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Mark Hamill's Best Genre Roles (That Aren't Luke Skywalker)
Product Reviews

Mark Hamill’s Best Genre Roles (That Aren’t Luke Skywalker)

by admin October 3, 2025



James Jesse, The Flash

© The CW

Imagine taking a C-list comics villain and having such a fun performance with it that you get to play him across the decades in three different TV shows. Hamill first played the Trickster in the ’90s Flash live-action show, before coming back for an animated appearance in Justice League Unlimited and then reviving the character again in the CW’s own Flash show. Hamill’s Trickster, like so many of his most beloved roles, really manages to balance the zany over-theatricality of a comic book baddie (even if Jesse is hardly the fiercest of Flash’s rogues), while giving the character a wonderfully human side too in his appearance in Unlimited. The 2014 Flash iteration definitely leans a bit more on the gag side of things, but it’s well worth revisiting his ’90s turn, considering it’s what purportedly played a key role in him landing the role of Joker.

Skeletor, Masters of the Universe: Revelations

© Netflix

It might be controversial to say, given any performance of He-Man’s antagonistic foil has to walk in the shadow of Alan Oppenheimer, but Hamill’s turn in Kevin Smith’s rebooted take on Masters of the Universe is a very fun take on the character, giving Skeletor a gruffness that lends him an underlying menace even when he leans a bit more into the character’s classic camp.

Christoper “Maverick” Blair, Wing Commander

© Origin Systems

Okay, sure, we can’t put one hotshot sci-fi piloting hero on this list, but there is another! Hamill played Wing Commander protagonist Maverick, aka Christopher Blair, in the FMV live-action cutscenes used in the third and fourth games in the series, Heart of the Tiger and Price of Freedom, giving the series’ previously unnamed protagonist a stronger depth of character, a more seasoned starfighter pilot on the front lines of a long and bitter conflict with the lion-esque aliens known as the Kilrathi. And as Hamill’s voice acting career took off, he even returned to the animated prequel spinoff Wing Commander Academy to reprise the role.

Mervyn Pumpkinhead, The Sandman

© Netflix

The Dreaming’s resident grumpy janitor (and sentient pumpkin-headed scarecrow), Hamill burns briefly but brightly on Netflix’s Sandman adaptation, with Mervyn providing a touch of charmingly abrasive levity to the climax of the first season. Thank god he recovered from his fight against the furies in the show’s sophomore season!

skekTek the Scientist, Dark Crystal: Age of Resistance

© Netflix

Sometimes you’ve just gotta lean all the way in, and when given the role of the Skeksis’ chief scientist in the incredible Dark Crystal prequel show, Hamill goes all out. He’s cackling, shrill, and just delightfully, ruthlessly over-the-top in his portrayal of skekTek’s otherwise logically cold evil, really selling you on just what wretched delight skekTek takes in the cruelty he enacts in his experiments.

The Major, The Long Walk

© Lionsgate

Hamill’s most recent performance is so great that it immediately has to sit among a recollection of his finest roles, playing the chilling commander of the titular dystopian march from Stephen King’s classic tale. It’s clear looking back on Hamill’s work that he loves playing a villain, but few compare to the chilling presence with which he embodies the Major as an ever-watching specter haunting the walkers.

Ozai, Avatar: The Last Airbender

© Nickelodeon

Hamill fills Avatar‘s Fire Lord with tension in every line, a fitting balance of restraint for the fiery leader of the Fire Nation’s imperial ambitions: his performance as Ozai is electrifying, crackling with the potential for the character’s rage always swirling just beneath the surface. And that only means that when Ozai is allowed to let loose, Hamill goes suitably grand, imbuing the character with a snide and noble arrogance that you love to hate.

Albie Krantz, The Life of Chuck

© Neon

The grandfather to the titular Chuck, Hamill plays a crucial role in this year’s Mike Flanagan tearjerker. Albie cuts a tired figure, and like so many of Hamill’s most beloved roles, there’s a little element of irascibility—but it’s for good measure, as we see through the young Chuck’s eyes the tragedies that have shaped his grandfather into the man he is. Even in dealing with all that, Hamill gives Albie a warmth and sincerity to deliver an incredibly emotional performance, one that stands in stark contrast to his other big 2025 role in The Long Walk.

The Hobgoblin, Spider-Man: The Animated Series

© 20th Century Television

While Joker dominates people’s memory of Hamill’s superheroic voicework, his turn as the Hobgoblin in Marvel’s ’90s animated icon is not to be missed. There’s just enough menace to keep it distinct from his other, more grandiose vocal performances, while keeping a bit of a more subdued vibe.

Thorn, The Wild Robot

© Dreamworks

In a wonderfully sweet role as the grizzly bear with a soft heart, Hamill gets to do a lot with Thorn, softening him from a ferociously cantankerous initial threat to a loveably warm friend to Roz the robot over the course of the film. Hamill clearly loves voice roles where he gets to play both sides of the coin… and occasionally do so with gruffness that, in this case, is suitably bearish.

Jim the Vampire, What We Do in the Shadows

© FX

An iconic part of an all-time iconic What We Do in the Shadows bit, Hamill’s Jim is the hilarious foil to Laszlo in “On the Run”: the vampire Laszlo stiffs on rent, leading to a near 200-year grudge and Laszlo’s brief flight to Pennsylvania to live a life as human bartender Jackie Daytona. Hamill’s comedic chops are on full display here as the oddball, vengeful, yet very oblivious vampire, and it’s a delight to see him having so much fun.

Arthur Pym, The Fall of the House of Usher

© Netflix

Ah, the Pym Reaper. The Usher family’s sinister fixer lets Hamill play a particularly intriguing nastiness: Pym is far from a good person, but he is surprisingly nuanced in the way he acts as the ruthless thread weaving together the unfolding doom the Usher family faces. It’s a wonderfully chilling mirror to many of Hamill’s more overtly evil roles, and he plays it pitch-perfectly.

You know this had to be on here somewhere. The performance that defined the Dark Knight’s greatest foe for generations of fans—and kept defining it, as he returned to voice Joker across various other projects—Hamill’s Joker will forever remain as iconic a spotlight in his career as Luke Skywalker. Able to balance the character’s humor and darkness in equal measure while imbuing the clown prince with a cackling theatricality, Hamill took the great material he was given in Batman and made it sing.



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October 3, 2025 0 comments
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After Genshin Impact and Honkai Star Rail, gacha master HoYoverse set its sights on the Animal Crossing-like cosy sim genre
Game Reviews

After Genshin Impact and Honkai Star Rail, gacha master HoYoverse set its sights on the Animal Crossing-like cosy sim genre

by admin September 27, 2025


Petit Planet – a new cosy life sim from the creators of Genshin Impact and Honkai Star Rail – has been announced.

