![]() You play as an initially small and battered band of Grey Knights, a secretive sect of space marines who constitute (at least to my ignorant space fantasy eyes) humanity’s ghostbusters. ![]() That should sound enticing to just about anyone. This is fast-paced XCOM in space, with extensively destructible terrain, an intriguing dual focus on ranged and melee combat, and not a miss chance in sight. Those proper nouns are all cosmic Greek to me, but I’m relieved to report they didn't obscure the promise within the 30 minutes of Warhammer 40,000: Chaos Gate - Daemonhunters I was shown last week. That left our Interceptor free to shoot a nearby statue down on top of a cultist before stabbing him and his friend to death, which in turn gave our Apothecary enough space to chuck a grenade at a bridge and send three Poxwalkers plummeting to their doom. The poor thing was clutching a Vox Stave, and so removing his arm removed the use of his scariest abilities - although in this case the dismemberment proved academic, because it also left him exposed to immediate melee execution. I was sold from the moment our Justicar sliced off the mutated Apostate Preacher’s tentacle arm. ![]()
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