![]() Getting to that point took a good 8 hours, including a handful of mission failures and repeated plays of earlier levels, and meant that I had exclusively played as the Witch Hunter. By beating each of the main story’s missions at least once on Regular difficulty, you should just about be unlocking the third sub-class for one of the five characters. The game’s progression is built for the long haul. ![]() The Zealot career then amplifies his damage the lower his health is and lets him charge straight into the fray. Victor as a Witch Hunter Captain is geared toward team-based melee, with tagged enemies taking more damage and the triggered skill knocking back enemies and boosting allies for a few seconds, but switch to the Bounty Hunter and play with ranged weapons comes to the fore with guaranteed critical hits every 10 seconds, added ammunition and a career skill of a powerful piercing shot. New for the sequel are Careers, or sub-classes, which let you take a particular facet of each character and try to amplify it. One disappointment here is that the specials still lean heavily toward the Skaven side of things, with only a handful of Chaos additions like the Lifeleecher and Blightstormer with their magicks, and a couple of new larger Monsters to deal with such as the Chaos Spawn and Bile Troll. There’s also a nice balance between set piece encounters and randomised hordes to test your resolve, and the recurring special enemies that can come in to surprise and mix things up. Missions don’t drag on for too long, mix up environments nicely and with more wide open spaces where you can potentially avoid enemies – the opening of a farmstead level features a field of corn that hilariously makes it impossible for the Dwarf to see where he’s going. On the whole, the level design feels more refined and natural than I found the first game’s. It’s only once you’ve completed each act that the final mission to destroy the Skittergate opens up for you. Each mission can be quite happily played standalone and is lightly randomised by the AI Director (a boon for quick play and grinding loot), and you’re whisked back to your protected Keep by the Bridge of Shadows portal upon completion, but there’s a light narrative thread that runs through each act and you have to beat an act’s levels in order. The game’s individual missions are grouped together in three acts, four missions apiece that end in a gruelling boss battle with a named enemy character. ![]() There’s a great sense of weight to it all, despite the relative simplicity of having a standard attack, charged up heavy attack, and stamina-based blocking and push back. This is especially true when coming up against the tougher and larger enemies, where you might have to beat your way through shields, aim for the head, or flank them to avoid their attacks. A mastery of melee is essential, in particular knowing how to block and parry incoming attacks to avoid taking damage, as well as being aware of where enemies are coming from while in the thick of the action.
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