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Why One of the Greatest 'Star Wars' Novels Ever Made Was Written Like a Greek Tragedy
Product Reviews

Why One of the Greatest ‘Star Wars’ Novels Ever Made Was Written Like a Greek Tragedy

by admin October 2, 2025



When it came to penning the novelization of Star Wars Episode III: Revenge of the Sith, the planning all came before the aftermath of the film’s eventual polarizing release. And by chance, Matthew Stover’s version of the events of the film ended up being one of the saving graces of George Lucas’ closing chapter in his saga, at least to the old guard of fanboys. We all know that the generation who grew up on it and the animated shows ended up being more embracing of the maker’s final contributions to the Star Wars universe.

In an exclusive with Entertainment Weekly, Stover shared his new author’s note, now added to the book’s 20th anniversary re-release. In it he discusses his unique approach to writing the film as a novel with George’s Lucas’ blessing and inspiration from Greek myths.

What sets the book apart from the film is that it allowed Stover to expand on Anakin’s perspective during his fall from the light side. And it’s something that made him nervous from the start. “It had come to me during the panic attack I’d suffered after signing the contract to write this novelization, which had ignited because I’d foolishly committed to write the keystone in the arch of the Skywalker saga for the biggest audience of my career—and the entire Star Wars-loving universe would be hoping for a thrilling space opera, despite the plain fact that every main plot point had been spoiled for decades.”

Stover continued, “Add the challenge of writing a novelization without ever seeing the final movie, because the movie wasn’t done and wouldn’t be out before the book went to the printer. I would be armed with only the script and the collective Lucasfilm knowledge of Star Wars. What saved me then was my early training,” he explained, describing how the guardrails of classic theater mythology came in handy for the writer.

“More than 20 years before I signed that contract, I’d had the good fortune to study theater history under a professor who was an authority on ancient Greek drama. Every single one of the great Greek tragedians had faced exactly my trouble—their audience knew the story going in—and they had some tricks they would pull to make their plays dramatic anyway. I figured I could steal a couple of these for this book.”

“The more I thought about Greek tragedy, the better it seemed to fit. The classical tragedies were drawn from Greek mythology and legend, right? Also—if I needed any further excuse—ancient Greek tragedies were traditionally performed as single acts without intermissions, like modern movies, and they were usually presented in actual, no kidding, wait for it . . . trilogies.”

© Penguin Random House

“I hoped to present the story explicitly as a tragic myth, with language and style more formalized and darker in tone than people generally expect from Star Wars fiction. After all, I intended to argue that this story is special. It’s different from any other Star Wars story—not only because it’s the final film (or so we thought at the time), but because this story is the true foundation that underlies all the rest, and it should feel different from the very first page.”

Additionally, his approach would be informed by how myth served as a template for so much Star Wars media to begin with within its Expanded Universe (before getting decanonized). “But evoking the Greek tragedies was only part of my idea, and I expected that part to be an easy lift, for the reasons I sketched above. The rest, however, was gnawing holes in my stomach lining, because I wanted to fold in elements of the larger Star Wars Expanded Universe (EU).”

“I desperately needed EU material to make this story work. Not because the EU had been part of my life ever since Splinter of the Mind’s Eye, and definitely not because it’d be extremely cool to incorporate elements of those stories into this novelization … I genuinely believed that I needed the EU to make this story work as a novel. It would give the story heft and texture. It would let me touch on where these people come from and where most of them are going to end up, and it would let me weave this specific narrative and its implications into the wider ‘historical’ context of the whole galaxy far, far away.”

The best anecdote of the note was how all of this work, how he’d gone out of his way to plan and pitch to George Lucas, was met with a surprising answer when he asked the living legend how much he should stick to the script. Lucas liberated him from perceiving the movie script as a constraint. “Don’t worry about that stuff. As long as you don’t violate the story, do whatever you want,” Lucas said to Stover. “Just make it good.”

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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October 2, 2025 0 comments
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Person placing application frame onto the DBrand Prism 2.0 for Nintendo Switch 2
Product Reviews

DBrand Prism 2.0 for Nintendo Switch 2: one of the greatest Switch 2 screen protectors around

by admin September 18, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

DBrand Prism 2.0 for Nintendo Switch 2: review

Picture this. You’re going ham on your foes in Donkey Kong Bananza, smashing your way through every last one of them until BAM – oh no… you’ve dropped your precious Nintendo Switch 2. Now, this could be a huge problem for your console’s display – that is, unless you’ve got a trusty screen protector like the DBrand Prism 2.0 for Nintendo Switch 2.

