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Elanzer
From the back of PC Gamer UK magazine:

user posted image

The silhouette is that of this image of a marine. Can't see how it could be anything other than DoW2.

Discuss.
Langan Volkswagen
Its about time they make a new version. The expansion packs were a bit boring, I only liked Dark Crusade.
Santana Claws
Fuckin Crimson Fists... I wonder if it'll be more like CoH with Orks and Space Marines. Because of all the fluff in the 40k universe I'll be able to more so tolerate the lame imba the game will surely have once the "balance" team gets their hands on it. They better include the Tyranids this time, a universal enemy of all (including Chaos) is necessary.
KingTut
The dev mentioned that DOW 2 would have a engine that would do the 'nids justice. So the 'nids will definately be in this. Probably nis and daemonhunters or seperate race of chaos that is exclusively daemons. I think those are the only armies left.
Elanzer
I don't remember that being said, but I do remember the exact quote that the "DoW1 engine doesn't do Tyranids justice". Seeming they're so demanded though they will be in DoW2 at some point yeah.

It will almost certainly use the CoH engine as a base, so I'm hoping they carry over aspects from CoH into it. For example having an IG army with the three branches of the Inquisition as command choices with call-ins would be cream-inducing.
Elanzer
Let the cream commence. Information from a Belgian mag:

QUOTE
- Uses the Essence 2.0 engine with Havok physics, all optimised for DX10 and multicore support.
- It looks great, think of the DoW intro but with a bit less polygons here and there (in terms of lighting and all that it looks almost exactly the same).
- Units also use CoH-like unit AI for awareness and pathfinding to find cover and such.
- While DoW 2 shares the same (upgraded probably) engine as CoH it won't be "CoH in space", while soldiers in CoH will ask themselves if flanking the enemy is the right option, in DoW2 it will be more like Space Marines asking themselves if they should use their jetpacks to jump over an Ork squad to attack them in the back. Different settings, different kinds of warfare.
- Preview only showed a destroyed city landscape, akin to DoW (but more detailed), other tilesets will offer deserts, jungles, mountains and other cities.
- Only the Orkz and Space Marines were revealed, more races on the way obviously and to be to revealed later this year (though how many isn't known).
- Co-op campaign for both the Orkz and Space Marines, apparently not for the other to-be-revealed races.
- More focus on making units and squads unique; every unit has got a name (at least in the campaign it seems), more details and more animations.
- Relic wants to give players rewards at the end of a mission like wargear (armor, weapons, rare objects); "Let's pimp out squads with cool stuff!", you will see these items in-game as well of course.
- You'll fight your way through the campaign with the same squads.
- You can't control more than six squads! I am not sure if this is campaign-only but the preview made it sound like it wasn't.
- The squads are going to be a lot more interesting than before though.
- A squad leader (one or several?) will need to survive if you want to complete a mission; you really have to look out for your squads and don't treat them like cannon fodder.
- There is a lot more interesting commentary from the units as well; if your SM commander is holding a Thunder Hammer f.e. then the opponent will specifically comment on that, Ork Warchief saying something like "Ooh, nice hammer, but mine is bigger!". The warchief will say something else if the commander doesn't have the hammer.
- The campaign lets Space Marines operate from a spaceship, you'll get a view of an underlying planet and you'll be able to choose from different missions (which are tagged with difficulty colours, green, blue and red).
- Certain reward items won't be useable at once in the campaign, so they'll be taken back to the SM spaceship for research.
- Dreadnought can now also trample Orkz.
- No sea or air units (though jetpacks are still in of course).
- Development team of 55 people has been working on it since September 2005.
- Release in early 2009 or later.
Santana Claws
Sounds nice. The more in depth the gameplay is, the better. It also sounds like the Space Marines are going to be more true to form in terms of the GW fluff, if you can only have a few squads and can't lose certain members, since Space Marines are incredibly uber and rare in numbers in the 40k universe.
Downloaded
forget soulstorm.
Elanzer
^ I tried it, besides having SoB it's... not good.
Downloaded
I figured as much but thanks for the confirmation I was thinking of getting it just for the hell of it.
Coleson
Link to source?
Elanzer
Ha. Do you honestly think Elanzer would bother even glancing at unreliable rumours, let alone post them on his beloved forum?