The game currently has PC and mobile versions confirmed, with “additional platforms” in development according to the official press release alongside the reveal. Petit Planet has you build up and develop your own tiny planet, eventually venturing out into a galaxy filled with other planets owned by cutesy NPCs.

A reveal trailer (which you can watch below) showcases what the game will look like, with a character building up a nice little home, meeting various animal friends, before hopping in a car and taking to the stars to meet a cast of other furry fellows on their own home planets.

Here’s the Petit Planet reveal trailer!Watch on YouTube

Those interested can pre-register for the game right now on the official website, as well as sign up for upcoming beta tests. There’s no word as to when these beta tests will occur or when the sign ups will close as of writing.

Rumours around a HoYoverse life sim have been circulating for a while, with the internal name Astaweave Haven known thanks to early leaks. However, this recent reveal marks the first official word on the game as well as the first peak we’ve been able to get of polished gameplay.

There is no information on how monetisation will work for Petit Planet, though given this is a HoYoverse game the expectation is that the game will feature gacha mechanics as found in Genshin Impact, Honkai Star Rail, and Zenless Zone Zero.

This isn’t the only game HoYoverse has in the works. The developer revealed Honkai: Nexus Anima earlier this year, a Pokemon-style creature collector and auto-battler. Petit Planet has entered a somewhat contested genre, interestingly enough. Both Pocket Pair and Nintendo have announced their own cosy farm sims in Palfarm and Pokémon Pokopia.



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September 27, 2025 0 comments
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Screenshot: Tencent
Game Reviews

Tencent Says Horizon Ripoff Lawsuit Monopolizes Genre

by admin September 19, 2025


Light of Motiram, Tencent’s upcoming survival game, is the subject of a lawsuit from Sony, who calls the game a “slavish clone” of its open-world RPG franchise Horizon. Looking at the two side-by-side, the comparison is pretty damning, it utilizes both the tribal, prehistoric aesthetic of Horizon, and the roaming mechanical animals that have become synonymous with Guerrilla Games’ series. Now that Sony has served papers, Tencent is arguing that the PlayStation company is trying to monopolize open-world genre conventions, and that Light of Motiram looks like dozens of other games, actually.

TheGamePost reports that Tencent has filed the motion to dismiss the lawsuit on the grounds that Sony is trying to use the power of the law to take a “well-trodden corner of popular culture and declare it [the company’s] domain.”

“Sony’s Complaint tellingly ignores these facts. Instead, it tries to transform ubiquitous genre ingredients into proprietary assets,” Tencent alleges. “By suing over an unreleased project that merely employs the same time-honored tropes embraced by scores of other games released both before and after Horizon—like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more—Sony seeks an impermissible monopoly on genre conventions.”

You can read more about the arguments Tencent makes in TheGamePost’s write-up, but the summary is that the company argues that Horizon isn’t as unique as Sony claims in the lawsuit. It even points to a statement made in NoClip’s Horizon documentary by Guerrilla art director Jan-Bart Van Beek indicating that the studio had its own reservations about the game’s originality, with Van Beek saying it seemed very similar in some ways to Ninja Theory’s 2010 action game Enslaved. Tencent also argues that the entire lawsuit is based on hypotheticals, as the game isn’t slated to launch until 2027, and thus might not look anything like Horizon by the time it launches. Tencent and Light of Motiram developer Polaris Quest scrubbed the game’s Steam page of images that featured a red-haired protagonist similar to Aloy from Horizon last month.



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September 19, 2025 0 comments
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Tencent accuses Sony of seeking a "monopoly on genre conventions" as it responds to Light of Motiram copyright lawsuit
Esports

Tencent accuses Sony of seeking a “monopoly on genre conventions” as it responds to Light of Motiram copyright lawsuit

by admin September 18, 2025


Tencent is disputing Sony’s claims that its upcoming game Light of Motiram is a “slavish clone” of its tentpole Horizon series, claiming the latter is not “fighting off piracy, plagiarism, or any genuine threat to intellectual property” but is instead attempting to “transform ubiquitous genre ingredients into proprietary assets.”

Back in July, Sony filed a copyright lawsuit against Tencent. In court papers filed at the time, Sony demanded a jury trial for copyright and trademark infringement and to prevent the “imminent” release of Tencent’s upcoming title, accusing it of “rip[ping] off” Horizon lead Aloy, “deliberatedly causing numerous game lovers to confuse Light of Motiram as the next game in the Horizon series with encountering Tencent’s promotional game play videos and social media accounts.” Shortly thereafter, Tencent made several changes to Light of Motiram’s Steam page and its promotional art.

Now, as spotted by The Game Post, Tencent claims Light of Motiram is merely making use of “time-honored” tropes that are outside “Sony’s exclusive domain,” calling Sony’s copyright claims “startling.”

“Plaintiff Sony has sued a grab-bag of Tencent companies – and ten unnamed defendants – about the unreleased video game Light of Motiram, alleging that the game copies elements from Sony’s game Horizon Zero Dawn and its spinoffs,” Tencent’s lawyers wrote.

“At bottom, Sony’s effort is not aimed at fighting off piracy, plagiarism, or any genuine threat to intellectual property. It is an improper attempt to fence off a well-trodden corner of popular culture and declare it Sony’s exclusive domain.”

The court papers further assert that Horizon Zero Dawn’s art director, Jan-Bart Van Beek, suggested in a documentary that the game’s premise was not original, and referenced 2013’s Enslaved: Odyssey to the West.

“Long before this lawsuit was filed, the developers of Horizon Zero Dawn publicly acknowledged that the very same game elements that, today, Sony claims to own exclusively, were in fact borrowed from an earlier game.

“Sony’s Complaint tellingly ignores these facts. Instead, it tries to transform ubiquitous genre ingredients into proprietary assets,” Tencent added. “By suing over an unreleased project that merely employs the same time-honored tropes embraced by scores of other games released both before and after Horizon — like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more — Sony seeks an impermissible monopoly on genre conventions.”

Tencent also dismissed Sony’s claims its representatives pitched a Horizon mobile game at GDC in 2024, and states Sony is suing the wrong companies as “none of the served defendants develop and market the Light of Motiram video game that Sony alleges infringes its intellectual property in the Horizon franchise.” It also claimed that it cannot be sued for a game that has a release window of Q4 2027 and not yet released.

For more on Tencent, check out our feature, Behind the scenes at Tencent.



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September 18, 2025 0 comments
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Fata Deum is here to "revive" the god sim genre, and especially the holy ghost of Black & White
Game Updates

Fata Deum is here to “revive” the god sim genre, and especially the holy ghost of Black & White

by admin September 15, 2025


This news story about Fata Deum is written in homage of a random early access Steam reviewer who remarks that if you’ve never played a god sim before, they’re kind of like idle sims. My word, the casually ferocious and embittered atheist poetry of that. Consider my fedora tipped, milords and ladies. I’m off to read the Screwtape Letters again.