Yep, this hardy screen protector is sure to keep your Switch 2 safe, thanks to its tempered glass construction, scratchproof surface, and precise fit.

I batch tested this model alongside a range of competitors, and it was one of the best performers, without a doubt. You fit the screen protector using a well-sized, fully recyclable drop-in-place frame that’s easy to use and comes with simple, yet detailed instructions. Just place the frame on, pull the release tab, press down on the protector, and you’re good to go.

(Image credit: Future)

Of course, there were quite a few air bubbles after application, but a squeegee was included in the box to banish every last one of them to the shadow realm.

After a bit of squeegeeing action, the final look of the screen protector was excellent from all angles. When playing Mario Kart World, there was no sign of distorting, warping, blurring, dust… You name it.

(Image credit: Future)

  • DBrand Prism 2.0 for Nintendo Switch 2 at dbrand for $34.95

I even tried covering the screen with fingerprints, and was delighted to see that the Prism 2.0 barely picked them up. They were slightly visible in bright light, but nowhere near as prominent as they appeared on the Genki Aegis Shield, for instance.

Image 1 of 2

How fingerprints appear on the Prism 2.0…(Image credit: Future)(Image credit: Future)

On top of that, this is a highly durable model. I tried using keys to scrape the surface, and it didn’t matter if I pressed pretty hard – there wasn’t even a spec of damage to be seen. DBrand itself has used a sharp knife against the protector, and claims that it ranks at 7 on the Mohs scale of mineral hardness.

Sign up for breaking news, reviews, opinion, top tech deals, and more.

Image 1 of 2

Before…(Image credit: Future)…and after(Image credit: Future)

But that’s not all. In addition to all of this, you get a second screen protector, screen wipes, and a microfiber cloth (to clean your screen before applying the Prism 2.0). That’s a pretty comprehensive package, right?

Having said that, this model does come at quite a cost. Via DBrand’s website, you can purchase it for $34.95 (about £26 / AU$53). That’s a fair bit more than rivals we tested, like the $19.99 / £17 / AU$35 Genki Aegis Shield and Belkin’s even cheaper TemperedGlass Screen Protector for Nintendo Switch 2.

Still, if you want the easiest application, phenomenal durability, and a discreet in-use appearance, the DBrand Prism 2.0 is a fantastic option. Yes, it’s a touch pricey, but I found it more seamless to fit than some rivals, and the finished result looked great. With that in mind, it’s very easy to recommend.

DBrand Prism 2.0 for Nintendo Switch 2: price & specs

Swipe to scroll horizontally

Price

$34.95 (about £26 / AU$53)

Number of screen protectors

2

Material

Tempered glass

Application type

Drop-in-place frame

Additional items

Microfiber cloth, screen wipes, squeegee

(Image credit: Future)

Should I buy the DBrand Prism 2.0 for Nintendo Switch 2?

Swipe to scroll horizontally

Attributes

Notes

Rating

Ease of application

The application frame is very easy to use, well-sized, and comes with clear instructions.

5/5

Design

Frame isn’t overly large, the protector resistant to fingerprints and cleaning tools work very well.

4.5/5

Toughness

Dealt with key scratching without a hitch, rated 7 on Mohs scale.

5/5

Value

Quite expensive compared to rivals, but plenty of quality on display.

4/5

Buy it if…

Don’t buy it if…

DBrand Prism 2.0 for Nintendo Switch 2: also consider

How I tested the DBrand Prism 2.0 for Nintendo Switch 2

(Image credit: Future)

  • Applied the screen protector using the written instructions
  • Tested its effect on display, fingerprint resistance, and how easy it is to damage
  • Tested by a lifelong gamer

I followed our standardized process for testing Nintendo Switch 2 screen protectors here at TechRadar. Firstly, we apply the screen protector using the included instructions, then we test impact on the console’s display by assessing aspects like brightness and viewing angles.

After this, we test how the surface copes against fingerprints, before scratching the model with a set of keys and attempting to peel at the edges. All of this helps us to judge ease of application, durability, and general build quality.

