
Lead humanity’s greatest weapon, the Grey Knights, in this fast-paced turn-based tactical RPG. Root out and purge a galaxy-spanning plague in a cinematic, story-driven campaign, using the tactics and talents of your own personalised squad of Daemonhunters.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Hours played at review time, across 610 reviews with recorded playtime.
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Themes across 609 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
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8/10 Отличный сюжет. Хорошая пошаговая стратегия.
нормас
It would have been better as a Deathwatch game. Every single person being dressed in gray and being named Brother Bors, not to mention that every single enemy in the game is a plague marine, plague human or plague daemon means it becomes extremely same-y very fast and does in no way inspire a second playthrough. Seriously, not even the classes make the marines feel different, its either marine with sword, marine with gun, marine with skull helmet, marine with book and marine with bigger sword than the first one. Terminator armor is not a class and can be picked by anyone (wasted potential) The first DLC add assassins that feel completely out of place in the rest of the game. The second one adds technmarines that also feel completely out of place when you are fighting rust and disease and bring lobotomized human weapons platforms into a zombie swarm. There is also lots to complain about in the technical aspects that i just dont have the energy to list, but things like "enemy will spawn here" markers but not letting your overwatch to trigger when enemies appear there. Optional objectives come in such original flavours as "dont use grenades" when its one of your 3 ways of doing aoe damage (enemies are always swarms) It feels like the game tries to punish advancing carefully and being effective, trying to force you to take 300 turns to finish each mission by bonking each enemy one by one in the head with a hammer. Terrain does not seem to matter at all, your knights walk through doors, windows and walls as if they were paper, elevation exists only as knee high platforms that everyone can scale at no loss. No shooting around cover, no covering fire, no suppression. The story is there. Its also "oh, no, plague in space, beat missions on random planets on the space map where plagues appear until the tech-tree is done and we can assault the endgame boss" I think a warhammer flavoured mod for Xcom would do a better job than this game.
Chaos Gate exists square in the shadow of impossibly-influential strategy staple XCOM, to the point where some could consider it less "inspired by" and more "cover album". An XCOM-like, if you will. I come to it as an XCOM fan who knows basically nothing about Warhammer. So my question on purchase is, does this game put its own effective spin on this micro-genre? Does it ever! It does one better than that. Chaos Gate's execution is so improbably good that I'm half-convinced it understands what made XCOM tick better than XCOM itself. Steam reviews shouldn't be long, but just a couple of the best highlights: - A fleshed-out strategy layer partly inspired by CGE's Pandemic, which provides ample context for decisions about which missions to accept--or whether to attempt them at all - A core engine which removes most, though not all, randomness from the tactical layer. Most attacks--on either side--are guaranteed to hit and deal a fixed amount of damage. You might be skeptical about a game yanking out something that feels like such a core pillar of XCOM, but I was very pleasantly surprised to see Chaos Gate prove that it doesn't need that randomness to make the whole game work! There are plenty of sources of tension as well as plenty to plan around - While not literally 100% bug-free, sufficiently bug-free (and sufficiently good at conveying all its rules!) that I am more than happy to recommend future players follow in my stead and play on Grand Master (i.e. Ironman) mode - Excellent difficulty curve! XCOM is famously cowardly about ramping up the difficulty as your game goes on. But this is one of the things about Chaos Gate that pleased me most. There must have been half a dozen times over the course of the campaign where I thought, "OK. I have this game's number. I've got my feet under me. I bet the rest of this will be a piece of cake," only to have the game raise the ante on me and force me to buckle down yet again. Though I did win my campaign, there were a couple times when I was *certain* I was going to lose it--including when I first saw the final boss! Chaos Gate is not afraid to make you work. As a time-poor gamer, if I was looking for a criticism, I might argue that it very slightly overstays its welcome. But this is splitting hairs. If you're a fan of the genre, treat yourself to an ambitious difficulty setting and don't sleep on it. This game is a triumph.
