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A legend is reborn and an new legacy begins in Yakuza Kiwami 3 & Dark Ties
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A legend is reborn and an new legacy begins in Yakuza Kiwami 3 & Dark Ties

by admin September 26, 2025


During the RGG Summit 2025 livestream, SEG and Ryu Ga Gotoku Studio announced Yakuza Kiwami 3 & Dark Ties, a remake of the third game in the Yakuza/Like a Dragon series alongside a new, never before seen story. Yakuza Kiwami 3 & Dark Ties will launch on PlayStation 4 and 5, Nintendo Switch 2, Xbox Series X|S, and PC via Steam on February 1th, 2026.

Two Stories, One Package 

Yakuza Kiwami 3 tells the story of Kazuma Kiryu and his adoptive daughter Haruka Sawamura who have planted roots in the tropical Japanese prefecture of Okinawa to run the Morning Glory Orphanage. But when both the government and the yakuza set their sights on beachfront property, Kiryu finds that to defend the things he cares about, he must fight and sacrifice. Can Kiryu rescue the orphanage and escape his past for good?

Rebuilt from the ground up, Yakuza Kiwami 3 evolves several aspects of the beloved title with new cutscenes and new side experiences to make Okinawa and Kamurocho even more exciting and entertaining. Additional highlights include:

Ultimate Brawler Experience – Players can now swap between two powerful fighting styles: “Dragon of Dojima: Kiwami,” a brawling action style overflowing with power and an unmatched sense of dominance featuring the largest number of attack techniques in the series’ history; and the new “Ryukyu Style,” a thrilling and technical weapon-based action style inspired by traditional Okinawan weapon arts that allows players to unleash a wide variety of combo techniques using eight different types of weapons. Both battle styles combine for the ultimate brawler experience!“Legendary Baddie, Bad Boy Dragon”– a team battle mode where players aim to build the ultimate biker gang and fight alongside the Ryukyu Gal Gang, a group of lady bikers out to protect the streets of Okinawa. Dark Ties is a brand-new story that features Yoshitaka Mine, one of Kiryu’s formidable foes from Yakuza 3 as the protagonist. This story depicts the events leading up to Yakuza 3, shedding light on Mine’s origins, his search for unwavering bonds, and the path that led him, once the head of a venture company, to be immersed in the world of the yakuza. Highlights include:All-New Experience – for the first time ever, fans can play as Mine. Battle foes with a stylish yet refined combat system centered around boxing, explore the streets of Kamurocho, and see the usually cool-headed Mine cut loose and have fun.“Dark Awakening” mode – unleash Mine’s inner darkness in battle, triggering a rampage with ruthless, relentless combos, and finishing foes with a decisive strike infused with the power of darkness.“Hell’s Arena” – an underground fight club where players can enjoy fights under a variety of unique rules. In “Survival Hell” mode, players will fight their way through an underground dungeon, enduring relentless assaults from numerous hunters, to reach the goal and clear the challenge.

Players who pre-order the game, physically or digitally, will receive the exclusive “Ryuku Gal Gang – Ichiban Legendary Lad” DLC as a bonus, adding Ichiban Kasuga to the Ryuku Gal Gang within the Legendary Baddie, Bad Boy Dragon mode. The Digital Deluxe Edition gives players access to the following:

DLC Legendary Outfit PackDLC Legendary Lads & Gals PackDLC Ryukyu Gal Gang Customization PackDLC Flip Phone Customization PackDLC Legendary BGM CD Set

A Digital Deluxe Upgrade will also be available for players who choose to purchase the Standard Edition. For more details, you can visit the official website here.

Also revealed during the RGG Direct 2025, Yakuza Kiwami and Yakuza Kiwami 2 will be released on Nintendo Switch 2 on November 13th, 2025. Yakuza 0 Director’s Cut, currently available on Nintendo Switch 2, will make its way to PlayStation 5, Xbox Series, and PC via Steam. Outside of Yakuza, the studio teased their upcoming project, STRANGER THAN HEAVEN, as part of the Direct.

For more on Yakuza, Like a Dragon, and all things RGG, stay tuned to GamingTrend.


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September 26, 2025 0 comments
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PC Gaming Legend Wins Steam With Achievement For Buying 40,000 Games
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PC Gaming Legend Wins Steam With Achievement For Buying 40,000 Games

by admin September 24, 2025


Valve awarded Steam user SonixLegend a special achievement on Tuesday. It’s called the “Game Collector” badge, and it was bestowed upon SonixLegend after they purchased over 40,000 Steam games. As far as we know, they’re the only person to have ever done it. Cool! But also how?

As Gamesradar reports, SonixLegend has a reputation in the Steam community for being the super-user even among super-users. Based in Shanghai, China according to their public records, they’ve been active on Valve’s PC gaming storefront for over a decade and have an account level of 303. They’ve been collecting games for years and it’s finally caught up with them in the form of a new Steam record.