Fata Deum isn’t just any born-again idle sim. It pays overt homage to Lionhead’s Black & White, with higgledy-piggledy 3D island maps and a familiar hand cursor, used to carry believers to safety or lob them into the sea. There are some significant differences, however.

Watch on YouTube

For one thing, you don’t get a Creature avatar to first mold in your holy image and then end up squabbling with when you decide to do an Old-New Testament of sorts, flipping from Benign to Vengeful or vice versa midway through a campaign.

Ah, I remember how my Lion Creature kept extinguishing the houses I smote with thunderbolts, exactly as I’d taught him when he was a cub, and I was a smiling beard in the sky rather than a cosmic arsonist. I’m sorry to see less of that in Fata Deum, but the upside of not having a Creature is that you’ll spend less of this god sim cleaning up godbeast turds.

Another difference is that Fata Deum operates around a day-night split encompassing two genres of godliness. By day, you’re more of an indirect presence, influencing villagers through visions and blessings. By night, you can intervene directly to make them build stuff and, if you like, raid the dominions of rival gods.

There’s a familiar spectrum of Nice and Nasty divine behaviour. You can sacrifice villagers to raise demons or turn the corpses into zombies. Or you can pat them on the head and have them throw wild parties. Or you can mix it up – a little from column Altruism, a little from column Bastard.

There are other gods to worry about. They include deities of Violence, Deceit, Fertility and Pleasure. Each god’s behaviour is reflected in the appearance of the terrain. I don’t see one for Idleness in the trailers or on the Steam page – I guess I’ll have to thrash that one out myself, by leaving the PC running for 10,000 years.

Developers 42 Bits Entertainment plan to keep this humming along in early access till late 2026. “We firmly believe that reviving the god game genre is a rather difficult task that can only be successfully accomplished through intensive dialogue with the community,” they note. Do you consider the god sim in need of reviving? I thought last year’s Reus 2 did a pretty fine job of it myself.



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September 15, 2025 0 comments
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10 Indie Genre Films We're Excited for This Fall
Gaming Gear

10 Indie Genre Films We’re Excited for This Fall

by admin September 5, 2025


You’d be hard-pressed to be a movie fan if you didn’t find a big Hollywood release to be excited about this fall. Maybe it’s the return of the Avatar, Predator, or Tron franchises. Maybe it’s a new film from an iconic filmmaker like Edgar Wright, Guillermo del Toro, or Yorgos Lanthimos. Or, maybe you can’t wait to be scared by new films in the Conjuring, Black Phone, or Five Nights at Freddy’s franchises. Whatever the case, as usual, Hollywood tries to have something for everyone. But there’s always more.

Below, we’ve got 10 genre films that aren’t from major studios and often don’t have big-name stars, but we’re still excited to see them. There’s some horror, there’s some romance, there’s some animation, and more. But all could potentially be flying under your radar.

Rabbit Trap (September 12)

Dev Patel stars in this Sundance film about a couple who move to the woods only to discover a mysterious, otherworldly sound.

Night of the Reaper (September 19 on Shudder)

We love a good period slasher film, and Night of the Reaper, about a babysitter haunted by the titular slasher, sounds like it’s going to deliver exactly that.

Xeno (September 19)

Kevin Hart produced, but doesn’t star in, this story of a young girl and a mysterious creature who go off on an adventure.

Good Boy (October 3)

An adorable dog witnesses his owner encounter an escalating series of paranormal activities. No, not the movies.

V/H/S/Halloween (October 3 on Shudder)

In what’s basically become an annual tradition, the VHS franchise is back with another series of spooky anthologies, all themed around everyone’s favorite holiday.

Shelby Oaks (October 3)

A woman believes a new discovery may be the key to finding her long-lost sister and the demon potentially behind it all.

Deathstalker (October 10)

The latest film from director Steven Kostanski (The Void, PG: Psycho Goreman) is an epic fantasy horror adventure. Just the way we like them.

The poster for Queens of the Dead – IFC

Queens of the Dead (October 24)

Katy O’Brian stars in this neon-infused horror comedy about what happens when a group of people in a club realizes a zombie apocalypse is happening outside.

Eternity (November 26)

The Scarlet Witch, aka Elizabeth Olsen, returns. Only this time, she’s dead. And in the afterlife, she has to choose between her two husbands.

Scarlet (December)

A new anime from director Mamoru Hosoda, Scarlet follows a sword-fighting princess on an adventure through the afterlife. Originally set for wide release this year, it was recently pushed into next year, but it will get a small, awards-qualifying run sometime in December.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 5, 2025 0 comments
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Screenshot from the game Hell Is Us.
Product Reviews

Hell Is Us review: a somber but intriguing adventure with one foot in the soulslike genre

by admin September 1, 2025



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Another month, another attempt to capture the magic of FromSoft’s genre-defining epic (even if French-Canadian developer Rogue Factor claims it isn’t). Yes, action-adventure game Hell Is Us sits with one foot in the soulslike category, but that’s not a criticism; it takes what it needs from Dark Souls and its ilk, discards what it doesn’t, then absconds in the night with a suitcase full of dodge-rolls and ominous-sounding characters.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: August 12, 2025

See, as a big fan of FromSoft’s games, I’ve come to the conclusion that it’s almost impossible to properly capture the magic of a game like Bloodborne or Elden Ring. Many have tried, and there have been some successes; Lies of P and Remnant II were two recent standout examples for me. I think the trick is not trying to mirror exactly what FromSoft does; it’s taking the formula and doing your own thing with it.

Does Hell Is Us succeed in this regard? For the most part, yes. If you’re a fan of either action-adventure or the best soulslike games – or are curious about getting into the oft-impenetrable latter genre – it’s worth a look. The setting is unique and interesting, the gameplay is enjoyable, and it’s more forgiving overall than most games within the soulslike genre, even if the underlying DNA is impossible not to notice.

Needless to say, the ‘Week of Peace’ did not go so well. (Image credit: Rogue Factor / Nacon)

Hard times

Straight off the bat, this game is bleak – the world you inhabit feels dark and dangerous, poised to collapse into unmitigated chaos at any moment, with only small glimmers of hope left. Wracked by a long and bloody civil war, the setting of Hadea is an insular, vaguely eastern European nation with a rich history of animosity between two religious factions, the traditionalist Palomists and the more progressive (but still pretty damn zealous) Sabinians.

By 1992, the war has reached a fever point, with brutal pogroms, fighting in the streets, and virtually every crime against humanity you could care to list. Seriously, this game is not for the faint-hearted; you’re going to see some pretty visceral evidence of those crimes against humanity.

