Long is not synonymous with validity
In the name of Warhammer 40,000: Sanctus Reach already contains some important information about which part of the vast world created by Games Workshop will go exploration. Sanctus Reach is in fact one of the segments sector of Ultima Segm
entum, one of the most well-known space systems ruled by the Empire, always centered on infinite struggles between Space Wolves and the Orcs, and that in its history has encountered some of the most famous heroes of the saga. The potential for epic battles and campaigns focused heavily on narrative was all but after a few moments in War
hammer 40,000: Sanctus Reachwe realize that many expectations are destined to vanish into nothingness. But let us go with order and start from what is the principle of almost all the strategics, the tutorial, used in this case as a start to the countryside and where we expected to be explored all the mechanics of a deep and compl
ex title. After the first mission where basic commands, such as unit movement along the map boxes and the handling of the attacks, were illustrated, it was conceivable to imagine some other quick section in which a couple of trade tricks or points strengths and
weaknesses of the troops. So a cold shower was the laconic phrase that ended the first and only one tutorial mission, in which, quite brutally, it is said that to learn all the other details and strategies you need to refer to the heavy gaming manual, of course all in English. So, without having been practiced an
d trained, we were catapulted into the mainstream ofWarhammer 40,000: Sanctus Reach , the two singleplayer campaigns named Stormclaw, where the adventures of Space Wolves are directed by Krom Dragongaze, and Hour of the Wolf, where the protagonists are well known Ragnar Blackmane and Logan Grimnar. Unfortunately, despite
the caliber of the heroes involved in the events, both adventures never take off from the narrative point of view, and the numerous and long missions, which certainly contribute to increasing the hours of play and ensuring longevity, seem to be kept together with the scotch and missing a real wire .
The way the campaigns are structured does not help then in that sense, as the system adopted by Straylight Entertainment is the same as inCompany of Heroes II: Ardennes Assaultwhere, along a map divided into several areas, you have to decide which area to carry your attack and advance, without a stroke or a change of pace in the narration. Last but not least, for low productive costs, there is no kind of intermezzo movie in which the player can
breathe the typical heavy, dark and dark atmosphere of Warhammero 40,000. Accordingly, the two campaigns should be smooth without leaving much to the player and not because one thing actually remains: the frustration caused by a maladjusted level
of difficulty, complicated even more by the absence of different levels of difficulty . To complete the bracket on the game modes, beside the campaigns there is the classic skirmish, in which the soil morphology, the width of the map and, again, the number of troops is at the discretion of the player. Also, if you are grown to bread andAge of Empires , you will find many similarities between Microsoft Strategic Editor and Warhammer 40,000: Sanctus Re
ach , with which to create unpublished missions and the mind’s minds of the player, which are given the tools to modify each single appearance of the game, from units to buildings, from soil conformation to climatic conditions. Last but not least, the online component is missing, but now we have been saying it for quite some time: PBEM + (Play by Email) used for the vast majority of games produced by Slitherine Ltd. is not a current and convenient system.