When it comes to experience, I’ve tested more than a hundred products at TechRadar, including everything from flagship headphones, like the Sony WH-1000XM6, through to gaming accessories, such as the Hori Piranha Plant Camera for Nintendo Switch 2. In addition, I’m a lifelong gamer, with a massive love for Nintendo. I own a Switch 2 personally, and have reviewed games for the platform, such as Drag x Drive and Raidou Remastered: The Mystery of the Soulless Army.

  • First reviewed: September 2025
  • Read more about how we test

DBrand Prism 2.0 for Nintendo Switch 2: Price Comparison



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September 18, 2025 0 comments
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Giannis calls Greece's bronze his 'greatest accomplishment'
Esports

Giannis calls Greece’s bronze his ‘greatest accomplishment’

by admin September 14, 2025



Sep 14, 2025, 02:02 PM ET

RIGA, Latvia — Giannis Antetokounmpo scored 30 points and grabbed 17 rebounds, leading Greece to a 92-89 win over Finland in the bronze medal game at EuroBasket on Sunday.

It was Greece’s first EuroBasket medal since winning bronze in 2009.

“We did it. This is probably one of the biggest accomplishments that I’ve ever accomplished as an athlete,” said Antetokounmpo, the Milwaukee Bucks star and a past NBA champion and MVP. “I know I’ve won an NBA championship, but there’s no feeling like representing your national team and representing 12 million people that breathe and live this national team. This is probably the greatest accomplishment so far in my life.”

“This is probably the greatest accomplishment in my life.” 🇬🇷 #EuroBasket | #MakeYourMark pic.twitter.com/vaktRBOVw5

— FIBA EuroBasket (@EuroBasket) September 14, 2025

It was the sixth time that Greece finished on the podium at the EuroBasket, with two golds, one silver and three bronze medals.

Utah Jazz forward Lauri Markkanen had 19 points and 10 rebounds for Finland.

Greece, which never trailed and led by 17 at one point, had an 11-point lead with less than two minutes remaining, but Finland rallied.

Elias Valtonen had a chance to tie the game with three free throws with five seconds left but missed the third. Antetokounmpo eventually controlled the rebound for Greece and sealed the game with a pair of free throws.

Greece was routed by Turkey in the semifinals, with Germany defeating Finland. Germany edged out Turkey later Sunday in the gold medal game.





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September 14, 2025 0 comments
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In Neurocracy, it's up to you to solve a murder mystery through the internet's greatest resource, Wikipedia
Game Updates

In Neurocracy, it’s up to you to solve a murder mystery through the internet’s greatest resource, Wikipedia

by admin September 14, 2025



You might not think of it as one, but Wikipedia is a game. It has untold numbers of characters and stories, each page an interactive slate with your mouse and hand acting as the choice maker for what you learn next, thus impacting your following choices. This is, admittedly, a bit of a wanky, thinkpiecey way of talking about Wikipedia, so instead of that let’s talk about Neurocracy, a game that could quite easily fool you into thinking it is another version of Wikipedia.


It first launched a couple of years ago now, in 2023, and started its third season earlier this year. In fact, its final episode for season three is coming next week on September 17th, so now seems like a pretty good time to get started with diving into it.

Watch on YouTube


There is is no main character in Neurocracy so to speak, other than you, and you are browsing Omnipedia, a very real but still fictitious website you can head to right now to view everything, though the full version of the game has a virtual conspiracy pin board you can use to unravel the mystery with – we’ll come back to that.


Omnipedia, according to its in-world description, is an “English-language online encyclopedia founded by internet entrepreneur Tony Hsiung in June 2049. Intended as “a general reference work and trusted source of information,” Hsiung initially conceived of Omnipedia as a successor to Wikipedia, which was discontinued in 2048.”


We’ve already learned a few things here – that we’re a good couple of decades into the future, and Wikipedia is dead. Gathering bits of information like that is the name of the game, though you’re after juicier pieces than that, as there’s a murder mystery to be solved. As you find actually useful pieces of information, within the full version of the game you can add particular links and bits of text to build this conspiracy for yourself.


I’ve only dipped my toe into Neurocracy’s world, it’s impressively expansive, though it does feel like the kind of thing you should add to slowly, with only the occasional day of falling through the rabbit hole here and there.


As mentioned, Neurocracy’s third and final season wraps up next week, September 17th, but you can pick it up on Itch.io now to start getting yourself ready for it.



