerdy genre, the RTS, and made it even nerdier with the addition of the Warhammer 40,000 license - and along with it Space Marines, Space Orks, and other quasi-medieval races thrown into, err, space.

It shifted the traditional RTS focus from simple base and army building to tighter squad-based mechanics and implemented a resource system where capturing and holding supply lines meant keeping your armies on the front lines.

The original Dawn of War was a great game.