Thanks to places like SteamDB, we can glean all sorts of weird info about SonixLegend’s collection. Technically, they have 97,000 titles in their account, but majority of them are junk that don’t qualify for the achievement. If you were somehow able to magically refund everything in the library at today’s prices, the total catalog would be worth over $640,000. Man, would it suck to lose the password to that account or get banned for breaking Valve’s TOS.

Valve / SteamDB / Kotaku

Polygon estimated that it would take over seven years to beat every game in SonixLegend’s collection. But at the rate they’re actually going, that will probably never happen. SonixLegend’s actual favorite game, ironically enough, is a free-to-play co-op shooter called Alien Swarm. It came out back in 2010. They have played it for over 550 hours. They also have over 100 Steam products that cost more than $200 each.

But while SonixLegend is currently winning Steam, they’re hardly the only person gunning for the 40K achievement. A leaderboard shows nearly 20 other Steam users who all have over 30,000 games in their libraries. SonixLegend appears to be in a semi-direct race with at least one in particular who goes by Ian Brandon Anderson. They’re the current runner-up with 39,497 qualifying games. Just, uh, another 533 to take first place. The current value of their library is $542,444. But being the first to 45,000, assuming Valve adds an achievement for that? Priceless.

The money for Gabe Newell’s next yacht has to come from somewhere.



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September 24, 2025 0 comments
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Endless Legend 2's demo had its critics - here's how Amplitude are changing the early access build in response
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Endless Legend 2’s demo had its critics – here’s how Amplitude are changing the early access build in response

by admin September 20, 2025



I confess, after reading the comments on yesterday’s Endless Legend 2 early access impressions, I am mortally afeared that I’m one of those accursed “positive outliers” I keep reading about in the Gamer Witchfinder Almanac. Seemingly, a fair portion of you were turned off by the recent Steam demo. You may be interested, then, to read specifics about how Amplitude have changed the game in response to demo feedback.


As detailed in a new Steam post, here’s what they think you liked. Firstly, the Tidefall mechanic, whereby the ocean retreats periodically to reveal extra playable terrain, and the regular Monsoons that sweep the land. “This was a core element of the game, and we were happy to see it having a real impact,” the devs write, adding that they tinkered a lot with the quantity of Monsoons and Tidefalls. Apparently, there were once eight smaller Tidefalls to every game of Endless Legend 2, so many that players began ignoring them.


They also reckon you’re keen on the asymmetrical faction design – “always a focus of Amplitude” – and that you’re mostly enjoying the art and sound, including the map design, characters and jingles for stuff like minor factions, or the weird echoey thudding you might hear during Monsoons.


Now for weaknesses. According to Amplitude, the bulk of the negative feedback concerned the user interface. “A quarter of reviews mentioned UI and only 30% of those comments were positive,” they note. “In reading all your feedback we realize it’s not as simple as making a few changes and we are looking at something larger. There are instances where we displayed the wrong or not enough information. There were UI and text bugs to fix and we think more is needed here, which will take some time.”


In particular, they’re looking at making the city screens more intelligible. “Adjacency, leveling districts, managing population, and having clear decisions on what to build next were all muddy,” the devs write. This is a “flow issue”, apparently, which I guess refers to how your eyeballs and attention move from one UI element to the next in the course of urban management.

Amongst other things, they might change up Districts so that you can select them from a construction list like Improvements, rather than picking a tile to build on first. “This will take time to change and won’t be in the initial Early Access, but we will be sharing concepts with you to get feedback,” the devs comment.


To belatedly update my impressions from yesterday, I haven’t had much of a problem with the UI in the early access build, but there were definitely a couple of moments this week when the verdant tile designs made it hard to discern, say, city centres, or units inside cities. It’s definitely rather busy, which is to be expected for a 4X strategy game with such florid factions and a turbulent expanding map. I also sometimes forgot what right-click and left-click do in different contexts. I don’t consider any of these deal-breakers, however.


Following on from those UI thoughts, Amplitude acknowledge that some players have found the colourful world a little too hallucinogenic. They’ve addressed this in early access by making city foundations clearer, so you know to build there, while getting rid of bugs (not the Necrophage) that caused blurriness, and adding more graphics options. They’ve also reduced the colour saturation of the terrain a little and made the all-important hexagonal grid lines more prominent, while shrinking certain fancier vegetation that players kept confusing with Anomalies.


“It’s a difficult balance between providing a lush, detailed world where you can see the leaves blow in the wind during monsoon, and still not have to strain or be confused when trying to see information you need to play,” the developers observe.


In my impressions of Endless Legend 2, I was most critical of the character writing. Demo players were also iffy about this side of the game. In their Steam post, Amplitude note that there are many more words in Endless Legend 2 than the 2014 original, including reams of character dialogue. “We want heroes to feel personal and deep,” they write. “They may be members of your council, have their own friends and enemies, and they talk directly to you and each other. But this additional granularity also came with issues.


“For Early Access we have updated the presentation of the dialog, we are cutting lines and events to focus on only the best and most suitable,” the devs continue. “In some cases, the wrong character would say something, or a character it didn’t make sense for, which we are fixing.” I definitely picked up on a few instances of the latter, but my overarching problem with the character writing is that the focus on characters doesn’t do certain factions justice. The Necrophage are a horde, not a cast. The Aspect are a reef, not an ensemble. That’s what I find attractive about them conceptually, at least.