Yep, that’s a mass grave. Don’t expect a cheery time in Hadea. (Image credit: Rogue Factor / Nacon)

It’s all rather horrible, but it does have a purpose. Although Rogue Factor didn’t seek to evoke any singular real-world conflict, the setting certainly echoes events like the Bosnian War, the Georgian Civil War, and the Croatian War of Independence. There’s even a thinly-veiled UN imitator called the Organized Nations, characterised by their blue helmets just like in real life. Considering that Hadea is entirely fictional, there’s an unsettling weight of reality to it all that stands as a testament to the quality of the world-building.

Our protagonist, Remi, doesn’t really give a shit about any of this, though. He’s come back to Hadea to find his parents, from whom he was separated as a young child. Naturally, said parents turn out to be entwined in the core narrative. See, that civil war is merely the backdrop; the real meat of the story here concerns an outbreak of bizarre, violent creatures, an ancient religious order, and a mysterious black-ops group doing nefarious things under the cover of Hadea’s present conflict.

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The framing narrative is well-implemented, even if they do use the ‘well, that’s not how it happened’ joke sometimes when you die. (Image credit: Rogue Factor / Nacon)

Uncovering the mystery

The story is told via a framing narrative, which sees Remi – immediately recognisable as Elias Toufexis, best known as the iconic baritone of Adam ‘I Never Asked For This’ Jensen in the newer Deus Ex games – being drugged and interrogated by a deeply unpleasant man with a chainsmoking habit and about sixteen chins. See, Hell Is Us loves its classic environmental storytelling, but it’s also not above using actual cutscenes. There are also proper dialogue scenes with some (non-player characters) NPCs, which serve to both progress the story and deliver optional exposition about the world.

For the most part, I found the characters believable and (usually) likable. From sardonic war journalist Tania to the kind-hearted Abbot Jaffer, these NPCs inject the world with humanity and authenticity. Unfortunately, Remi himself doesn’t have quite the same screen presence. He’s the cold, brooding type, which mercifully does mean that he doesn’t chatter to himself constantly while you’re exploring or solving puzzles, but also results in him feeling a bit flat. Early in the story, it’s revealed that he’s a diagnosed sociopath with a military past, but this seems to serve mainly as a convenient reason to make him largely unbothered by the insanity unfolding around him.

Best Bit

(Image credit: Rogue Factor / Nacon)

A handful of sections later in the game pit you against literal hordes of weaker enemies, which are so much fun to carve through with reckless abandon.

Many of the people you encounter while journeying across Hadea have side-quests to offer you, though this is usually done in a roundabout way; in typical soulslike fashion, there’s no world map or objective markers. Instead, you might hear a soldier complaining about running low on his medication – and wouldn’t you know it, later on, you’ll find a bottle of the very pills he needs. Sometimes, the clock is ticking; I found a woman with a starving infant hiding from Sabinian soldiers, and by the time I returned with some bottles of baby formula, I was met with a shoebox with a pacifier on top. That hurt a little, honestly.

You can talk to many characters, but don’t expect them all to be friendly or helpful – there’s a war on, after all. (Image credit: Rogue Factor / Nacon)

There’s little handholding here, which admittedly had me wishing for a wiki on a few occasions while I was reviewing the game, but it’s not quite as oblique as the average Souls series entry, instead feeling strangely more like a retro point-and-click adventure game. Remi has a chunky tablet device that doubles as an inventory screen and ‘investigation log’, noting down key information you come across and helpfully sorting the stuff you find into quest-critical items and the many, many lore snippets you can uncover.

Often, the pace is slowed by the inclusion of a puzzle, and these range from laughably easy to moderately head-scratching. Thankfully, these puzzles rarely outstay their welcome; even when you’re hunting for the right combination of arcane sigils to unlock a door in some ancient ruin, you can expect to be set upon by ravenous monsters at any given moment.

Remi’s stolen APC takes you from A to B across Hadea, and also serves as a sort of mobile base of investigations. (Image credit: Rogue Factor / Nacon)

Fight for your life

Speaking of monsters: let’s talk combat. This is where Hell Is Us cribs from FromSoft’s homework the most, with the classic block-dodge-parry mechanics that should feel immediately familiar to any soulslike enjoyer. Of course, virtually every action consumes stamina, which is tied directly to your health bar, meaning that taking even a single hit immediately makes the fight harder.

Simply put, the combat gameplay is solid. Attacks that can be countered are telegraphed by the enemy pulsing red, with a reasonably generous parry window, but Rogue Factor still manages to distinguish itself from the usual business thanks to the ‘healing pulse’ mechanic. There’s no refillable healing flask here, and actual healing items are relatively sparse; instead, dealing damage to enemies releases particles, which periodically coalesce into a ring around you. At this point, you can tap a button to regain a bit of health based on the damage you’ve dealt, but you have to be fast, as the ring dissipates after barely a second.

As is typical of soulslike combat, you can lock onto enemies to more easily dodge and parry their attacks. (Image credit: Rogue Factor / Nacon)

You also get a gradually expanding suite of extra abilities. These take three forms: glyphs that can be slotted into your weapons and consume ‘Lymbic Energy’ (read: mana), powerful relics with long cooldown timers, and programs for the owl-like tricopter drone that perches on Remi’s shoulder and doubles as your flashlight in dark areas. You get three glyphs each across two equipped weapons, one relic, and four drone slots, making for a total of eleven abilities equipped at once – meaning there’s plenty of build diversity available here, even if Remi doesn’t have a traditional stat sheet. Most of these abilities are pretty fun – I was particularly partial to the drone skill that let me grab onto it and zoom forward, dealing heavy damage to anything in my path.

The creatures besieging Hadea are invulnerable to conventional weaponry, with the only way to kill them being ‘Lymbic weapons’. Unfortunately, there’s not a huge amount of variety here: you get a regular sword, twin axes, a polearm, and a hulking great sword, filling the usual melee weapon archetypes. These can be upgraded and imbued with elements (Grief, Rage, Terror, and Elation), but all this does is make them hit harder and determine which type of glyphs you can equip on them. I quickly settled into using a Polearm of Terror and Twin Axes of Rage, but if you’re the sort of gamer who enjoys experimenting with every new weapon you find, you might be disappointed here.

Some of the boss battle arenas are visually striking. (Image credit: Rogue Factor / Nacon)

There’s another issue with the combat that doesn’t emerge until later in the game, though: some of those special abilities are pretty dang overtuned. For example, once I got my hands on the max-level Rage Spike glyph (an explosive ranged attack), most fights became comically easy, with Remi repeatedly blasting enemies to smithereens from far outside melee range. It’s not a massive issue for me, since you have to conquer a good chunk of the game to become that powerful, but it did trivialize the majority of encounters towards the tail end of the story.