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September 14, 2025 0 comments
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25 Years Later, Valkyrie Profile Remains One Of The Greatest Cult JRPG Classics
Game Updates

25 Years Later, Valkyrie Profile Remains One Of The Greatest Cult JRPG Classics

by admin August 31, 2025



Valkyrie Profile is celebrating its 25-year anniversary today, August 29, 2025. Below, we look back at why the RPG went overlooked at the time, and what makes it still stand out as special today.

It’s not hard to see why Valkyrie Profile wound up overlooked in its initial North American release. Japanese publisher Enix had only recently revived its US branch, likely due to both the surge of popularity of JRPGs in the post-Final Fantasy 7 era and the success Sony had licensing and releasing Star Ocean: The Second Story globally. But it was going to be an uphill struggle to get a new PS1 RPG any traction, even one made by Star Ocean 2 developer Tri-Ace. The Dreamcast was already out, the US launch of the PS2 was less than two months away, and Squaresoft had dropped Chrono Cross, a follow-up to the beloved Chrono Trigger, a couple of weeks earlier.

It was my freshman year of college, the weekend just before my birthday, and I wanted a new RPG to keep me occupied between classes. I had two choices: Valkyrie Profile or Chrono Cross. After having a delightful experience with Star Ocean 2 the summer before, my gut was telling me that Valkyrie Profile was the one I should pick.

I have never once regretted my purchase. Valkyrie Profile was–and still is–one of the greatest RPGs of its era, a game that–despite universal acclaim from its many devoted fans–remains criminally underplayed. It’s been 25 years, and there’s still nothing else that captures the same magic.

The enhanced port Valkyrie Profile: Lenneth

As you might surmise from the title, Valkyrie Profile’s setting is built around concepts inspired by Norse mythology–with a good deal of creative wiggle room, of course. Lenneth, the titular Valkyrie, has been summoned to the service of the great god Odin, ruler of the heavenly realm of Asgard. He has learned that the mythical Ragnarok is nigh, and between that and the Aesir gods’ struggle with the Vanir heating up, they need manpower in the form of worthy human souls: einherjar. Lenneth must find the worthy souls of the recently departed on the lower plane of Midgard to train and transfer to Asgard before the gods’ final confrontation. There are also plenty of messes on Midgard to clean up, however–the undead seeping in from Niflheim, a rebellious former einherjar, and humans overstepping their boundaries.

It’s clear from the outset that, in contrast to the gilded realm of the gods, Midgard is a den of abject misery. Villages exist on the brink of catastrophic collapse. Desperation has led to many partaking in dangerous activities to make a living. Illicit trades like smuggling, thievery, and even human trafficking thrive in this harsh, bleak realm, and many seem to live day to day with one foot already in the grave. You can’t help but wonder if the cataclysm of Ragnarok might be a small mercy to end all the suffering that’s seen.

Lenneth, with the gift of spiritual concentration, can sense the struggles and anguish of the departed. When she comes to take their soul under her wing, she sees what their final days of existence were like, their tragic fates laid bare. Her first recruits involve a haughty princess and a gruff mercenary who find themselves caught up in a convoluted plot by a traitorous noble–one that dooms them both. More tragedies follow. A warrior strikes a faustian bargain to cure his sister’s blindness, only to perish at the hands of his inner demons. A headmistress at a magic academy finds herself slaughtered by her own husband, transformed into a monster by a vengeful student. Those are just a handful. Not every death feels undeserved, as not everyone who Lenneth recruits is a particularly good person. It’s their usefulness to Odin that matters–and Lenneth can help shape them into the perfect fighters.

Knowledge of Midgard’s geopolitical environment can be gleaned from the interwoven sagas of the departed, and while the gods generally care little about most human affairs, Lenneth encounters numerous personalities that shake up her ongoing mission. There’s an einherjar who seems oddly familiar with Lenneth. Then there’s Brahms, the lord of the undead, who appears to hold someone important to Lenneth and the gods hostage to prevent them from destroying him. And, of course, sorcerer wunderkind Lezard Valeth: The only thing worse than his creepy obsession with making the Valkyrie “his” are the immoral means he’ll stoop to to make that happen.

