Warhammer 40 000 Gladius- Relics of War Review
Warhammer forty,000: Gladius – Relics of War is the latest entry in the already-bursting list of titles set up in the Warhammer 40,000 (i.e. WH40K) universe. What sets Relics of War apart is that it's the showtime WH40K game in the 4X style. Take control of ane of four warring factions vying for command of the antiquity-rich planet Gladius. Grow your meager settlement into a mighty military machine to crush your enemies. Just don't look to practise much else.
EXPLORING, EXPANDING, EXPLOITING, EXTERMINATING
For those new to 4X games (or those like me, who forget what the 4 Xs correspond), they focus on eXploring, eXpanding, eXploiting, and eXterminating. Yous volition likely recognize this genre from Sid Meier's popular Civilization franchise, but there are numerous other 4X heavyweights out at that place worth mentioning. These titles range from "onetime dogs" similar the Total War (by Creative Assembly) and Europa Universalis (by Paradox Studios) serial, and "new blood" like Endless Legend (past Aamplitude Studios) and Stellaris (likewise by Paradox).
New or quondam, these titles (including Relics of War) focus largely on starting with a small-scale group of units, establishing a settlement, and growing a mighty empire to achieve victory. While the victory atmospheric condition may vary from game to game, Relics of War is a bit more than limited in that there are ii ways to win. Either complete all of your factions' story missions, or completely destroy your opponent(due south). This is not the only manner Relics of War is decidedly conflict-focused. For case, while other 4X games boast deep diplomatic systems, Relics of War has no such options. No, there is no "playing overnice with others" in Relics of War. Simply kill, or exist killed.
THE EMPEROR'S NEW FORTRESS
For the most part, the gameplay in Relics of War follows safely in the steps of like titles that came before it. Start with a small group, constitute a city, grow that city, send troops out to explore (killing and looting every bit one does on an alien planet), build a 2nd city, (… wonder what twenty-four hours-to-day life must be in that 2nd city, experience an existential crisis as you wonder if nosotros are all living in a 4X game, realize you've gotten manner off track with this case and need to bring information technology dorsum), rinse and repeat. This is all to say that the core feedback loop of Relics of War plays it pretty safe and uncomplicated, emulating similar 4X games with a decidedly WH40K coat of pigment.
In that location are the expected tech copse to advance and units to level upward and customize. And for the WH40K fan, information technology really is dainty marshaling an army of varied troops from your favorite faction (as long equally it's ane of the included four) to trounce your opponent. However, this is where Relics of War'south ambitions start to taper off. While hero units can gain abilities and equipment, a deeper level of customization would have been greatly appreciated (along with better emulating the tabular array-top feel). Yous can choose an ground forces color, but not a faction or color scheme from WH40K's deep lore. That means no Claret Ravens vs. Infinite Wolves, like, say, in WH40K: Dawn of War I or Two.
"IN THE GRIM DARKNESS OF THE FAR Time to come, THERE IS Simply WAR"… AND SPACE SCORPIONS
For those new to the WH40K series, the all-time way I tin can draw it is to take your major high-fantasy factions (i.e. Elves, Orcs, Humans, etc.) requite them all spaceships and laser-weapons, and set up them all at state of war with each other across the universe (adding chaos magic, heavy religious themes, and ultra-violence to gustation). Relics of War allows players to manage a grouping of one of 4 main WH40K factions: the Egyptian-cyborg Necrons, the burly fan-favorite Infinite Marines, the expendable every-man Imperium, and the recycling-conscious Orks.
Each faction has degrees of uniqueness that set them apart from the other factions, from the units their armies consist of to how they build and expand their bases. In Relics of War, each faction actually feels different, and for fans of WH40K information technology's squeamish to meet a breadth of units from each army. This is to say, apart from the Imperium (referred to in-game as the Astra Militarum), who feel a bit like the less-absurd Space Marines. While they're supposed to make upward for their lack of might with overwhelming numbers, this always felt to me similar a friend trying to convince you a bucket of one hundred immobile army men is equally as cool as their $50 Iron Human being activeness figure.
Not to grind this axe too hard, but it makes yous wonder why the Eldar (WH40K's elf-equivalent, and a like victory-through-numbers force) are noticeably absent-minded from Relics of War. Not to mention some other missing popular factions, such as the Tyranid, Tau, and Chaos. This absence is maybe intentional, and leads one to predict the perennial WH40K favorite gimmick: More than armies added later via DLC. Aside from the main factions, you'll meet a diversity (v or six) of aggressive neutral units that seem to be angry at everyone who landed on their home. These neutral units add a nice or infuriating Ten factor, depending on whether they're distracting your enemy or stealing back neutral command points from you (which may or may not cause you to send your entire twenty-unit army to purify the planet of ane group of rogue infinite-dogs).
CHAOS NOT INCLUDED
As mentioned earlier, Relics of War is a pretty "safe" 4X game. It follows the standard formula with some notable twists. The inclusion of the faction-specific story chapters does help to mix things up, both adding some flavor and an alternative win-condition. Simply, unfortunately, in practice I found the chapters' execution to be a mixed bag. Some chapters did not trigger one subsequently some other, leaving me aimless at times and not knowing where to go next. The goals for some chapters seemed at times a piddling also out of the manner, or their rewards not that appealing. Because of this, I found the chapters to be more than of a overnice distraction then a feasible alternative to total enemy annihilation.
Another missed opportunity seems to come in Relics of War's details. The more I played Relics of War, the more I noticed a decided lack of flair throughout. Things like menus, tech trees, and unit detail-panes all seemed very utilitarian, with most simply existence a black background with white writing. Similarly, the audio design in Relics of War is oftentimes repetitious to the point of annoying. I know most of these things are not the focal point of this championship, but you spend a lot of fourth dimension with them, and their plainness or repetition feels like a clear missed opportunity.
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The Verdict: Skilful
Sticking to the established 4X formula helps to make Warhammer twoscore,000: Gladius – Relics of War enjoyable, just also keeps it from greatness. For Warhammer xl,000 fans, in that location is fun to be had in growing an army of Terminators, Assault Space Marines, and Predator tanks to crush your enemies with. But, subsequently all the toys are smashed and the maps explored, there is sadly little else left to practise.
Source: https://opnoobs.com/archived/reviews/strategy/warhammer-40-000-gladius-relics-of-war
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