The final stretch of taking the fight to the Chaos heretics! Time to mow down the scum and have a showdown against the Chaos Lord himself.
Alright, now that this is the final part of the playthrough, I'm gonna give my thoughts of the game. It was a pretty great one, and I totally loved how the gameplay blended in the melee combat + shooting very well, and speaking of melee combat, performing executions on enemies to regain health always satisfies me a lot. The guns packed their weight and it's always nice to have a sidearm weapon just in case you run out of ammo with all your other three weapons in your arsenal. The campaign, while being short, was pretty good since it has parts in levels that make you use a strategy or two for you to survive. Although, I'm not too concerned and focused on the story as much. All I mostly know is that you step into the shoes of an Ultramarine squad trying to liberate a planet being overrun by the Ork Xenos and then Chaos heretics. It sounds pretty simple enough for a plot if that's what the game's story is all about. This game was another thing that made me kept my interest in the insane grimdark universe of Warhammer 40,000 while the first being Dawn of War (have no plans of making a playthrough of that game since I really sucked at it hard). Hopefully, in the future, we get another fine Warhammer 40,000 game that could be as good as Space Marine. Only time will tell.
After having our little showdown with the Ork leader, it's time to destroy the tower that happens to be a place of teleportation for the Choas and the Daemons. Finally found another weapon for my arsenal, the Storm Bolter. It's pretty much like a submachine gun. It has a high rate of fire and a messy bullet spread, so be sure to use it at a considerable range or else you'll be having a hard time taking out your enemies from afar with this thing. Oh, and there are a couple of new enemies that made this playthrough a bit hairy. I'll start with the Tainted Psykers. These guys are a serious threat if you don't focus on them along with a couple of squads lead by the Chaos Space Marines, and their lasers can rip you a messy new one if you don't find cover as soon as they start frying you with it. Then we got the blight drones, they're not as serious as the Psykers, but you still need to be behind something in case it shreds your shields away with its guns. Last but not least, we have the mace-wielding Chaos Space Marines. They're kinda like the heavy Orks who charge you while soaking up damage but beware. They're faster and a single heavy strike from these dudes can not only take your shields away but half of your health. I almost forgot to mention the Ork Warboss... He ain't that difficult to defeat. All you have to do is stay away from his grenades (kinda hard not to get blinded by some of them), roll under his machine gun, and don't get hammered by his insta-kill melee attack.
It looks like the Chaos has joined the party. And Drogan? A traitor! Ohhh, plot twist! Oh, wait... He was possessed by the Daemons... Was he? Alright. It turns out this game's antagonist isn't the Ork leader, plus we also got a new army to fight against. Not only that you fight against the Chaos Daemons, but you also fight Chaos Space Marine lances as well. The Chaos Space marines can be trouble in combat if you don't take them out and stop their barrage of slow but powerful explosive projectiles.
Here's another thing to add in my arsenal, the Plasma Gun and the Iron Halo. The Plasma Gun is like the stronger variant of the Plasma Pistol, but the differences are that it has ammo while it could still overheat. The Iron Halo makes your shielding stronger and more resilient to attacks, but you still have to watch out for heavy hitters and explosive projectiles that could kill you in like a few or a couple of hits.
The very first vehicle-oriented section of the campaign where you fly to a designated location and blast some Orks fliers coming after you. Later on, I get to finally upgrade my Bolter to a Kraken Bolter where it fires more slowly but is more powerful and accurate. These servo turrets were a pain in my ass and both of them managed to kill me because I couldn't find any cover quick enough, but it was my fault mostly. Not only they fire fast, but they can chip away your shields quickly, so beware when you see them.