The ever-present tragedy of Valkyrie Profile helps set it apart from most other RPGs of the era, but a lot of what makes it feel special to this day are its unique interlocking gameplay mechanics. One of these is the game’s distinct structure. Exploration is largely freeform, allowing you to visit areas, recruit einherjar, and delve into dungeons when you see fit. Progression is instead dictated by a timer system: The game’s chapters are divided into a set number of “periods,” and actions–recruitment, exploration, resting–all have a set time cost. When you reach the end of that chapter’s periods, Lenneth receives an evaluation from Asgard. Actions performed during the chapter, such as sending suitable einherjar and lost artifacts to Asgard, count towards your evaluation. Perform well, and you get rewarded. Then you move on to the next chapter. While some characters and areas only become available in certain chapters, you’re usually not obligated to complete anything as soon as it appears, giving you a lot of freedom.

Another defining gameplay characteristic are the dungeons. These are presented as 2D, sidescrolling platformer-style affairs, laden with traps, enemies, jumps, and gimmicks. They often feature bespoke obstacles and tricks that Lenneth will need to overcome, adding an element of puzzle-solving to the platforming action. Fortunately, Lenneth has a handy little tool to help: a crystal projectile. This offers a wide variety of uses: temporarily freezing enemies, creating barriers and platforms, even refracting light or manipulating objects from afar. She can also perform advanced movement techniques by building and shattering crystals in various ways, propelling her into hidden enclaves (and allowing for some fun speed tech).

But Valkyrie Profile’s most memorably distinctive element is its combat. Tri-Ace’s previous Star Ocean games added an element of action gameplay to the usual RPG proceedings, and Valkyrie Profile does something similar in concept, yet entirely different in execution. Each turn of combat sees you controlling four characters, one assigned to each face button. Depending on the weapons you’ve equipped, each character will have access to certain set attacks, which they will execute when you press a button. Some attacks have special properties, such as breaking an enemy’s guard or launching them airborne for juggles. Land enough hits in a turn and you’ll fill a gauge, allowing you to unleash one of your party member’s ultimate attacks. With some strategy and practice, you can learn to chain combos and supers similarly to the way you would in a fighting game.

However, the enemies won’t always make it easy–they’ll guard, parry, and sidestep when they can, upsetting your combat flow and making them much more challenging to slay. Observing and figuring out the properties of your attacks–how they hit, how many hits they have, if they can juggle or damage enemies on the ground–is crucial to both defeat strong enemies and earn lots of post-combat rewards. Learning how the enemies react to your attacks and conduct offense on their turn is important, as well, since you can also dodge, counter, and guard, provided you’ve got the appropriate skills. As cool as this might sound, I’m actually oversimplifying the combat: There’s a tremendous amount of skill and nuance here that will challenge RPG vets and seasoned action-game players alike.

An in-depth skill system bolsters Valkyrie Profile’s gameplay depth. Not only does learning skills help characters in combat, but they also raise characters’ Hero Value and give them positive traits, making them more suitable for service in Valhalla. Passive character skills grant stat boosts, remove negative character traits, and tend to come as specific requests from the gods. Combat skills include auto-heals and low-HP survival techniques, counterattacks, added effects to normal strikes (like splash damage and extra hits), and powerful techniques to catch enemies unaware.

The enhanced port Valkyrie Profile: Lenneth

WARNING: Spoilers for Valkyrie Profile’s ending, including its true ending, follow.

Everything culminates in the game’s final chapter, where Lenneth leads the einherjar in an assault on the Vanir stronghold. When she emerges triumphant, you might expect a glorious celebration in Valhalla. But that’s not what you get. The ending you receive for this stellar performance is… bland. And short. Eerily so, as if there’s something being hidden from you. And there is! Valkyrie Profile is a multi-ending game, and part of why it remains so strongly in the memory of players is the trick it pulls on them.

The key to obtaining the true, best ending in the game is a radical departure from what players are often led to expect. It’s easy to assume that performing the tasks the game sets out for you exceptionally well would yield greater rewards, and thus, a better ending. But that’s not what Valkyrie Profile does. Instead, Valkyrie Profile wants you to question and doubt your assigned task.

There are hints throughout that Odin and the gods are not entirely noble, seeing humanity as merely useful tools for their battle and service. By strictly following the orders that Odin has given her, Lenneth plays right into his hands, acting as his obedient pawn. But what if Lenneth disobeyed? Obviously, outright rebellion under the watchful eye of a powerful god would put her directly in his crosshairs for elimination.