This just got released today, should be saucy enough for you:

http://investor.thq.com/phoenix.zhtml?c=96...5123&highlight=

QUOTE
THQ AND RELIC ENTERTAINMENT SET TO WAGE WAR OF EPIC SCALE IN WARHAMMER® 40,000™: DAWN OF WAR® II

Sequel to Multi-Million Unit Selling Real Time Strategy Series Features Vicious Frontline Combat, Extensive Co-Op Campaign and Cinematic Visuals

AGOURA HILLS, Calif. April 3, 2008 -- THQ Inc. (NASDAQ:THQI) today announced that Warhammer® 40,000™: Dawn of War® II, the highly anticipated sequel from one of the industry’s premiere Real-Time Strategy (RTS) developers, Relic Entertainment, is scheduled to bring the 41st Millennium’s savage warfare to life like never before in spring 2009. Powered by an enhanced version of Relic’s proprietary Essence Engine 2.0™, Warhammer 40,000: Dawn of War II will take players to the brutal frontlines of war where they’ll experience intense action and visceral combat through a non-linear single player experience and a fully co-operative multiplayer campaign. Set in Games Workshop’s (LSE: GAW) highly popular Warhammer 40,000 science fiction universe, Warhammer 40,000: Dawn of War II is being developed exclusively for Windows PC.

In addition, THQ is pleased to announce that gamers purchasing copies of the recently released Warhammer® 40,000™: Dawn of War® - Soulstorm™ will be able to participate in an invitation-only multiplayer beta program for Warhammer 40,000: Dawn of War II set to take place at a future date.


“The original Dawn of War and its subsequent standalone expansions have established the series as one of the industry’s leading RTS franchises,” said Brad Carraway, vice president, global brand management, THQ. “Dawn of War II will re-define RTS gaming to gamers worldwide, delivering brutal frontline action and tactics, and allowing players to get straight to the action with unprecedented fast-paced RTS gameplay and a full co-op campaign, all in stunning cinematic detail.”

“We started with everything fans loved about the original Dawn of War and then added more than they ever could have hoped for in the sequel into Dawn of War II,” said Tarrnie Williams, general manager, Relic Entertainment. “Leveraging our critically acclaimed Essence Engine 2.0, gamers will develop and lead an elite strike force through Games Workshop’s war-torn universe, engage in devastating combat among the ruins of fully destructible battlefields, and be immersed in an ever-changing single-player and co-op multiplayer campaign.”

About Warhammer 40,000: Dawn of War II
Warhammer 40,000: Dawn of War II is set in the grim, war-ravaged world of Games Workshop’s (LSE: GAW) Warhammer 40,000 universe – a dark, futuristic, science-fiction setting where armies of technologically advanced warriors, fighting machines and hordes of implacable aliens wage constant war. Developed by critically acclaimed RTS developer Relic Entertainment, Warhammer 40,000: Dawn of War II ushers in a new chapter in the acclaimed RTS series, as ancient races – including the dauntless Space Marines and savage Orks - clash across ruined worlds on a mission to claim the galaxy and preserve their own existence. Powered by the re-vamped Essence Engine 2.0, the next evolution of Relic’s proprietary game engine made famous in the award winning Company of Heroes, Warhammer 40,000: Dawn of War II will deliver fast-paced RTS action with ferocious melee and ranged combat in fully destructible environments. Immersing players in an in-depth non-linear single-player campaign and a fully-co-operative multiplayer mode, Warhammer 40,000: Dawn of War II is set to deliver the most visually-stunning Warhammer 40,000 setting ever created. For more information on Warhammer 40,000: Dawn of War II, please visit www.dawnofwar2.com.

Looks like Soulstorm's already surprisingly high sales just shot through the exosphere.
KingTut
Screens
http://forums.gamernode.com/showthread.php?t=19111
Elanzer
Bah, I was just about to post the three official ones, was too busy to do it yesterday. Those ones from the mag are new to me though... Hmm.

