Tuesday 11 February 2014

RETRIBUTION

The big drive of Providence 2.0 is character customisation. If you can imagine a character, you can build them. Don't expect first level death machines, but you can easily imprint your idea into a game. The system is by no means perfect; skill growth is relatively static, and relies on ability score increases and specific talents, and the skill list is a bit too big for my liking. However, there are lessons to be learned everywhere.

One of my favourite games is Dawn of War: Retribution. It is a standalone expansion of Dawn of War II, and is widely considered as a magical series of strategy games.
I'm a big fan of the 40k universe and it's racist, xenophobic outlook, and how the nicest race in the setting is a proponent of forced indoctrination and planetary sterilisation.
One of the best bits of the game is the Last Stand mode; one representative from each faction is put in a pit with two other random players to beat down waves of regular enemies. There are only two arenas, and the wave layouts are set in patterns and all the enemies come in the exact same formations. Each of the eight characters have their own level based system, whereby new equipment is unlocked, although the stats remain the same.
Sounds like a grind? Yes, it is a grind, very much so, but the gameplay is immensely addictive, and I believe the glory lies in the customisation.

Each member of the roster fills a different battlefield role, and each have their own strengths and weaknesses. The Space Marine, for example, is very tanky and benefits from a large selection of armour, weapons and health regeneration items. Does this mean he can be used exclusively as a tank? Absolutely not. With the holy Bolter, he can gun down light infantry, and use his abilities more often (an ability that comes at a premium for said character). With a thunder hammer, he becomes a vehicle assassin. With the lightning claw, he chops up most infantry easily. Give him a jet pack, he is an alpha striker, able to wreck units before they reach the meat of the arena and using his increased survivability to win close fights. With a plasma gun equipped, the space marine can fly out of range, taking pot shots and generally running interference.
Aside from weapons and armour, characters can take equipment and a Leadership item, an item that changes the game immensely for said character. The Marine has health regeneration, the ability to summon a dreadnought and the power to issue an orbital bombardment. Combining these abilities with the appropriate weapons and armour can lead to amazing consequences.
The bolter's ability to refresh the space marine can lead to a lethal bombard spam, the bane of any horde force. Stacking the highest armour and Regeneration leads to an unkillable tank, who can act as the an anvil, against which the enemies are struck. Instead, the Dreadnought can kick ass and take names for the glory of the emprah! How the marine is built changes the relationship with the dreadnought. With the tanking build, his regenerative and healing items will keep his ally alive, but with the pot-shot build, the two make a scary tag team, able to fell the mightiest of foes with relative ease.

But what of weaknesses? The Space Marine is slow. Without the use of the jump pack, and thus a vital equipment slot, he has extreme difficulty reaching groups of enemies in time. Secondly, the marine's energy meter, the method through which abilities are used, has very few buffs. Only the Bolter, arguably the weakest weapon in his arsenal, improves regeneration rate, meaning that his abilities are at a premium. Although they are powerful, a space marine player must choose abilities carefully lest they find themselves overrun.

This is one example, and I haven't even scratched the surface of it. I could rant for ages on the uses of the Tau Commander, the Farseer, or the game changing lag machine that is the Ork Mekboy. Each of them belong to their own role; the Commander is a ranged damage dealer without peer. The Farseer has the widest selection of support abilities in the game. The Mekboy deals damage, but his greatest strength is running interference, dicking all over clusters of enemies and tanks alike with strange contraptions, bombs, and severe teleportation abuse.
I heartily suggest picking this game up from Steam. It is a paragon of character creation where every item has uses and nothing is worthless. The animation is sleek and the voice acting is fantastic. If you design tabletop games, or want to, Retribution is a pick-me-up. Whenever I'm feeling down or frustrated, one round of the Last Stand puts me back into the mindset, and I go back to tinkering with Providence.
See you I'm the arena!

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