What the player must do to free Lenneth from Odin’s control is stage small acts of rebellion over time: sending up only the required number of einherjar, deciding to keep some of the gods’ sacred treasures found in dungeons, visiting places tied to a forgotten past. Even the simple act of removing the ring Odin bestowed upon Lenneth when consulting with Asgard between chapters will help break his sway over her. Lower the Seal Value enough, and when you enter a certain area in Chapter 7, a series of dramatic events will occur, ushering in a moment of reckoning for Lenneth with the fate of all the realms hanging in the balance.

The unique requirements to access this ending was quite a shock to players when the game first released, and even now, it stands out. We’re conditioned to do what we’re told will get us praise and rewards in games, rarely stopping to question why we’re doing it. Valkyrie Profile, in contrast, only reveals the full truth about its world to those who deliberately and defiantly play around its core systems.

Valkyrie Profile has had sequels, spin-offs, and spiritual successors, as well as giving inspiration to many games that followed. Some of these games have been excellent in their own right, others not so much. But all of the games that have come since have deviated in some way from the original gameplay elements that helped make Valkyrie Profile the fantastic experience that it is. Perhaps it’s just a case of lighting in a bottle–the world of games and game development have changed so much since its original release that you can’t recapture the same magic. That’s why its lack of availability on modern platforms is so tragic: only a compromised mobile port and a PS4/5 re-release of the PSP version exist. I can only hope that changes eventually, because there’s nothing else like Valkyrie Profile, and there probably never will be. When I first played it all those years ago on PS1, I was entranced. A quarter of a century later, I still am.



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August 31, 2025 0 comments
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Warhammer 40K: Dawn of War - Definitive Edition removes all possible barriers to playing one of the greatest strategy games of all time.
Game Updates

Warhammer 40K: Dawn of War – Definitive Edition removes all possible barriers to playing one of the greatest strategy games of all time.

by admin August 18, 2025


Hurtle back through space and time with me, will you, to my living room sofa in 2005. Hunched over, Ork-like and sallow, I used to balance my laptop on one of those nesting coffee tables that was a tiny bit too small, a squeaky little bluetooth travel mouse on the even smaller one beside it. It got so uncomfortable at one point I had to give up on the luxury of my squishy wrist-pad mouse mat, and just wedge a whole cushion under my arm instead. All that for another few minutes running my army around the corners of the map, looking for the final building to demolish, any straggling xenos I’d yet to expunge.

Warhammer 40K: Dawn of War – Definitive Edition

  • Developer: Relic Entertainment
  • Publisher: Relic Entertainment
  • Platform: Played on PC
  • Availability: Out now on PC (Steam)

The original Warhammer 40K: Dawn of War is one of the all-time greats of real-time strategy. It’s Relic Entertainment, an RTS powerhouse, approaching if not outright hitting its utmost peak, the three brilliant expansions it developed in-house (plus Iron Lore Entertainment’s Soulstorm later on), arriving at just the same time as its equally superlative first Company of Heroes. To look back on that time now – an early teenager, surfing the early-ish, pre-algorithmic internet, playing a favourite genre in a pomp we’ll probably never see again – is to summon that phrase which increasingly feels like the defining cliché of life as an older millennial. We didn’t know how good we had it.

Anyway, I’ve got that out of my system. Back to the grimdark violence of the far future! Dawn of War was and is brilliant because it is just frightfully silly. In writing that, I can hear a thousand mouths cry out in pain, as I think the Aspiring Champion put it. For many, Warhammer is serious business. But not me. Ye olde editor of mine Martin Robinson used to describe 40K as like Tonka Toys for grownups, as if the little models were something you’d imagine smashing together while making duf-duf-duf noises and giggling with glee. I’ve never been able to see it another way since – no faction captures it more than the flag-bearing Space Marines, being all domed shoulders and coned shins and big, cool trucks. Dawn of War was intricate and keenly balanced and vast, but it was also simple. What if you could play your goofy pre-teen imagination, and what if doing that was awesome?

Here’s a trailer for Dawn of War – Definitive EditionWatch on YouTube

Dawn of War – Definitive Edition, which has just released, was more than enough of an excuse to return. As a remaster it’s a pretty low-key one. For everyday users arguably the biggest fix is the one made to the previously clunky choose-your-resolution options on start-up. There were no good options, for anyone not playing on a monitor from 2005 (Dawn of War and the first expansion, Winter Assault, are 4:3 aspect ratio for instance, and Dark Crusade onwards just stretched-out versions of that), where now it scales nicely all the way up to 4K.

