It is difficult to open a text on Warhammer 40,000 without referring to the fact that in the dark future of the first quarter of the first millennium there will be only war. Come? If it’s the only one. Right now, the Empire of Mankind is fighting its battles on many very different fronts; while the impenetrable ranks of the Imperial Guard occupy entire planets or the chimerical squads of Exterminators cleanse spaceships of Tyrannical menace, others fight their battles shrouded in secrets and shadows. This is the path of the Gray Knights, chapter of the Spanish Marines born in the hands of the Emperor himself, whose firm proposal is to eliminate the hidden threats of Handicap and all its spontaneous ramifications.
And, of course, you will be the protagonist of Warhammer 40,000: Chaos Gate – Daemonhunters.
But a few days ago we had the chance to contemplate a presentation with alpha gameplay of this new title set in the Games Workshop universe, let’s end the game board what elements will contribute to this title that Complex Games develops currently.
Our squad of Gray Knights will face, with blood, fire and psychological skills, a plague devastated by Nurgle, the entity of Chaos. The entire sector of Tyrtaeus will be threatened by this catastrophic assault, and we – and, by extension, our Emperor’s paladins – will tend to drive out the loathsome demon and his followers. How we flatten our planes will be much more interesting, as usual, than the premise, because what we want from Daemonhunters presents a vision that will try to go a little further than this standard in tower strategy games per turn. the popular XCOM of 2012.
Not to mention that, to be part of the Warhammer 40,000 universe, in Daemonhunters everything has gone black. Starting with our transport: as good Space Marines as they are, the Xiphos squadron of the Gray Knights does not travel in tourist class but in the chance of a gargantuan Gothic cathedral which will allow them to disembark from the system at full speed, master barracarons to his troops, develop specific strategies or deploy his team where necessary. Or, right in the middle of battle.
It is on the ground that we appreciate that Chaos Gate – Daemonhunters aspires to print a faster and more brutal rhythm to their turns. Because the Gray Knights keep being like the rest of their Astartes brethren – that is, lined up with patas – they take off with speed and take advantage of all the tactical advantages they offer. And this is how they will get out of ruins, boxes and other elements of the scene using parapets to block enemy actions. Enemy actions, in addition, which could interrupt the course of our units and make us reconstitute our strategy. Well this carretera has two directions and if the abyss lacayos of nurgle can fix our careful battle plan blocking sections we can also steal their covers or for some reason drive to do doorknobs and them shoot tons of them.
And when it comes time to pull the trigger, the Emperor’s favorites have no rivals. The Gray Knights will not fall. Point. Avoid those crazy percentages about half a meter from the enemy or go missing with a sniper rifle and 99% sharpening chance. The Space Marines have so many upgraded, servo-plush, and firing systems that they’ll likely close fire with their eyes closed and splatter. Because if everything goes well, Daemonhunters will incorporate a precision shooting technique that will tell us at all times how much damage we will take from our current location and, when the fight reaches short distances, will allow us to choose where they will target us. Thus, we can target opponents, disarm their weapons or cause additional effects that, in certain situations, could leave them ready for visible execution.
There was no time for much more, but in the opinion of this humble servant of the Emperor, the impressions that this alpha version of Warhammer 40,000: Chaos Gate – Daemonhunters left us were quite satisfactory. With a simple premise and development respectful of the original material, Complex Games seems to have found the key to taking turn-based strategy one step further. The techniques and rhythms incorporated into the genre feel tight and small universes allow for experimentation with dynamics such as the dark fourth millennium. Where alone there is war. Ya lo he dicho otra vez.