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[Preview] ‘Warhammer Chaosbane’ is a Polished Diablo-Style Dungeon Crawler, But Level Design Needs Work

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warhammer chaosbane preview

The world of Warhammer goes dungeon crawling, but can it emulate Blizzard’s benchmark series? Discover why there’s a lot of potential for a grand game in Bloody Disgusting’s Warhammer Chaosbane preview.

In all fairness, the dungeon crawler genre has always seemed like a snug fit for Games Workshop’s fantasy Warhammer setting so it comes as little surprise that, even at this early juncture, Warhammer: Chaosbane is looking to do a commendable job of marrying the two together with savage aplomb.

The premise of Warhammer: Chaosbane is pleasingly simple. Those horrid Chaos-lads are at it again as they’ve decided that they want to batter everything that’s breathing in the world into a fine red mist. As the representative of an alliance of races comprising of Humans, Dwarves, High Elves and Wood Elves, you (and your buddies, if you have them) are tasked with putting magical swords/axes/arrows and spells into the faces of your grotesque foes with a view to driving them back to 90s Death Metal World forever and ever.

So far, so Diablo then really.

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In the closed beta client that I had access to in order to author this preview, there were two different characters on offer; High Elf mage Elontir and Human imperial knight Konrad Vollen. Because I prefer the intimacy of ramming blades where they shouldn’t go into the anatomies of demonic evil-doers, I naturally elected to strap on my sword and shield as the good Sir Vollen.

With the entirety of the first act available (it *is* one of the more sizable betas I’ve ever got stuck into, that’s for sure), I was able to clock in a good three hours with the beta build of Warhammer: Chaosbane before all was said and done. The first thing you notice is just how polished everything is. From the easy to navigate menus, through to the detailed environments and the resolutely silky smooth 60 frames per second action that is a world away from the jerky, turtle-plod of recent franchise Diablo-like Warhammer 40,000: Inquisitor Martyr, it’s clear that Chaosbane is already a very polished looking effort even this early on.

As to the core of the game itself, Warhammer: Chaosbane doesn’t appear to be making any big, genre-shattering moves at this point – preferring instead to closely follow the template established by Blizzard Entertainment’s dungeon crawling, magnum opus. With a camera that follows you from a roaming isometric perspective, you are tasked with carving and blasting your way through the Nurgle horde – a particularly unpleasant (and unkempt) branch of the series longtime Chaos antagonists.

It’s simple stuff too – a quick tap of a button executes a standard strike, while more exotic and damaging attacks can be mapped to other keys and pad buttons and chained into combinations with ease. Just like Diablo, Warhammer: Chaosbane also uses an energy system whereby those more powerful attacks consume varying amounts of energy which can, in turn, only be generated by hitting monsters in the face as hard as you possibly can, over and over again.

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In case you find yourself overwhelmed and on a one-way trip to Beatdown Town, healing comes in the form of an infinite healing potion that when used triggers a cooldown, and so its use must be tempered well lest you find yourself without a pick me up when you need it the most. Speaking of pick me ups, should you succumb to a beastly beating, you can elect to resurrect yourself with shards that are found in plentiful quantity, or, elect to quit and return to the beginning of the dungeon.

Elsewhere, the progression system appears to be impressively layered. With a robust range of unlockable abilities and skills that can be plucked from a number of different progression trees, there is no shortage of incentives to keep pushing through the levels and crushing your enemies.

Supplementing the incentive yet further, on top of the regular skills, each class also has an archetype ability which defines their vocation. Our Sir Vollen, for example, fires out a magical shield that stuns enemies caught in its path for a few seconds, allowing for an easy set of kills. Finally, Chaosbane’s Bloodlust mechanic pretty much functions like the rage meter we all know and love – when it fills from collecting pockets of red matter, you can trigger it at any time and for a short period, your character morphs into an invincible and unrelenting tornado of face-smashing violence. Happy days.

Though supremely polished and a lot of fun to play, there are a few things that aren’t quite so appealing about Warhammer: Chaosbane at this point in time, too. The first of these is the level design. Though impressive to gawk at from a technical standpoint, Chaosbane seems fond of repeating huge sections of its play area from one quest to the next. Compounding this repetition is the revelation that roughly 85-90% of Choasbane’s first act takes place in that tried and tested introductory bastion of evil – the sewers, whereupon dull grey and mildly depressing green are the order of the day.

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Then there’s the hub area. Whereas in Diablo III, you could wander around the Town of Tristram and speak to various folks, get an idea of the local flavor, chat to numerous vendors and even take on side-quests, Chaosbane’s hub area is, by comparison, rather limited to say the least. With just one vendor to speak to, no additional folk to really chinwag with and a seeming complete lack of side missions to get stuck into (which would hopefully *not* take place in the sewers), here’s hoping that this is merely a content issue which will be addressed in the final code.

Another issue, albeit a small one at this point, is how this game deals with loot and more pressingly, loot collection. Chaosbane has automatic loot equip, however, there is no option to enable automatic equip when you find better items, as instead, you need to go back into your menu each time to equip new gear. Yes, it sounds like I’m being a lazy bastard (and to an extent, I am admittedly), but when most other titles in the genre offer this feature as standard, its omission should be noted. Something for the final product or the inevitable day one patch, perhaps?

