![]() The major bullet point for this, arguably overpriced, standalone expansion is the return of Chaos and its Marines to DOW. ![]() There are twists, and they are splendid twists. Better yet, it's genuinely woven into the story. It's a clever balancing act, making it harder than you'd have thought to stick doggedly to one extreme. The best course of action depends not only on your own personal ethics (eg shall I take the long way, or slaughter my way through a bunch of my mates to get there quicker?) but also on your hunger for tasty powers and items. The trouble is they'll lose other abilities, and access to some rather tasty armour and weapons. The further they turn towards the Dark Side - sorry, Chaos - the more brutally cool abilities and perks they unlock. Yes, your real-time strategy game now includes moral deliberation - which is a step forward for a genre that's usually about "Shall I build this little man, or this other little man?" As you play the game, you can be careful, considerate and painstaking to keep your clutch of Space Marines pure, or you can grab and smash everything and hang the consequences, which duly corrupts your guys. In Chaos Rising there's no more of that: missions are scripted, sculpted things, escalating fights packed with apocalyptically crumbling environments, a surprisingly engrossing story and a whole bunch of ethical choices. "Oh! A big Tyranid! How did you know? Urn - did you keep the receipt?" Looked a bit touch and go there for a while, didn't it? While Dawn of War II was the best Frankensteinian gestalt of strategy and role-playing to date, there were only so many times that walking north up a map until you reached a circular bit with a slightly bigger Tyranid in it could remain entertaining and surprising.
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