Lacks polishing and QOL features. Gameplay feels sluggish because of some very bad decisions (reload animations too slow and locking gameplay, movement animation too slow and locking the game, stagger animations locking the game and too slow...) Some weapons feel like toys animation wise/sound wise/FX wise. Interface is not great. Also skill trees could have been far more interesting and more defining for classes. Imgagine a chaplain buffing his comrades every time he strikes with his mace/axe ! Or an AEGIS TANK justicar that taunt/counter attack enemies ! Etc... But despite all of that it is a very decent game for those who love the W40K universe, it tackles the Grey Knights which are seldom put forwar in games (for good reason watch out for inquisitors erasing all witnesses !) I would love to see a second game with improvements and more mission diversity (which is also lacking) If you are smarter than a nurgling the game is not that difficult really, you just have to pay attention to how you level up/gear your knights and understand 2 or 3 core mechanics. Some classes are really more powerful than others (interceptors are a must have as a shock troop for instance) 7/10
So, I gathered my strength, my spirit, prayed to the God Emperor and gave the game a 3 chance. But still in vain. So, I'll try to describe everything point by point, why this game is not good, IMHO. 1) There is no difference in difficulty other than that described when choosing a new game. Apart from the starting resources, Hp of the opponents and the speed of exploration, nothing changes. The tactics of the enemies remain at the same level, whether you are on Mercy or on Legend. Therefore, even at the lowest difficulty, it will be "problematic" in places. P.S.: I'll also add that the difficulty curve (how much, when, and whom you get thrown at your opponents) breaks down a lot with the new additions. Yes, this is disabled in the same difficulty selection when starting a new game. If you overlook this, they throw opponents at you that you shouldn't have seen at your stage [spoiler](it was a shock for me to see a Knight made by the Mechanicus Heretics)[/spoiler] 2)A matter of aesthetics. Yes, I understand that the difficulty of the opponents should increase as the story progresses. But you, the developers, decided to put ordinary people with weapons made of ♥♥♥♥ and sticks on the initial opponents who go in front of the basic Death Guard fighters, and at the same time they calmly pierce the armor of the Gray Knights. Yes, even in Space Marine 2, it was shown that the heretic guardsman does a whole 0 damage to the Astartes. Even in a crowd. And then the ♥♥♥♥ cannon pierces the armor... 3) Emotional swing. No kidding, this is exactly the kind of event you will encounter throughout the company. The Inquisitor did not like your action - you are without a strategems for 60 days. You have offended the Grandmaster - you do not receive equipment from the missions you have won for 60 days. The Dominus didn't like the way you were looking at the toaster - keep a lock on the development of the ship. Well, to top it off, I'll add a rather strange idea from the developers that each cutscene ends with a general view of the player. As if something depends on us in the main plot [spoiler](spoiler: it doesn't)[/spoiler] 4)Controversial mechanics. a) Warp Storm, which are seriously felt only in the first part of the plot, but any psyker's fart of your knights constantly adds percentages to the moment when you are forbidden to heal for 3 turns, or teleportation is forbidden at the right moment (sometimes a serious spoke in the wheel) b) Mutations. So be it when all enemies get some kind of bonus with Warp Storm. But when an enemy has a chance to mutate, when it takes damage, it's no longer funny. In my presence, the demon received a mutation three times with a 15% chance. Bad luck, you say. I'll tell you, ♥♥♥♥ it. Especially when these mutations provide additional health or armor cells. c) Armor cells. Ooooh, my favorite armor cells. In other games, armor does its direct job of reducing incoming damage by a fraction equal to its value. Here, starting with the usual Death Guard Astartes, each opponent starts running with armor cells. And that would be fine, but WHO THE ♥♥♥♥ TOLD THE DEVELOPERS THAT IT WOULD BE A GOOD IDEA TO MAKE THE ARMOR CELLS REGENERATE AT THE BEGINNING OF THE TURN?! You will have a situation more than once when you miss the damage and the enemy will survive. And voila, he has 10 armor slots again. Now you have to spend at least 2 actions of your knights to kill him [spoiler](unless he gets a +4 armor cell mutation)[/spoiler]. But the only counter measure to such opponents was added only with DLS about Dreadnoughts and techmarines. 5) Well, actually about the Dreadnought itself. I honestly thought that when he appeared in the barracks of the "Baleful Edict", he would become available on all missions. But no. The Dreadnought was given a place [spoiler]only on special missions, where the technophagus would be fixed[/spoiler]. And such missions are on average 1 out of 3 in the outbreak of Flowering. There will be more if you bring your star system to a serious level of infection. Well, you need to remember that opponents can easily destroy a Dreadnought, and to get a new one, you must bring your knight's durability to 0. I didn't get into issues like the fact that there's only one animation for multiple knight actions. Or to feel all the advantages of your group, you need to take a sooooo long time to complete the storyline. I will also say that the game has its advantages, which is why I stayed too long in it. But the facts listed above left a more negative connotation from the end of the game.
Felt compelled to review since I see some recent negative reviews. I'm not sure why because this game is fantastic. If you like 40k and Turn Based...this game is quite to the point and incredibly fun. The story is compelling as well. Good variety of units and tough fights that feel fulfilling when/if you win. Do not sleep on this game and I truly hope the devs release DLC or sequel. The Emperor provides...i hope!
De entre todos los videojuegos que se han lanzado de Warhammer 40,000 en estos últimos años, definitivamente recomiendo que le den una oportunidad a este en particular, puede que te llegue a tomar un tiempo acostumbrarte a las mecánicas y se te haga algo difícil al principio, pero una vez que lo comprendes se vuelve muy llevadero y divertido. Personalmente he pasado sesiones de mas de 10 horas jugando sin sentirlo pesado. 10/10
idk...its a cool idea. What you see is literally what you get. I just don't really enjoy it.
设计有问题,前期过于难,后期过于简单
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Languages: English*, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean*languages with full audio support
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