Nice to see they seem to be going for a more tabletop/fluff accurate portrayal compared to Dawn of War's bullshit where tac squads all look identical / carry 5 heavy weapons / vehicles are half-sized / weapons don't do what they should / etc. Saying that though, I can already see some inaccuracies... Screw it, if they don't get it right I should be able to mod it seeming it's the same engine as CoH.
KingTut
Official website up
http://www.dawnofwar2.com/us/home
Elanzer
Yeah, posted that in the announcement up there.
KingTut
Whoops must of missed it. What do you think of the magazine screen shots? I'm Getting all excited now.
Elanzer
They're too low quality to see clearly, but at least it's clear dreads are correct now. All I really care about though is they don't sacrifice franchise accuracy for 'gameplay' or 'balance'. It can still be balanced and fun without having to make an ork capable of going 1:1 with a damn space marine like in the vanilla original.
KingTut
Well im not sure if a ork could go 1:1 in the original but it was pretty close. I looked at the official ones (screens) and graphically im impressed and with the promise of destructible environments it starts to get me up. They have implemented the cover system from COH which can only be a good thing but as long as it doesn't boil down to tank rushing i will be happy. However it might take a behemoth to run the thing which would make me unhappy.
Elanzer
I'm not too fond of the visuals myself, obviously they're good but look at the official screens, they really need to lay off the specular. I imagine requirements won't be much more than running CoH at equivalent levels anyway. I wasn't being literal about Orks being 1:1, but like you said it's close, no more than 1:3 depending on ranged/melee, but my point was really it should be at least 1:10+ for standard marines/sluggas. Tank rushing, eh I get the impression Relic want to discourage that kind of 'Starcraft' RTS play, they allowed it in DoW, in CoH they improved it because if you do so you're only making yourself easier to counter and killing your upkeep, I'm presuming they'll take further steps in DoW2 to reduce those kinds of tactics, and seeming squad numbers have been reduced and vehicle size increased, I'm guessing they're aiming for tabletop-scale battles which should mean a handful of vehicles at most.
KingTut
I wasn't talking about the specular as much as the jump affects and the combat. With the amount of dreds in the mag screen im skeptic about the "handfuls" of vehicles. Im not seeing your point about the avatars being unique. It looks like an updated DOW 1 to me from the official screens. thought they have the beaky helmets which i have been a fan of. Or was that just wishful thinking on your part?
Elanzer
Yeah, well again there's no effects there that aren't visible during CoH gameplay. Compare to this or this for example.

I didn't use the word unique, but obviously there will be unit variation for example the MK.6 helmet you mentioned, and no doubt more when you know, the game's actually past alpha and less than a whole year until release. It's been in the engine and used by Relic ever since Winter Assault's guardsmen, whether they'll make such good use of it as has been done in various DoW mods is unknown, but it will definitely be present in DoW2.

The mag screens are gone now, but I don't remember seeing any more than 2 in any single screen... If there was though I'm not bothered, they had insane cap limits in various media pre-DoW's release too, it was purely for destruction demonstration purposes.
Elanzer
Key points, from the PCGUK mag:

QUOTE
- SM are the supersoldiers they're meant to be... it compared them holding a point to "300", though for the SM it's more like "30"
- Less focus on resource gathering and buildng, whatever that's meant to mean.
- All physicsage from CoH is in, bridges being destroyed etc. (Assault marines will jump to safety)
- Wargear can be collected on the battlefield and equipped on different troops (Hopefully not to the extent of orks slaying force commanders and stealing their daemonhammers, though...)
- Campaign missions may have multiple objectives such as "save the civilians" or "get the wargear", and you may have to choose between them. Your choices can affect later missions


Oh yeah, the Starcraft 2 preview that followed looked like absolute shit in comparison.
KingTut
Amen
Santana Claws
DoW2 will pwn this nonsense by blizzard known as SC2 olol.
Elanzer
QUOTE
This time, the focus is going to be on the actions of a small team of personalised soldiers. It's about "five or six squads of elite warriors" whose actions are going to define the course of galactic events in the Warhammer universe. It's closer and more intimate than the original game, moving away from that anonymous unit production-line feel of the previous Dawn of War titles.

Dawn of War 2 has another parent, however: the mighty Company of Heroes - a game which has done more to alter our perception of real-time strategy than any other title in the past five years. Company of Heroes created a game in which the more realistic behaviour of our units made for compelling play. We saw buildings collapse, craters form, and soldiers dive for safety behind shattered scenery.

The same kind of methodology is at work here, with a highly tweaked version of the Company of Heroes Essence engine powering the proceedings. The game will consequently have a tighter, more brutal focus than the original. Relic are moving away from the templates laid out by Command & Conquer and Starcraft, to bring us something a little more exotic and at the same time a little more believable.

The plan is to give gamers "long term goals" and a "steady stream of rewards". Ebbert says that gamers have a lack of attachment to RTS characters, and that has to change. Even before the Relic duo have begun explaining the revised 'wargear' concept, we can see where this is headed. Dawn of War 2 is going to focus on a limited number of characters - persistent faces who, as in an RPG, will be built up and developed by you as the game progresses.

