An intriguing mix of the first two games
Itβs no secret that Iβve been happy about Relicβs revival of the Dawn of War series amid the countless other Warhammer 40,000 video game adaptations materializing on a now-yearly basis. Thereβs so gosh darn many of βem! And, aside from a dream sequel to the well-liked but still underrated Space Marine, thereβs nothing I want from this densely-packed property more than Relic-made strategy titles.
This past weekend at PAX West, I was able to spend 45 minutes with the base-building, big-army ways of Dawn of War III, a sort of fusion of the first gameβs design philosophy with the more recent titlesβ focus on managing fewer, more powerful characters in and outside of cover.
I donβt have a definite βtakeβ on the game yet β it was only a single missionβs worth of hands-on time, leaving lots of room to speculate and extrapolate β but my appointment sure did go by quickly.

The demo was a later-game mission, according to Relic, and it sure felt like one given how many units I had access to (most of which I ignored in favor of producing waves of Dreadnoughts because it seemed like a good idea at the time) and also considering the complete lack of tutorialization.
Go in, fight the Eldar troops, destroy their warp points, and youβre done for the day. That was the idea, anyway! But as anyone who has attempted to do well at a strategy game on a convention floor will tell you, itβs not always so easy getting started. Youβre not always in your right mind.
Touching down on the frozen planet of Acheron, I lead our good pal Gabriel Angelos into battle against Eldar forces alongside the towering Imperial Knight, Solaria. These two characters β and a third, a squad of teleporting Terminators I unlocked later in the mission but kept neglecting β represent the Dawn of War II side of this game. They all have their distinct roles to play, with Gabriel hopping about and smashing troops on the ground, and Solaria painting the ice a nice misty red with her missile barrages and sweeping Gatling spray that you manually aim and initiate. These heroes are powerful, but not invincible. If they die, it isnβt exactly the end, but you will have to wait for a lengthy-feeling revive.
Going back to the Warcraft III days, Iβve always loved this sort of design where, sure, youβre having to juggle troops, but most of your attention is set on keeping track of a few priority characters and their ability cooldowns. It was micro-managing these units where I felt most at home with Dawn of War III.
The vision for this installment, according to game designer Carolina Mastretta, is to βSynergize how those two [types of units] work together. How big and small heroes with epic possibilities can synergize very well with the rest of your army. Whatβs inspired us from both [Dawn of War and Dawn of War II] is the strategic depth, and thatβs something we want to take even further.β
During our brief chat, we also got to talking about the rise of MOBAs over RTS titles and how their market domination may or may not be affecting Relicβs design choices. βI think the strategy genre has absolutely evolved in the past year,β she told me, βwhich is fantastic for every one of us making this game. Yes, there is inspiration, but DoW III is an RTS through and through.β
It has been years since Iβve played the original Dawn of War but, to my eyes, its basic version of base building has gone largely unchanged here. You can gain resources by capturing control-point-type nodes on the map and then upgrade them for better, faster resource-point generation. With the necessary funding in place, you can then plop down buildings and start calling in reinforcements. Again, I was all about the Dreadnoughts, with a mix of Space Marines and Snipers lending a muscular hand. Truthfully, my macro-level play was too groggy to handle much more complexity than that.

Nearing the end of the demo with about a minute left to go before I had to pull off my headphones and stop playing, a single objective remained in the mission. The final push. I decided to pit what remained of my army, a mostly-dead ragtag group, against a sprawling Eldar army led by a massive Wraithknight β the bad-guy equivalent of my up-until-then nigh-unstoppable mech. It was as intimidating to fight as it looked and, yup, it sure tore my my little army to pieces. Might as well go out guns blazing, right?
Itβs like I said before: one mission isnβt enough to wholly form an opinion about a game like this, particularly given how the single-player campaign is split between two other playable factions (Eldar and Orks). And thatβs to say nothing of the multiplayer mode, which Relic isnβt discussing yet. Did I enjoy this 45-minute slice? Heck yes. Will I enjoy the remaining however many hours? Thatβs hard to say for certain, but itβll depend on how varied the missions are in terms of objectives, setting, and scale.
I asked if my favorite part of this series, the Last Stand co-op survival mode, would return. βAt launch, weβre focused on getting [the best RTS weβve made] into peopleβs hands and then weβll see whatβs next,β said Mastretta. As for other potential post-release support, βIf you look at Relicβs history both with Dawn of War and Company of Heroes, the DLC and expansion strategy has always worked for us. So maybe thatβs something that we focus on.β Until then, we wait. Dawn of War III isnβt out until 2017.