Endless Legend 2 launches into early access on 22nd September. It’ll start off with five factions. They’re planning to add a sixth plus multiplayer and custom faction support before the 1.0 release next year. If you end up disliking it please don’t burn my house down.



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September 20, 2025 0 comments
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Hyrule Warriors: Age Of Imprisonment - Preorder New Legend Of Zelda Spin-Off
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Hyrule Warriors: Age Of Imprisonment – Preorder New Legend Of Zelda Spin-Off

by admin September 14, 2025



The Legend of Zelda fans don’t have to wait too much longer to return to the world of Tears of the Kingdom. As announced during the September Nintendo Direct, Hyrule Warriors: Age of Imprisonment launches November 6 exclusively on Switch 2. Hyrule Warriors: Age of Imprisonment preorders opened September 12 at major retailers. Like most Switch 2 games published by Nintendo so far, Age of Imprisonment is priced at $70.

Nintendo-published games rarely have preorder bonuses, but it’s possible we’ll see exclusive Zelda-themed trinkets at major retailers in the coming weeks.

$70 | Releases November 6

Hyrule Warriors: Age of Imprisonment’s physical and digital versions retail for $70. Preorders are available at Amazon, Walmart, Best Buy, and GameStop.

For the physical edition, the full file is stored on the Switch 2 Game Card. This has been the case with all exclusives, but it’s worth repeating here because of the game’s file size. Age of Imprisonment is 44.9GB, according to the eShop store page, so it will take up roughly 20% of the console’s usable space if you purchase the digital version.

If you opt for the digital edition and want to expand your storage space, Amazon has restocked the officially licensed Samsung 256GB microSD Express Card for $59. For a higher-capacity card, we’d recommend the SanDisk Gameplay 512GB microSD Express Card at Walmart. This exclusive card is virtually identical to the $120 SanDisk model, but it’s sold for only $78 exclusively at Walmart.

Age of Calamity is the third game in Koei Tecmo’s Dynasty Warriors and Zelda crossover series. Like the previous two entries, Age of Imprisonment is a hack-and-slash action game that can be played solo or cooperatively with another player. It features a large cast of playable characters, led by Princess Zelda. This means that the two most recent Legend of Zelda games have actually starred Zelda. Last year, the heroine was the lead protagonist in The Legend of Zelda: Echoes of Wisdom, the first mainline entry led by any character beyond Link.

Just as Age of Calamity served as a prequel to Breath of the Wild, Age of Imprisonment takes place before the events depicted in Tears of the Kingdom. The story revolves around Demon King Ganondorf’s previous attempt to take control of Hyrule. This invasion is referenced in Tears of the Kingdom, and now fans will get to see how it all went down. Other playable characters beyond Zelda include King Rauru, Mineru, and other Sages. Most importantly, you can play as a Korok.

Age of Imprisonment supports GameShare on Switch 2, so you can play with a friend over local wireless with only one copy of the game. All Zelda Amiibo figures are compatible with the new game. Scanning Amiibo figures will drop crafting materials and other items.

If you haven’t played Hyrule Warriors: Age of Calamity, it’s worth noting that anyone with a save file on their console will get the High Guard’s Claymore weapon in Age of Imprisonment. You’ll also get the High Guard’s Sword if you have a Tears of the Kingdom save file.

Hyrule Warriors and Zelda Games for Switch 1/2

Hyrule Warriors: Definitive Edition / Tears of the Kingdom Switch 2 Edition / Age of Calamity

If you want to catch up or revisit the previous Hyrule Warriors games ahead of Age of Imprisonment’s release, Woot has physical editions of Hyrule Warriors: Definitive Edition and Age of Calamity for $50 each. These are international editions, but the Switch and Switch 2 are region-free, so the only tangible difference will be the ratings board logo on the cover. Walmart has US editions for $55.

  • Hyrule Warriors: Definitive Edition
  • Hyrule Warriors: Age of Calamity

Even though Age of Imprisonment takes place before Tears of the Kingdom, you will almost certainly get more out of the story if you’ve played the brilliant open-world adventure. The Nintendo Switch 2 Edition is available for $79, or you can grab the Switch version for $59 and purchase a $10 Switch 2 Upgrade Pack from the eShop. We’ve included a list of all of the mainline Zelda games with physical editions for Nintendo Switch and/or Switch 2 below.

  • The Legend of Zelda: Tears of the Kingdom
  • The Legend of Zelda: Breath of the Wild
  • The Legend of Zelda: Echoes of Wisdom
  • The Legend of Zelda: Link’s Awakening
  • The Legend of Zelda: Skyward Sword HD

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September 14, 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
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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

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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  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5
  • The 10 Most Valuable Cards

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal

    October 10, 2025
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada

    October 10, 2025
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5

    October 10, 2025
  • The 10 Most Valuable Cards

    October 10, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal

    October 10, 2025
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

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