For context, I played this game without any DLC as reviews made me wary, and I believe some of them played a role in lowering the general rating for Warhammer 40,000: Chaos Gate - Daemonhunters, which I believe is a shame. Also worth mentioning I started and finished this game in Ruthless (3/4 difficulty mode), using saves, and actually quite a lot of that. I only played the first XCOM (which I loved) so I won't go into an extensive comparison with that franchise. The story is efficient, I have only partial knowledge about the 40k universe but I do like it and to me it did the job. The little trio of characters are maybe a little cliche but for such a franchise they make sense each in their own right. The same goes for the aesthetics; dark and "dirty" colors, dismemberements with dynamic animations, arsenal of weapons, all in all this blends well with what you'd expect from a 40k game . The gameplay may seem tedious at first, it took me quite a few hours before understanding how to read the whole HUD or use some of the game mechanics, and honestly it's challenging at times but learning the subtleties after quite a couple unsuccessful attempts (which I tried over and over until I found a way like the savescum I am) felt all the more rewarding, like each turn was a new puzzle to solve. You gotta like turn-based, of course, but you also gotta like customizing builds and find synergy, which was a plus to me. The game features many classes (8 in the vanilla game, a few more with DLCs), each having different builds, meaning you can have two Marines of the same class but with a different specialization, and even at level 9 (max) they won't have everything in the tree, just to give you an idea of the possibilities. You're only allowed 4 Marines per mission so when picking a hard one you better think carefully about how to balance your group and what you will likely need. I personally like to experiment different tactics so I really enjoyed that part of the game. There also comes equipment: you may (and should) sometimes spend several minutes in the pre-mission screen just browsing and picking equipment, although I agree with some commentors that the interface could be easier and faster to use and read. Melee fighting is given some love in that game, to the point that you might be in for a struggle if you pick a "mostly ranged" composition. Not only can you melee attack as part of your action move (the Emperor knows how precious action economy is in turn-based games), but a CRIT with a melee weapon allows you to pick a vital part of an enemy for various effects; some of their abilities can be disabled, you might make them bleed etc, all of that on top of dealing extra damage. And here my good people, I must say there is blissful satisfaction in chopping down limbs and be able to "damage control" a powerful enemy that you cannot kill within a single turn. Missions feature something that gives the game its spice compared to similar games, "Deeds", that is to say optional objectives you may pick upon the start of the mission for better rewards. While sometimes it might be quite straightforward (i.e. "Kill 8 enemies with ranged weapons"), some, usually the ones that lay the greatest rewards, will give you interesting challenges, such as being unable to CRIT for a whole mission or not being able to use Willpower (aka most of your abilities) RNG does play a part, not in terms of hit/miss (you actually know in advance how much a shot will deal, with variables such as cover reducing it and such) but to another interesting mechanics, "Warp surges". This bar progresses over the course of a mission or when you use abilities, and each time it reaches its maximum, it will trigger a random negative effect (the variety is actually quite wide, this is Chaos-borne after all). RNG also applies to encounters: if you saved before a mission and aren't actually satisfied of your party, load your game, start the same mission again, you will see that you might not meet exactly the same groups of enemies. As for the enemy variety, it offers a satisfactory array, if memory serves more than the first XCOM plus a few bosses although I regret that some are met almost only in early games, I wouldn't mind having them sometimes butchering them in larger numbers (thankfully, Cultists are here for that). Now I get some people might hate RNG, but I'd take that design over repetitive gameplay, which would be bound to happen at some point in that type of game. Every now and then the game will lay a couple of different missions at once, and since you have to move to get there and there is a limited amount of in-game days to complete them, you are never able to do them all (failing them will increase the "Corruption" of a planet, and you don't want a planet to get at max). I gladly admit this part may be flustering as sometimes you are not even able to reach 2 of them, and again I confess I reloaded a couple of times when RNG was really too much in my disfavour. You will also have to manage resources... and they are scarce! Even trying my best for the outcome, it was only until late in the game till I stopped feeling starved for requisition (I'm a heavy spender when I play management in games). Which story-wise makes a lot of sense, and I enjoyed that challenge, but if that's not your thing be warned that it's bound to happen. Those game phases also yield events you can react to, some random, some scripted with a regular schedule (namely, reports). The ones most interested in story lines will appreciate that you get to make decisions and get some different dialogs, however those are purely strategic and do not change anything to the plot, and as a usual a fan of "taking sub-obtimal decisions because it fits the character I'm playing or the story I want to tell", I sadly had to push away that tendency of mine because of my priorities of the moment :) But anyway, that's part of playing a "strategy" game over a choice-based RPG so I easily got over it. If I had one single harder criticism, it would be about something that I learned about just before I played the final mission, which btw I still did not use for reasons that will become obvious; you aren't in fact the most rewarded when like me you try your hardest to keep every single Marine alive till the bitter end (I hate losing party members... Darkest Dungeon was a life lesson to me, but when I have other alternatives, I can't stand seeing any of them die... ahem... but I digress). Well, it turns out with the right upgrade, losing some of your Marines rewards you extra ability points for a living one, the only way actually if you want to have a Marine maxed out. Very sad :'( but yeah, grim-dark after all. As I said, you can beat the game without using this once, so feel free not to do so. The positive counterpart being, if you don't voluntarily send Marines to their deaths but it happens by accident, you're not losing everything... Happy? :'P plus throwing Marines on purpose to their death around the end of missions is probably too risky a strategy in hardest difficulty, but I just got annoyed knowing it's actually the thing to do to get the best min-max. Aaaaall in all before I rant about even more aspects of the game, let's TLDR: I had an amazing time playing and finishing that game and beating the many challenges it kept tossing at me like a WAAAAGH! tosses Gretchins, I seem to understand that this is a small studio so kudos, it's likely I'll play the game again in a few years, but I'll get some of the DLCs that time, and this is all a big LIKE on my part :) I recommend it if you're into that kind of "XCOM-like"/turn-based and generally a 40k fan (but the former is not even needed imo) and overall feel ready for the challenge (see aforementioned elements). Just in case, start with the base game only if you're not sure you'll like it, but really, it has a soul and the devs deserve some love for it. We are the Hammer!
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