Also exhibiting this new attention to the long term goal is the way in which the campaigns are going to be delivered. Relic have learned from the conquest modes of previous games, and are now planning to present gamers with a shifting, changing campaign as they battle for control of entire planets.

Ebbert explains that missions will have consequences, mainly in terms of loot, but also in terms of what you've achieved for the campaign as a whole. Shifting objectives will mean that you can't hit everything and you'll have to weigh up one objective over another: save the civilians or get hold of good gear? These kinds of decisions will imbue the Dawn of War 2 campaign with a sense of consequence. Your choices, far more than before, are going to be felt on the battlefield.

All of which meta-game leads us directly into the field of battle itself. Dawn of War 2 will be moving away from the classic base-building model and towards a tactical game where small, elite units are the focus. As in Company of Heroes, you're going to be tackling your objectives with just a couple of squads, often against overwhelming odds.


Sounds like everything that's wanted. Don't like the sound of the campaign though, even if it does feature COOP you can't beat the cutscenes and storyline of the original with metamap shittiness. Hopefully it's vastly improved over DC/SS.
KingTut
I am happy and slightly disappointed at the same time.
While i am happy that they are making the game less faceless and opening up interesting campaign ideas. (i have a idea in my mind of my squads fighting for every inch while surrounded by Non-playable allies and foes). I feel COH had a faceless feel as well (it was my major gripe with the game). However what i dont want is 40k meets commandos because thats not what 40k is. Which leads to the dissapointment factor of my post. They are sacrificing the epic to get gritty. This will make planet wide campaigns fail in my opinion. Unless you plan out your attacks in the campaign and oversee particular operations making for a much more frustrating gameplay.
I am happy to see the new direction but slightly taken aback at what could be a recipe for failsauce.
Elanzer
Maybe you should play CoH a little more, (preferably not with Downloaded so it doesn't turn into rollfest) this isn't the first time you've seemed to misjudge it. It's probably the least faceless RTS there is right now. I defy anyone to name one that has you caring more for your units. Losing a single squad early-midgame can be a deathsentence, especially if you've spent 10 minutes waiting for the resources to upgrade their kit, and even worse if they have veterancy, something both Allied armies revolve entirely around if they intend to take on the Axis 1:1. They even put the get-out-of-firefights free retreat button to help people with it.

As for DoW2, I think you're reading into it a bit much. It's rare to ever have more than 5 or 6 squads in a normal game of DoW unless you're turtling, that limit is fine IMO, it's not going to turn into a 1-squad espionage game like Commandos. I'd rather have a small-scale, tactical, intense, gritty game where every man matters like CoH, than a spammy, "I gots more thanks than you" epic game where you just click the enemy base and roll like DoW1.
Santana Claws
I used to be the king of micro, the game is by far the least faceless RTS ever. I could beat the likes of Shifty or End with their Spamforce Alpha armies with 3 or 4 squads of infantry and one tank of my choice (preferably a Tiger I). Despite the lame crock of BS the game has become compared to its initial release, other RTS games out there have nothing on it in terms of gameplay.
Elanzer
EXCLUSIVE NEW FOOTAGE OF BLACK TEMPLARS UNLOADING FROM A RHINO APC JESUS CHRIST:

http://it.youtube.com/watch?v=bgOk1qx27vc
KingTut
heh,
Whats the deal with elanzer and cosplay?
It was amusing that one, however it leads to suspicion.
Downloaded
they're dutchies haha.
Elanzer
Semi-obvious, quasi-new PC Gamer US info:

QUOTE
-The instant reinforcement system is gone, but they haven't mentioned what it has been replaced with, although the journalist mentioned drop pods.

-If your named squad leader dies, it will apparently "change the way the game is played."

-RPG-like wargear upgrades will affect the entire squad, not just the sergeant.

-Cover can be demolished with grenades, flanking manouevers, flamers, and melee units.

-Units will be very vulnerable in the open.