Rise to the challenge – or don’t

Speaking of difficulty, Hell Is Us isn’t overly punishing. I experimented with all three difficulty levels (described as Lenient, Balanced, and Merciless), which purely affect the combat and can be further fine-tuned in the settings to adjust enemy health, damage, and aggression, and found that the highest difficulty gave the ‘truest’ soulslike experience. Yeah, I know that customizable difficulty options are a personal affront to the most die-hard fans of the genre, but I honestly think it’s a good inclusion: on ‘Lenient’ difficulty, even someone who has never played a soulslike before could have a good time here.

There’s no shortage of ominous tombs to plunder in Hadea. (Image credit: Rogue Factor / Nacon)

There’s also no real penalty for dying; you just respawn at your most recent save point, and the enemies you killed remain dead (although there is an optional setting to make death fully reset any progress from your previous save). Hostiles *do* respawn, however, if you leave one of the game’s many areas by travelling between them in the armored vehicle Remi commandeers in the opening act. You can stop this – and render an area permanently safe – by collapsing Timeloops, which are large ferrofluid-looking orbs that sustain the creatures you face.

To do this, you have to track down specific enemies marked as ‘Timeloop Guardians’, kill them, then take a special item to the Timeloop and chuck it inside. These are mostly optional, but you do get loot for each Timeloop you shut down, and doing so is its own reward anyway; there’s a lot of backtracking to be done if you’re shooting for 100% completion, so it’s nice to return to a region and find it free of enemies.

Then again, the hostiles you face are actually pretty fun to fight. The ‘Hollow Walkers’ are a brilliantly creepy piece of enemy design, feeling like something straight out of the SCP Foundation universe, with unsettling, jerky movements and eerie vocalizations. Some Hollow Walkers are paired with a ‘Haze’, a floating ball of the aforementioned elemental emotions which must be slain before its linked Walker can be harmed – and if you’re not quick enough, the Haze will reform and you’ll have to kill it again.

These are another good example of strong audiovisual design, with the Rage Haze unleashing a barrage of attacks and screaming with fury, while the Elation Haze cackles maniacally as it zooms around. The creatures were unleashed by the negative human emotions that spiked because of the Hadean civil war, and that plays nicely into their design.

That’s a Timeloop: kill the guardians nearby to shut it down and stop them from coming back for good. (Image credit: Rogue Factor / Nacon)

Sadly, a lack of diversity again hampers enjoyment a little here, as you basically fight the same measly selection of enemies over and over throughout the game. There are three tiers of enemy threat levels, but only the Hazes actually change in appearance and moveset from tier to tier; the Hollow Walkers merely get bigger health bars and more damaging attacks, and there are only five types of Walker to encounter. There’s also a surprising dearth of boss fights – a common staple of both the action-adventure and soulslike genres – with only four real bosses to be found throughout the entire course of the game. The final boss, disappointingly, is just four much bigger versions of a basic enemy type. Clearly, no lessons were learned here from the final boss of the original Destiny campaign.

Hadean tourism

If I’m being honest, though, my criticisms are small. I really enjoyed my time with Hell Is Us, which clocked in at just shy of 30 hours for my review – and I was doing my best to do and see everything, which is possibly why I ended up being so overpowered. I played with both a gamepad and my usual mouse and keyboard, and although the game advises using a controller, I didn’t have any problems playing with the latter.

The biggest issue I have with the game is that I want more, which is quite the double-edged sword. The game is divided into three acts, but the third act is essentially just the underwhelming final battle, followed by a ten-minute cutscene that didn’t quite wrap things up to my satisfaction. Sure, it leaves things open for downloadable content (DLC) or an expansion and perhaps even a sequel (which I genuinely hope we get), but the finale feels a bit rushed, and it’s a shame not to end on a high note.

Arriving on the shores of the peaceful Lake Cynon reminds the player that underneath the violence of the civil war, this world can be quite beautiful. (Image credit: Rogue Factor / Nacon)

Still, it’s a super experience overall that I’d recommend to anyone who enjoys either soulslikes specifically or just dark action-adventure games in general. It runs on Unreal Engine 5 (which may set off alarm bells for some gamers), but I found it to be reasonably well-optimized, with no noticeable performance issues at 1440p on my RTX 5060 desktop or at 1080p on the RTX 4060 gaming laptop I also used for testing. Hadea is genuinely beautiful at times, too. For every dank cave and bombed-out village, there’s a vibrant field of flowers or the crumbling majesty of an antediluvian ruin.

If you like good melee combat and won’t be turned off by graphic depictions of war crimes, Hell Is Us is definitely worth a shot. Just be prepared to consult Google from time to time – or, like I did, keep a pen and notepad handy, so you don’t forget exactly where you were supposed to take those baby formula bottles.

Should you play Hell Is Us?

Play it if…

Don’t play it if…

Accessibility

We’ve got the usual selection of accessibility options here, with three color blind modes – Deuteranope, Protanope, and Tritanope – which can be adjusted to varying degrees of color correction, as well as being able to reduce or disable motion blur and camera shake.

There are also gameplay accessibility options, which let you independently adjust the health, damage, and aggression of enemies, plus some customization options for the HUD and the ability to automate enemy lock-ons.

Of note is a directional audio indicator: this displays an on-screen marker denoting the direction and distance of gameplay-related sounds, including enemy attack sounds in combat and the identifying noise emitted by Timeloop Guardians. Considering how important directional sound can be in Hell Is Us, this is a good inclusion for hearing-impaired players.

How I reviewed Hell Is Us

I played Hell Is Us from start to finish, which took me a little under 30 hours – though I was being very thorough in my exploration, and a speedy player less concerned with 100% completion could likely beat the game far quicker.

I used my gaming desktop, which uses an AMD Ryzen 7 5800X3D and Nvidia RTX 5060 with 32GB of RAM, as well as an Acer Predator gaming laptop with an Intel Core i7, RTX 4060, and 16GB of RAM. On desktop, I used an Asus ROG keyboard and mouse and a Razer Raptor 27 gaming monitor. With the laptop, I used a Scuf Instinct Pro gamepad.

I frequently took the time to adjust both the difficulty level and graphical settings in several in-game locations to get a good idea of both how much challenge the game presents and how well it runs. I naturally also tested out each new weapon and ability the game gave me – though I quickly found my favorites and stuck with those for the majority of the game.

First reviewed August 2025

Hell Is Us: Price Comparison



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September 1, 2025 0 comments
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John Carpenter's Toxic Commando brings a refreshing new perspective to a well worn genre
Game Reviews

John Carpenter’s Toxic Commando brings a refreshing new perspective to a well worn genre

by admin August 25, 2025


Plenty of Left 4 Dead-style co-op hoard shooters have come and gone throughout the years. This includes the quickly forgotten spiritual successor to the Left 4 Dead series, Back 4 Blood and Remedy’s recently released attempt, FBC Firebreak. Remember FBC Firebreak? Anyone? Anyone? That one might still find an audience after planned updates, but it’s facing an uphill struggle.

