We reviewed Space Hulk Ascension a little while ago and
while it improved upon the original Space Hulk game we still found a few issues
with it (most notably the fog of war). However, we were more than happy to dive
back into it with the Imperial Fist DLC which adds a new chapter to play and a
new campaign.
The Imperial Fists focus on defence and have bonuses which
reflect this. They are markedly different from the three chapters already available
in the game and are a worthy addition. They can also use the Tarantula Turret
which basically allows the commander of the group to stick a huge gun somewhere
to cover you. It leads to numerous situations reminiscent of the film Aliens
where the ammo is counting down as you rush to get your objective completed
before being overrun with Genstealers.
You can also use the new chapter across any of the campaigns
already in place, though as this is such a tough game you may want to use the chapter
designed for each Space Hulk. The Imperial Fist campaign has some strong level
design with lots of cross sections which will see you edging along covering all
corridors as you go. We found it even more intense than the original levels,
though the difficulty seems a bit more balanced as well.
It’s still too dark (though there are more gamma options),
the fog of war is still annoying and we did have an odd glitch where the Flamer
would only turn around on the spot. But, it’s intense, it works and it adds
something to the core game worth playing.
Overall, we had a blast with the first batch of DLC. It does
a lot right and coupled with the fixes which have been applied to the
core game made a more enjoyable all round experience for us going back in. We’ll
be looking at the Salamander DLC shortly but this is a hefty chunk of content
that shouldn’t be overlooked by those looking to reap revenge on the
Genestealer menace.
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