There’s a prettifying effort that’s been made to textures, lighting, shadows and the like – the type of thing that you notice the first time you play the new version and then immediately forget. That’s a compliment, if a back-handed one: the nature of these kinds of upgrades is that, while noticeable side-by-side, in practice the new one simply bumps your memory of the old clean out of your head. I must’ve played the original Dawn of War for hundreds, maybe thousands of hours; within about three with Dawn of War – Definitive Edition my subconscious has already decided that’s just how it always looked.

Image credit: Relic Entertainment / Eurogamer

Naturally, of course, it isn’t. Go back to the original again and you’ll be blown away by just how claustrophobic the level of zoom is with the camera. Or how greedy the UI’s taskbar is, taking up the entire bottom edge and what must be close to about 20 percent of your entire screen. These are little snags you didn’t even know were snags, sanded off and 2025-ified for modern consumption. Plenty of old bugs have been tidied up too.

The headline for the true nerds is the move to a 64-bit version of the game from the previous 32-bit. I’m not going to even attempt to get all Digital Foundry about this but the top-line point here is that it’s a major boon for the modding scene, adding extra headroom where modders would previously come up against hard limits to RAM usage. Part of the justification developer Relic gave for this specific type of somewhat limited remaster, in fact, was that it “didn’t want to break anything” modders had made for the original, as design director Philippe Boulle told some guy called Wes at IGN.

Absolute state of this lad. | Image credit: Relic Entertainment / Eurogamer

The headline for me, meanwhile, is that I once again have a reason to play this game again – and a functional, borderline thriving online community to repeatedly lose to once more. (Anyone who ventured onto old DoW servers in recent years would’ve encountered one of about nine, five-star-rated experts who still lurked there, and who were often very nice, in that Warhammer shop assistant way, as they absolutely obliterated you in about 45 seconds flat.)

I started up my playthrough here at the very beginning, with the first Dawn of War’s main campaign. This lasted a few pleasantly xeno-purging missions until I had one of those who am I kidding moments, and turned straight to the conquest mode of Dark Crusade – one of the very greatest RTS campaigns of all time, and a mode I’ve personally replayed so many times, on so many chunky laptops after school, or friends’ parents’ PCs when attempting to jank together some rudimentary LAN party, that even the tutorial voiceover guy’s weirdly impeccable enunciation is burned into my ears. This mode is just magic. Put a conquest mode in everything, I say (and realise I’ve also said before).

Memories… | Image credit: Relic Entertainment / Eurogamer

In saying that, I realise I’m trying to sell you on it. And in realising that I’m landing on something else. The other big millennial realisation that is forever destined to haunt us, as it’s done to every generation before. A lot of people are about to experience this thing you’ve always loved for the first time today. I like that one much better. So much has been said and written about the demise of the RTS. And indeed of Relic, a sensational developer that’s gone through the ringer like so many others in recent years. Now’s your chance to remind yourself what they were all about; or to realise it for the first time. If you’ve never played Dawn of War – hell, if you’ve never played a real-time-strategy game – this is the time to do it.

Dawn of War is grim, jagged, frequently some shade of sludgy grey, green or brown. It’s also campy, emphatic in its spectacle and quite happy to be bizarre. It’s a game where teching (or turtling, as some call it) can be genuinely viable, letting you pile up defensive turrets and mines, pack choke points (all great strategy games must have choke points!) and outlast your enemy’s assault as you bide your time through unit upgrades. As can rushing to a specific unit or upgrade for some niche, edge-case means of assault, like teleporting a builder over a chasm and having them construct cloaked buildings right under the enemy’s nose. It’s a game you can take very seriously, with a real competitive edge, or likewise not even a little seriously at all, giggling at line deliveries and old quotes you’ll find yourself muttering to friends years later. And all of it’s just drenched, dripping, squelching away in peak, secondary school oddball fantasy. I refuse to play this game and be sad about the state of the RTS, to feel sorry for what we’ve lost or what could’ve been. Instead I’m simply glad to have it at all. I say get your big fancy power armour on and wade in, like the rest of the Emperor’s finest.



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August 18, 2025 0 comments
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