John Carpenter’s Toxic Commando

  • Developer: Focus Home
  • Publisher: Saber
  • Availability: Releases early 2026 on PC, PlayStation 5, Xbox Series S/X

One of my favourite Left4Deadalikes (which probably isn’t a word but I’m making it one now) was Saber Interactive’s World War Z, thanks mainly to the sheer volume of zombies it throws at players during the span of a mission and the visual spectacles that its writhing piles of undead created. Saber followed that game up with another Left4Deadalike of sorts in Space Marine 2, and now it’s is back with John Carpenter’s Toxic Commando, a game that takes everything learned from those last two games, adds it to a semi-open world and then crams in a very unexpected but actually pretty cool idea from another game in its back catalogue; MudRunner.

Don’t you know that you’re toxic?Watch on YouTube

Having the actual freedom to explore in a game type that normally involves fairly linear level structures feels really refreshing. In Toxic Commando’s tale of four infected mercenaries and their fight against the minions of a recently awakened Sludge God, you’re free to wander or drive around each map to your heart’s content before kicking off each level’s climactic firefight. Just like in Left 4 Dead, there are multiple acts here, each split into chapters but, instead of just going from point A to point B and occasionally having a few big battles at choke points along the way, Toxic Commando opens things up and allows you to plot your own path. Do you gamble coming into contact with multiple hordes of roamers in an attempt to hoover up every last bit of loot from the many points of interest on the map, or do you just make a beeline for the main missions but risk getting there with fewer tools and resources to defend yourself with?

Obviously most of your time will revolve around shooting various types of undead enemies, ones that loosely follow the established Left 4 Dead formula of explody one, grabby one, poisoney one etc etc, but there isn’t exactly a shortage of things to do between these firefights. There are giant flailing tentacles popping up all over the place that need to be shot before they squirm away again, there are small mini games for hacking and repairing equipment, little out of the way stash spots to discover, optional side missions to undertake, and much more.

Image credit: Saber Interactive

One of the main activities you’ll be doing, though, is running down masses of squishy zombies with a car. Vehi-killing zombies in video games is always a joy and it feels especially great to do in Toxic Commando. Often there are hundreds of ghouls on screen at one time and grinding these clusters of creepers under your wheels as your teammates lean out of the windows to mow down the stragglers is pure 80s action movie excess. I loved these moments! There are multiple vehicles to find too, each with their own special abilities, like the ambulance that can give a healing effect or the self destructing police car that acts a bit like Left 4 Dead’s noise emitting pipe bombs.

The standout vehicle, in my opinion, has to be the HMV which, if you live in the UK, is an all terrain vehicle and not a struggling franchise of music stores that now sells plastic collectibles and expensive rucksacks. The HMV comes complete with a mounted machine gun and a winch, and this winch ties in neatly to the other big inspiration for Toxic Commando: MudRunner. You see, throughout the maps there are many pools of mud and sludge dotted around that will slow your progress as you struggle to spin your tyres through the blockage. All while scores of ghouls descend upon you. Shoot the winch at a nearby tree or piece of scenery, however, and you’ll be able to pull the HMV out of the mud trap, or up a steep, slippery hill and, hopefully, out of trouble. Plus the way the mud reacts and deforms according to the path your wheels take is lovely. It’s the best that mud has looked since… well, Mudrunner, I guess.

I’ve already touched on the hordes, and the fact that there’s lots of them, but I’m never not impressed when I’m confronted by the sight of thousands of bodies pouring over a piece of scenery and running, screaming, in my direction. Despite the open world nature of Toxic Commando’s levels, there are still plenty of moments like this to look forward to on each map, although if they’re part of a story mission you’re often given a little bit of prep time to shore up your defenses before they kick off.

You can defend these story areas in multiple ways too. Using special weapons like rail guns and grenade launchers for example, or mounted turrets and traps, but each of these will need a rare resource called Scrap to unlock. Scrap can only be found by exploring the map, hence the risk reward exploration I mentioned earlier, so if you don’t get any, those special weapons crates and those turrets will stay locked down. Each Toxic Commando also has a special power, and in the case of Walter, the character I played as, he shot big blue bolts of energy from his hands.

All of this ties into the very best bit about Toxic Commando and that’s – the explosions! These are best seen during those high body count, story mission battles where limbs and torsos go flying through the air in bloody arcs as you shoot a handily placed red barrel, thunk a grenade out of a launcher, or fire off a palm-sized piece of plasma into the middle of a writhing mass of mutants. It’s just utterly glorious carnage. The type of over the top, comic booky splattery gore that you’d see in something like The Boys, and I love it. Point, shoot, make the bad things ‘splode. It’s the signature ingredient that every good horde shooter needs and it’s something that Toxic Commando excels in.

It’s not all perfect though. One of the many reasons why John Carpenter movies are so beloved is due to the fact that they often have highly memorable lead characters (hello in particular to any played by Kurt Russell). Which is why it’s a bit of a shame that the Toxic Commandos themselves are a bit generic and bland, in both looks and personality. Sure they chatter away to each other during moments of downtime, just like Left 4 Dead’s characters, but the lines they utter border on the repetitive and annoying, rather than the meme worthy like Louis’ “grabbin’ pills!”. Seriously, Walter uttered the phrase “I’m liking this” at least once per minute during my hands on, which is definitely enough to aggravate to the point that I think I’ll be hearing it in my dreams tonight.

I’m also slightly worried about how grindy the upgrade and cosmetic mechanics seemed. There are three types of currency in Toxic Commando, all of which are unimaginatively just called ‘Currencies’ in the menus. These currencies are actually crystalline resources called sludgite, the most common of which you can gather up from weird tree things when you’re out and about on a mission. Higher tier sludgite currencies seem to be awarded for mission completions, especially when played on harder difficulty settings, but the amount you earn, versus the cost of a lot of the attachments and cosmetics makes unlocking things feel like more of a grind than it probably should.


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I get that this is a design plan to encourage you to replay the campaigns on higher difficulties after you’ve completed them, a’la Helldivers 2, but when there’s so much customisation on offer across characters, weapons and vehicles, and when the cost of each purchase is so high, it feels like you’re going to be locked out of all of the really good stuff unless you dedicate some serious time to the game.

Oh and why on Earth is this game called John Carpenter’s Toxic Commando, when there are four Toxic Commandos in the game? Even if you play it solo, the game still throws in three AI controlled toxic commandos to play alongside you, which means there’s never, at any point in the game, a singular Toxic Commando. That name only makes sense then if the plural of Toxic Commando is also just Toxic Commando. You know, just like how one Nintendo Switch Joy-Con is called a Joy-Con but multiple Joy-Con are also just called Joy-Con. Argh this is making my brain hurt.

