![]() Most live service games have some kind of no-spend currency, such as bright dust in Destiny 2, that lets players earn the odd premium item, and I think Darktide needs that, especially as a game that isn't even free-to-play. The main thing that rankles me is that the no-spend cosmetics all currently appear to be reskins of those you get in the main game through penances, while there's no way to work towards earning the fancier, premium ones. ![]() The introduction of premium cosmetics does help a bit in terms of personality, but I'm not a big fan of their current implementation. Four Zealots for example, just seem to basically agree that racism is good the whole time, whereas contention and rivalry are often at the heart of the best banter. Where Fatshark's previous games had established characters with distinctive backstories, the quality of Darktide's banter feels massively reliant on the random party combo you end up with. In-between firefights and skirmishes I'll occasionally catch some screamed voiceline that causes me to crack up, but on the whole I don't feel much of a connection to Darktide's rejects. The Psyker who believes that everything happening is just a terrible dream is wildly relatable, but I personally picked the posh Zealot who's such an off-hand bastard you can't help but laugh. You get to pick their personality and voice, which is what stands as a substitute for Vermintide's much-loved banter. If you loved Vermintide's combat, and are happy waiting a little longer for certain mechanics to be implemented, Darktide will scratch that itch.Īnother significant departure is that Darktide lets you piece together your own character, crafting a backstory of betrayal and heartbreak, and fashioning their fearsome countenance from a wonderful selection of tattoos, scars, and grizzled faces. However, the UI has been significantly tweaked since the pre-order beta, making it a lot easier to understand how weapons actually work and what they're good for. You can currently upgrade weapons, so buildcrafting isn't entirely out of the question, but it hasn't been the best way to showcase Darktide's amazing arsenal. While the combat is certainly better, the lack of a full crafting system on release is a step back from Vermintide. Classes also feel like they have defined strengths, and the introduction of the buffs and shield regen that you get in close proximity to your squad are a welcome incentive for team-based play in matchmade missions. With so many more variables in terms of ranged threats, special enemies, and the tools you have to deal with them, Darktide is Fatshark's most comprehensive iteration of their co-op combat yet: fast and fluid as you move point-to-point, threat-to-threat. The ranged weapons are great, too: planting a lasbolt in the head of a sniper or clocking them in the head with an Ogryn grenade is extremely satisfying. The core is certainly there in terms of how good its chaotic combat and weapons feel-revving my chainsword to bisect an enemy champion is exactly the kind of 40K experience I was craving. I genuinely expected the full introduction of hybrid combat to feel broken at first, but Fatshark has done an amazing job. It is nice to be able to use a ranged weapon for something other than picking off special enemies, though. After Vermintide 2’s stingy ammo economy, I don’t feel right leaving ammo behind, but sometimes my gun is just plain full. What is death if not the ultimate form of suppression? Not that ammo is in short supply: there are so many bullets now, maybe even too many. You can also suppress ranged enemies by firing at them, though in-practice this does feel a little pointless when you can usually just shoot them instead. My personal favourite is the Zealot, dashing at enemies in-between volleys to bring them into melee.ĭarktide is Fatshark's most comprehensive iteration of their co-op combat yet: fast and fluid as you move point-to-point, threat-to-threat. A Veteran Sharpshooter might pick off ranged units from a distance, or the Ogryn may use their riot shield to tank incoming shots for the squad. They’ll be just beyond your smacking range, and as you try to close the distance and get shot up, you’ll understand Darktide's challenge.ĭealing with distance and ranged enemies is the game's most significant hurdle, but there are multiple ways to approach it. As you happily slaughter your way through Tertium’s cramped corridors and gloomy halls with an array of 40K weapons, you’ll eventually come face-to-face with a squad of heretic troopers armed with guns. ![]() (Image credit: Fatshark) Walk softly and carry a big gunįor those familiar with Vermintide 2’s skull-splitting melee antics, Darktide will feel like chatting with an old friend, until that friend pulls out a lasgun and vaporises your face. Your Reject is never far beyond the realms of suspicion.
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