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Dawn of War — Definitive Edition review. The return of a legend or the epitaph of the RTS genre?

August 20, 2025

Warhammer 40,000: Dawn of War — Definitive Edition review. The return of a legend or the epitaph of the RTS genre?

Remasters are a tricky thing: sometimes they give a second life to classics, as in the case of The Elder Scrolls IV: Oblivion. Sometimes they raise more questions than admiration, as with the reissue of Neverwinter Nights 2. Meanwhile, Obsidian is not only reviving the past, but also building the future — with an ambitious Avowed and the expected The Outer Worlds 2, which should prove that the studio hasn’t lost its drive yet. But today we’re going to talk about the return to the dark worlds Warhammer 40,000 — where the remaster tries to prove that the classics are still capable of sounding at their fullest — in the name of the Emperor! Did it succeed? Let’s find out in our review.

Warhammer 40,000: Dawn of War — Definitive Edition review. The return of a legend or the epitaph of the RTS genre?

Warhammer 40,000: Dawn of War — Definitive Edition

Pluses:

The re-release contains the original game and all addons; support for modern hardware and multiplayer; dynamic and intuitive gameplay; improved unit movement and smooth camera operation; rich lore and various factions; pleasant nostalgia for fans of the series.

Minuses:

cosmetic changes are not always of high quality; some addons may feel weaker or less interesting compared to the original game; the AI of the opponents remains unchanged; some animation bugs and technical issues are reminiscent of the old engine; no new content or additional materials have been added; there are no achievements on Steam, so collectors and fans of achievements may be disappointed.

Warhammer vs. StarCraft vs. Warcraft

When it comes to the RTS genre, Warhammer 40,000: Dawn of War, StarCraft, and Warcraft were the three “whales” of the 2000s, but each followed its own path. Warhammer did not copy Blizzard’s formula, relying on a gloomy universe and a tactical component: controlling the territory is important here, not building “economic pyramids”.

StarCraft became the champion of eSports thanks to the perfect balance of the three races, which was studied like chess. In comparison, Warhammer looked less sophisticated but more spectacular and brutal: instead of micro-control and macroeconomics, it was a struggle for positions and strategic points. This is no longer chess, but a gladiatorial arena.

Warcraft III, on the other hand, introduced the “hero RTS” where characters grew and received items, effectively giving birth to the MOBA genre. In Dawn of War, squad heroes were only supportive, not the center of the game. This emphasized the army, not a single character.

StarCraft served up tidy science fiction, Warcraft was a colorful cartoon fantasy, and Warhammer was gothic in space, with steel temples and endless warfare. This scared away casual players, but attracted those who wanted to feel the real hardcore.



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