-Squads will "think" for themselves like in CoH

-Relic refused to comment on any other races.
Downloaded
I'm getting really excited about this. I'm sorry I'm not up to your CoH standards guys but I never claimed to be and I don't get the chance to play half as much I would like/you guys might. I agree with the above, In the CoH campaign you really do end up (I did at least) hoping that everyone makes it out alive and you make it your mission to keep them safe while achieving the objectives given to you. I don't quite get this feeling during skirmishes or multiplayer... mainly because there's nothing I can do before the lanzy/end tank runs my face over, but the campaign cut scenes gave me somewhat cheesy sense of connection with the poor guys at the front lines of ABLE company, especially in the "Saving Private Ryan-esque" scene with the sniper earlier on in the story.
KingTut
http://i244.photobucket.com/albums/gg18/go...08287691884.jpg
Page in PC gamers (sorry for the quality) mentions new units like the space marine behemoth and leans towards making the orcs seem like a playable race. Also THEY GET BIGGER AS THEY KILL MORE SHIT! This may not sound like huge news to you non-background nazis but to me its huge. (with added gory screen shot)
Elanzer
Of course Orks will be playable, they were in the first and they've already been announced as one of the races. The idea of them growing is nice and fluffy, but hopefully it won't be implemented as crudely as it sounds, seeing an ork kill something then immediately stretch upwards and outwards a few inches is just stupid.

As for the 'behemoth', they've almost definitely just got it wrong, there's no such thing. Most likely someone used the word to describe a dreadnought / at best a venerable dreadnought at one of the DoW2 press presentations and the mongs at PC Gamer interpreted it wrong, wouldn't be the first time.
Santana Claws
Yeah, I had never heard of a Space Marine "Behemoth." But seeing units such as Orks grow over time (throughout the campaign for example) would be a cool touch. I don't know how something like that would apply to multiplayer though. Maybe size of Orks could translate to veterancy bonuses similar to that of coh?
KingTut
I think that is exactly what the size growth is supposed to resemble santana
Elanzer
Hopefully it is tied to veterancy instead of individual kills, as long as the effect is believable I'm not bothered. But if orks will be getting physical manifestations of veterancy, what will other races get? Marines with veterancy literally turning into veteran marines / terminators? Maybe just some extra gubbins tacked on their armour. Seems a little sketchy.
Santana Claws
Chaos veterancy should be the heads of their slain enemies on the spikey bits of their armor!
Elanzer
Orks need that too sad.gif

The great question though - what would IG get for veterancy?
Downloaded
A retreat option.
Elanzer
I was thinking higher-wattage bulbs for their flashlight-based weaponry.
Downloaded
hahahahaha. my next thought is a fleet of black Bentleys but I like yours better.
Santana Claws
IG don't get veterancy, they're too numerous and die in droves by default. Or we could go with the stronger lightbulbs for their flashlight guns.
Elanzer
This thread needs more 40k humour.

user posted image
Santana Claws
heh, the Dark Angel should be saying "You know, Lion El thought about it..." and the Chaos Marine should be like "Yeah, we're aware."
Elanzer
New info:

QUOTE
A Preview of Dawn of War 2 was printed in this month's edition of the German magazine GameStar.

- The Intro is like a animated comic (comic in the style of wh40k, more like grim drawings)
- The guys from the magazine saw no on-map player-built buildings during the presentation
- Exploding Barrels
- Collapsing on-map buildings can apparently hurt nearby Units
- System requirements NOT higher than for CoH (dev quote)
-Upgrades for the Hero
- 2 Slots for Weapons
- 1 for Armour
- 3 for support Items
- Squadmembers gain experience and if they die they can be replaced with new members on the field ( new = starting at 0 regarding the experience
- Bolterbarrels glow after shooting
- Possession of strategic locations more important than in dow (this system was updated with a "innovative element")
- All info on the Singleplayer; NO Info on the Multiplayer in this article
The End
QUOTE
- Exploding Barrels


HOLY SHIT EPIC.

QUOTE
- System requirements NOT higher than for CoH (dev quote)


UNACCEPTABLE.
Elanzer
Pft, CoH has exploding barrels/containers/etc if you pay attention, they're just pretty rare (fuel stockpiles apparently are not a common occurrence in 1940s France, unlike the wonderful game universes of today) and don't do much damage. This quite literally is DoW in CoH. Not that that's a bad thing.

Anyway more:

QUOTE
- The player can choose from different missions to begin, setting a path with which will exclude him from playing certain other missions - this should add to replayability.
- There's an Ork campaign
- Co-op mode
- Boss fights in the vein of the teaser trailer - the opponents will start into a fully animated fight after a short verbal exchange. These duels are basically scripted, yet the player retains control over certain special maneuvers.
- Article mentions upgrades like poisoned ammo for bolters and powered barbs for chainswords.
- troops automatically search for cover ( if there is none, they'll try to blast a crater in the ground to get cover )


"Poisoned" bolter ammo = Hellfire rounds? = For use on Tyranids = Tyranids ingame???
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