So yeah, only a couple of minus points really, in what felt like a super fun, gore-soaked co-op shooter. It’s not going to win any game of the year awards, unless there’s a new one for best zombie splatter in a video game, but it definitely feels like one of those games that’ll be really fun to burn through with some pals over the course of a few evenings. Whether you’d want to come back to it multiple times afterwards to grind for a nice scope and a fancy animated gun skin, well, that’s up to you. I don’t think I would, but I am absolutely looking forward to playing through the campaign once with a team of fellow Toxic Commando(s) when the game releases early next year.



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August 25, 2025 0 comments
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"I don't think RTS is back; I don't think it's ever really gone away": Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre
Game Updates

“I don’t think RTS is back; I don’t think it’s ever really gone away”: Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre

by admin August 23, 2025


Dawn of War 4 is back, and I’m feeling pretty good about it. You can read my full thoughts on actually playing it – or really, playing the one available skirmish about six times over and over – in our big Dawn of War 4 preview, but alongside that hands-on time we also had a virtual sit-down with DoW 4’s brand new development team.

The top line is that the studio has, at least at first glance, done a pretty comprehensive job of taking the original Dawn of War – and a few sprinkles of its sequels – and turned it into a properly modern entry. It’s honed in on the first of the trilogy as inspiration, for starters, bringing back classic aspects like full base-building and standard RTS style maps with requisition points and all the regular gubbins. And, aside from maybe just missing a bit of campy levity here and there, the developers have also got the tone pretty spot-on, going full grim, dark, and down in the muck and mud.

Put it down on paper like that and it all sounds simple enough, but naturally for new developer King Art Games, a studio based in Bremen, Germany – which has only produced one RTS before, in 2020’s generally well-received Iron Harvest – following on from heavyweight strategy studio Relic was of course a challenge.

Image credit: Deep Silver / Plaion

You might be wondering how a storied series such as Dawn of War came to be made by a studio with such a short history of strategy game development (albeit one with a long history of developing all kinds of games overall, from point-and-click adventures to browser games, via the Nintendo DS’s Inkheart, tactical RPG The Dwarves and more, stretching back to its founding in the year 2000.) The answer involves a little bit of serendipity – but also, a clear indication that King Art earned its role here on absolute merit.

“It came a little bit out of nowhere,” studio co-founder, creative director, and DoW 4 game director Jan Theysen tells me. The team was working on its debut RTS, Iron Harvest, at the time, and “since it was a Kickstarter, we were very open and showed a lot of behind-the-scenes stuff, a lot of our technology and what we can do in terms of visuals, and so on,” he explains. “And someone at Games Workshop saw that. They basically came to us and said, ‘You know, hypothetically, if we would do a Dawn of War 4, what would you do with it?'”

Theysen assumes Games Workshop asked “a bunch of different developers” the same thing, and so the team went away and made a proper presentation just to try their luck. “Let’s come up with the concept and let’s do our best,” as Theysen puts it. “But we didn’t really expect this to go anywhere, right?” The studio sent over the presentation, focused back on Iron Harvest, and later on after the game was released, a few conversations with publisher Deep Silver later (and probably a lot more convoluted conversations than that behind the scenes) and the decision was made. Dawn of War left franchise custodians Relic, which had a couple of tricky years before its recent move to independence from Sega, and came to its surprise new home in Germany.

“Relic is a studio that we owe a lot to,” Elliott Verbiest, senior game designer, added. “As the entire genre of real-time strategy owes them a great debt for all the work they’ve done, across not just Dawn of War but all their other titles… for us it’s an enormous honour to pick this up.” There’s a little pressure, understandably. “It does feel like we are trying to fill very, very big boots in this regard,” he continues, and is keen to emphasise the studio’s desire to “do that legacy right… that we can say: Okay, the things Relic did really, really well, we can only hope that we follow in their footsteps.”

Image credit: Deep Silver / Plaion

How did King Art decide what to focus on for a new Dawn of War game, and which elements did it feel were particularly important to get right? “There is not really a ‘Dawn of War formula’,” Theysen says, noting the difference even from the first DoW to the much smaller-scale, more tactical DoW 2, let alone the change again to DoW 3. But the team “knew that people were interested in this more classic style of RTS, with base building and economy and research,” and so ultimately opting to focus specifically on the original felt like the most sensible choice. “When in doubt, it’s Dawn of War 1 – but then the point is, of course, that it’s a 20-year old game. What you can’t do is just pick a feature, put it in a new game and assume that it feels the same way that it did for people 20 years before. So we basically asked ourselves: how did Dawn of War make us feel 20 years ago? And how can we evoke the same feelings again today?”

Theysen has some smart answers there. “Dawn of War’s battles feel very distinct, because they’re relatively big battles and they take a while, right? It’s not like they’re fast, surgical strikes – it’s more like ongoing, big battles. You might lose a few units, or you can put a lot of resources in your battles and make sure your units don’t die… eventually maybe you won the battle, but you lost the war, because you paid too much in resources.” The other big example? “Synch kills.”

The studio asked what people loved in the original, and synch kills came up repeatedly – those being the bespoke animations for when a unit, like say a hulking Space Marine Dreadnought, executes another with a flourish, like say picking up an Ork, spinning it around and crushing it in its mechanised hand. That in turn led to one of Dawn of War 4’s defining new additions in the “combat director”, a brilliant visual flourish that means all units, in melee, battle each other with specific, synched up combat animations, as though each fight’s fully choreographed rather than playing out in standard RTS style, with units broadly swinging at the air in their enemy’s general direction.

As for those challenges, Theysen says there were a few. The team already knew what it wanted to improve after Iron Harvest – “could there be bigger armies, or could there be more base-building?” – and used those to “get the cogs turning” for how it might go a step further with Dawn of War. The biggest, in Theysen’s terms, was simply “the overall complexity” of RTS games as a whole, coupled with Warhammer’s expansive, intertwining lore and the sheer number of units and things going on in a Dawn of War game. (King Art’s keen to boast the “more than 110” figure for units and buildings, which is undoubtedly impressive at launch.)

Theysen’s also keen to point out the studio’s history of pivoting quite successfully between genres, if never truly breaking out into the gaming mainstream before Iron Harvest. “We have our 25th anniversary this year, and we did a lot of different games and a lot of different genres on a lot of different platforms, and it was pretty natural for us to just take on a new genre,” he says.

Image credit: Deep Silver / Plaion

“We usually tackle it by really doing our homework and really trying to figure out what makes these games tick, and play a lot of them and analyse a lot of them. Read everything you can – read about RTS development and so on. Then it really comes down to making educated guesses, and having a lot of people play the game often, right? And getting feedback.” The studio did that a fair bit with Iron Harvest, giving it to that game’s die-hard Kickstarter community early and then iterating.