Further afield, destroyable barrels yield the usual sprinklings of gold and other minor loots one might expect, but anyone expecting the free-range, wholesale destruction of furniture and other elements of the environment as seen in Diablo III, will be disappointed. Though again, such nagging issues are ones that could be reflective of the current build status, rather than a systemic issue which will manifest in the finished product.

Based on this rather large morsel then, Warhammer: Chaosbane suitably impresses. It’s far more polished than I thought it would be, has oodles of satisfying combat and rounds it all off with decent loot and progression systems. Though not perfect on account of its level design and other minor seeming shortcomings, it still manages to confidently stake its claim as one of the most lustrous takes on the Warhammer license seen to date and I’m eager to see more, certainly.

Warhammer Chaosbane preview code for PS4 provided by the publisher.

Warhammer Chaosbane is out on PS4, Xbox One, and PC June 4, 2019. The beta is available now via pre-order.

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Previews

‘Resonance: A Plague Tale Legacy’ Preview: Greek Legends, Brutal Combat, and a New Hero

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Resonance: A Plague Tale Legacy Preview

I can’t believe I’m saying this, but I miss seeing rats. No, not in real life, but in the upcoming Resonance: A Plague Tale Legacy. The series had distinguished itself from other games by focusing on the Black Death era, while using diseases as thematic and gameplay markers. 

Instead of using the cover of darkness to get a jump on enemies and devouring them with my supernatural control over rats, I’m jumping right in broad daylight with a sword and knife to cut open their throats. There’s a noticeable shift in setting and tone as Resonance seems to be a sunnier adventure. I played two hours of the game, and I’m interested to see how it’ll connect to the first two games.

Resonance: A Plague Tale Legacy follows a younger version of the smuggling pirate Sophia, whom our prior protagonists, Amicia and Hugo, met in A Plague Tale: Requiem. Set 15 years earlier, Sophia has been cursed with terrifying visions, and after escaping from her home, she reaches the island of Crete, which may have the key to ending her curse.

Resonance thankfully still has some horror-tinged aspects, namely through Sophia’s visions. Often seeped in red, these visions are sudden and ominous, showing her what looks like some sort of connection to the Macula, a supernatural curse prominently featured in the series that allows users to control rats.

During my time with the preview, I played chapters 5 and 6, where Sophia is accompanied by her friend Leni. While I’m unsure of her origins or when she joined, I’m curious as to how she’ll develop as the game progresses. Resonance is much more focused on combat, and Sophia’s repertoire of moves includes slashes, blocks, dodges, and parries. It’s nothing revolutionary, but the action feels smooth, almost like Batman: Arkham. Sophia even has a few finishers that add cinematic flourish.

One thing you’ll have to look out for is her HP bar. I was only able to sustain about three hits before dying, and in order to replenish any HP, you’ll need to kill an enemy. So you can’t go in there all reckless. You have to properly read enemy attacks if you want to survive. Leni can’t be controlled directly, but she’ll often be helpful and keep at least one enemy busy as she fights on her own.

Additionally, Resonance emphasizes Greek culture this time around, giving its setting a different identity from the other Plague Tale games. Sophia also has visions revolving around the Greek legend of Theseus and the Minotaur, allowing her to peer into the past. I even played as Theseus at certain points with a similar moveset to Sophia, as he also cuts down other gladiators. There’s a bit of a dual timeline mechanic here, as seeing things through Theseus’s eyes during cutscenes gives her insight on how to progress through the dilapidated dungeons on Crete.

Puzzles are also a big focus of Resonance. During my preview, Sophia had a mysterious device that would emit three different colored lights, and I’d have to line them up properly on switches in order to open up doors to get further in. You’re rewarded for some light exploration as well. I took a side detour to another light-focused puzzle, and when I solved it, I found a chest containing the Sica, a sword for Sophia. This one contained the Focus Rush skill, where killing an enemy further increases her Focus Gauge.

Eventually, Sophia and Leni get separated, and the former is forced to navigate the temple’s underground alone. However, a giant tubular monster hides in the depths, waiting to attack. This is where the game’s stealth elements come into play. Similar to the first two games, light is a safe haven. Whenever Sophia runs, she emits a trail of blue aura, and the monster is attracted to that. So you’re basically trying to rush from one light source to the next. Additionally, Sophia can use her grappling hook to swing across large gaps, giving the traversal a sort of Uncharted-like feel to it.

After successfully getting out from underground, Sophia lets out a sigh of relief, but now realizes that she has to find Leni before it’s too late. My demo cuts there.

Resonance: A Plague Tale Legacy is a prequel to the first two games, but manages to separate itself by focusing on action and the shift to Greek culture rather than a stealthy adventure through France. The gameplay and puzzle-solving aren’t exactly reinventing the wheel, but all of its mechanics feel incredibly polished.

I’m absolutely enamored with the A Plague Tale’s world. I’m excited to see how Resonance: A Plague Tale Legacy expands its lore and fleshes out Sophia’s character since her introduction in the previous game. This might be the perfect swashbuckling adventure to close out the summer when it launches on August 27 for PC, PS5, and Xbox Series X|S.

 

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