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In addition to more frequent patches, Ebbert also revealed that the studio plans to deliver a steady stream of free downloadable content for legitimate buyers, inspired by Valve's numerous game-expanding updates to releases such as Team Fortress 2. "Free downloadable, regularly accessible stuff that enhances the game and then that's an incentive for the people who didn't buy the game to buy it," he said. "So we've got a really bold, robust strategy for that and we're going to be revealing more details in about a month, but I think players are going to like it."
Ebbert added: "We want to give out steady doses of free downloadable content because we believe in rewarding people who buy the game and the reason we don't like DRM solutions is because they punish the innocent and they have to jump through all these hoops...we're going with the approach that Valve pioneered to just reward the people who actually bought the game with cool stuff. "
É de mim ou o Techmarine não é grande bosta?
Acho que devia haver 2 tipos de retirada, uma retirada para a base e outra para a relay station, quanto a vocês não sei mas já perdi muitas unidades que fugiram para a relay mais próxima, atravessando zonas carregadas de inimigos.
On the ground, players will control up to four squads of Space Marines, or two per player in co-op, all chosen from a larger pool of available commanders. On paper, only controlling two units seems like a pretty minimal amount of task management, and I was initially skeptical of whether this gameplay would provide enough depth to keep me interested for more than a few minutes. I was, of course, pleasantly surprised by Relic's radical decision. Even less of a traditional RTS than the multiplayer portion, it's almost easier to think of Dawn of War II's single-player like a cross between an action-RPG and a real-time tactical game. Each unit commander has a range of special abilities, in addition to the attached squadmates themselves. Rather than requiring some grand goal of map-wide domination, the emphasis is on the tackling of small-scale tactical situations--and in co-op, on the real-time collaboration between players.
The sheer number of abilities and tactics in play justify Relic's small-scale approach to RTS design. Assault troops, stealth squads, machinegun crews and giant heroes with hammers--all can be directly managed and shifted around, used in a charge or left as bait. It feels like a strange cross between Diablo and StarCraft, and it feels good.
The pacing of the levels is also rather satisfying. Players will capture satellite stations as they progress through each level. These stations act as checkpoints, allowing your troops to replenish their numbers and heal up. As your forces are repelled, falling back to these points often becomes essential.
Speaking of Diablo, the real hook in Dawn of War II's Space Marines campaign is its action-RPG flavor. Players will have control over a maximum of four squads during gameplay, with each squad being captained by a particular pre-defined character. These are all tough guys with different specialties--some are stealthy scouts, others bruisers with big guns. All can be leveled up with stat points and special abilities, equipped with weapons and armor, and outfitted with items.
The outfitting phase is made easy by a very attractive, user-friendly presentation. Statistic points--earned by leveling up in battle, or by accumulating residual experience out of battle--directly unlock new abilities. Weapons and armor--found on the battlefield or earned from completing missions--are slotted onto characters in World of Warcraft fashion. Co-op players will have the ability to choose their unit types, load out their squads and level up their commanders simultaneously.
These RPG elements do more for the campaign than I first expected. In my playthrough of several missions, I was more than eager to earn rewards and random weapon pick-ups for my captains. You grow attached to these commanders in the same way you would a character in any other well-executed action-RPG. You want to beat that next level; you want to outfit your dude with that two-handed skullcrusher.
Probably the best part about Dawn of War II's singleplayer experience is the lack of thumb-twiddling. There is no moment where you find yourself waiting for extra resources, or listening to a long monologue. Whether you're deciding on stat boosts or flanking an enemy unit, the game is always keeping you active and engaged.