“This, by the way, is also something we want to do with Dawn of War 4, now it’s finally announced,” he adds. “We want to make sure we get it in the hands of the players to get their feedback and input – because to be honest, it’s so complex and so complicated that, for example, with four really different factions to balance for multiplayer, you just need a lot of people playing the game.”

And then there’s that combat director. The idea actually came from a “hardcore Dawn of War 1 fanatic” at the studio, in Thomas Derksen, the developer’s head of animation. “That was his game,” Theysen says, “his whole teenage years were Dawn of War 1, and he basically said: Okay, if we do this, we do it right.”

None of the team were particularly convinced it was possible, “but basically him and a couple of animators and tech artists and coders, they dug in and, I don’t know, half a year later, they came up with the system that basically dynamically puts little snippets of animations together to form new combat animations.” The result sounds incredibly complex. “It figures out, okay, I’m a smaller unit fighting a bigger unit, that unit is heavy, so there are certain things I can do and I can’t do. There’s an explosion left of me and there’s I don’t know, another ally on the right, this means I could do the following things, and then the system basically dynamically puts together the animations and it works great. Looks great, I think. And is super fun – you always wondered how it would look if a Redemptor Dreadnought fights a Tomb Spider, right? And now you can see it!”

One of those other big challenges was fitting the game into pre-existing Warhammer 40K lore. The return of John French, a prominent Black Library novel author who also wrote on games such as Rogue Trader, certainly helps there. As does opting to set the game on Kronus once more, the planet of the series-peak single-player campaign in the original’s Dark Crusade expansion. Theysen could share a little more of the setup here: “We basically follow the story of Cyrus and Jonah from the previous games,” (Cyrus featured in DoW 2, and Jonah in both 2’s Chaos Rising expansion and DoW 3) “and they go to Kronus in the hope to maybe find some brothers there, or maybe find recruits to rebuild the chapter a bit. But of course, it’s 40K, so everything goes horribly wrong.”

Image credit: Deep Silver / Plaion

The 200-years-later choice meant the team could use the present-day version of 40K, including all of the story that’s happened since Dark Crusade’s release, but the story itself will be intentionally “Kronus-centric,” as he puts it. “The wider effects might not be the biggest but, let’s put it this way: part of the story is to make sure that actually there are no wider effects for the rest of the galaxy, and it stays contained…”

As for how the four-part campaign will work – which can be played entirely in co-op if you like, it’s clarified – Theysen also shared a little more. There’s really one campaign for each of the factions – Orks, Space Marines, Necrons, and newcomers Adeptus Mechanicus – and then within each of those campaigns there are decisions you’ll have to make which then thread into the next. One example: “when you play the Ork campaign, eventually you have to decide [between] two different war bosses… the Beast Snaggas, which is more like the wild, original Orks, or the Bad Moons, which is more like mechanics, mechs, and so on… and in the end only one of those guys survives or stays around.” Then in the next campaign you play as another faction, the chosen boss is the one you’ll be fighting as, say, the Necrons.

This is all set up on a kind of “world map,” as Theysen puts it, where you’ll be able to select different missions based on what units or bonuses each might unlock for completion, “similar to Dawn of War 2,” Theysen says. “Where you can say: Okay, what do I get here? Who am I fighting? And okay, actually, this mission sounds the most fun, I’ll play this one.” Some of those missions will be mutually exclusive – you can’t play all the missions in one playthrough – encouraging multiple runs. And likewise it sounds like there’ll be a bit of those classic vendettas you can build with the AI, at least to some extent – with the Space Marines for instance, in one scenario you can either save a city, or save some other territory, with the one you don’t choose being conquered and you later on having a chance to exact revenge.

On the topic of differing factions, I was also keen to know why King Art’s team chose the four they did here. “Some of it was relatively straightforward, some of it a little less so,” Verbiest says. The Blood Ravens were a given, having first appeared in Dawn of War itself, and similarly essential were the Orks – “a no-brainer,” Verbiest says, given the roots in Dawn of War one and their prominence there. After that things got more interesting. As well as being pretty prominent in 40K more widely at the moment, the studio chose the Necrons specifically because of how Dawn of War 3 ended (or didn’t end). “They were kind of teased towards the end of Dawn of War 4, and that was something that never really came to fruition, unfortunately. So it’s kind of our way of saying to the fans, essentially: Hey, we’re making good on this particular promise.”

The Adeptus Mechanics, meanwhile, came about because the studio wanted to include a faction that had never been included in Dawn of War before. “It kind of helps a little bit because we worked previously on Iron Harvest,” he adds, “so we have a lot of experience with big walking machines and the like.” Any chance of more down the line via expansions, if things go well? “Unfortunately, I can’t say anything regarding future content,” is the predictable reply.

Image credit: Deep Silver / Plaion

There’s plenty more the team is keen to talk about, as our conversation begins to run short on time. “You probably get more stuff in this game than in any other – not only Dawn of War, but probably most RTS games,” Theysen says, at least in terms of what’ll be there at launch. Skirmishes are “very, very configurable,” for instance, multiplayer maps can be configured too, as can enemy behaviour. The Last Stand, a horde mode from DoW 2, returns here and is playable solo with multiple others in co-op. The sense, above all, is that King Art games is naturally proud, and quite optimistic, about what it’s been able to produce so far. After playing it I think it’s very much justified.

It also leads on to a final question, which feels frustratingly inevitable with conversations about RTS games these days (though I’m well aware I’m saying that the one asking it). Does the team feel good about the state of the RTS these days? Is there optimism here beyond just Dawn of War 4, for such a venerable genre to at least regain a bit of its lost footing? Does all this “death of the RTS” stuff feel a bit overblown?

“RTS definitely isn’t the mainstream genre that it was maybe 20 years ago or something,” Theysen says. “And you know, if you expect, creating an RTS game like Age of Empires 4, sell a couple of million [copies] and then you know, call it a disappointment or whatever – or at least not a success – then okay, what do you expect?

“I think from our side,” he continues,” we know that there is a core RTS target audience that really likes to play RTS, and hopefully plays Dawn of War 4 because it’s a big, good RTS. Then we have this other target audience with 40K fans, who are interested in the game because it’s a 40K game… and we also hope to reach some players that are maybe looking for a good way to get into 40K, because it’s notoriously hard to get into such a big and complex universe.” (Worth noting here: Dawn of War 1 was my own personal introduction to 40K as a goofy little tween myself, so Theysen might be onto something.)

Verbiest’s answer meanwhile is simple enough, and one that, hopefully, Dawn of War 4 will help to ring especially true: “I don’t think that the RTS is necessarily back,” he says. “I don’t think it’s ever really gone away.”



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August 23, 2025 0 comments
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