Ugh... I died twice in this part of the playthrough and it hurts me a lot to upload this, but hey, what could I do? On the bright side, I get to fight new Ork units. The one that just shoots rockets and another one that has a heavy rifle and shoots a few missiles. You ought to be careful while they're around because their rockets can home in on you and do a lot of damage. Not to mention the Ork Shaman that infinitely spawns enemies. My biggest suggestion when dealing with these freaks is to take them out first. I managed to get my hands on three new weapons which are the Lascannon, Melta Gun, and the Thunder Hammer. The Lascannon is a pretty damn powerful long-ranged weapon and it can fry infantry enemies in one hit. I'll always recommend using the gun on tougher enemies in long ranges, and make sure you aim for their heads if you wanna conserve ammo. The Melta Gun is a pretty powerful close-range weapon, and I'll always recommend using it on a mob of melee enemies bum-rushing you. If you want to prepare to smash up a lot of Orks into mush, then the Thunder Hammer could help you with that. The problem is that the melee weapon is pretty damn slow, but it trades the attack speed for its power and AoE. It can even stop an armored Ork if you time your swings right. One more thing: Never ground pound near explosive barrels when you're trying to kill enemies near it. I learned that the hard way in this video.
Our objective. Find the Inquisitor and then secure a device while fighting through a bunch of rowdy Orks. Now I finally got my hands on a new pistol and a melee weapon, the Power Axe and the Plasma Pistol. The ax swings a little slower than the chain sword, but it can kill regular infantry almost instantly and does more damage to stronger enemies. The Plasma Pistol stronger than your regular Bolt pistol and when it's charged-up shot is fired, it'll stick onto enemies and explodes doing a lot of damage. Oh, and watch out for overheating...
Now I've finally made it to the part where we have to destroy the gun controlled by the Orks and their battering ram, along with their dropship. Also, this is the first time when you get to use the Vengeance Launcher. It's a little tricky to use properly if your timing habits are off, but it is worth it when you use it on crowds of green skins or tougher enemies that take a lot of bolter bullets to take down.
Alright, folks. It's time to begin the campaign of Warhammer 40K Space Marine, where you step into the big, metal shoes of Captain Titus and his squad from the Ultramarines chapter of the Imperium of Man and stomp into the faces of Ork xenos.
The campaign is played through the highest difficulty since I've beaten this game numerous times while being used to how the combat goes and what to do in order to survive most encounters.
Here's me playing everybody's favorite Firefight playlist, Firefight Arcade. Where the mode itself is less hard, repetitive, and a little tamer comparing to Limited. You would go into matches that restrict you to use a certain weapon but provides you infinite ammunition and there are also matches where you spawn with random weapons while the damage from the players towards enemies is doubled. From my experience, this playlist is only good for players who just wanna grind and level up quicker, especially on Double XP events that are happening at this time. Another playlist that is being played at the last parts of the video is Doubles where you are playing with one player instead of four.
One of the most challenging, and yet my favorite, variant of Firefight matchmaking to date. You fight waves of alien lances as your trying to survive. You're given certain heavy weapons to use wisely once things would either get dicey or when you and your team have trouble dealing with vehicles. If you survive the entire set, you'll be in a bonus round when you fight hordes of endless grunts and score more additional points as much as possible.
I decided to give two Big Team Battle matches a run. You may notice that I don't pay attention to what we gotta do in order to win matches, but it doesn't matter. As long as I get to rack up some kills and not get killed as much I don't mind winning nor losing.
I really do not mess around with the multiplayer as much as I did before in the Xbox 360 days. I usually have a lot more fun killing enemies in Firefight more than taking all of that time making sure that I find a nice spot to kill enemy players and not worry about getting jumped for thier easy kills unless I'm very mindless enough to play FFA Slayer.
This is it. The last-last level of this game's campaign. It all boils down to how long will you survive the last onslaught of enemies, and you can kill as many aliens as you can or die trying. At least your efforts will be remembered.
Whew! What a good campaign. It really shows you what happened before it was Master Chief's turn to fill the graves of the Covenant scum. It was pretty rewarding to beat the entire campaign on Heroic with six skulls on since your score is multiplied. There were a couple of levels I found that was pretty tough to beat without dying (Yes, I played through the entire campaign with the Iron skull on and faced failed attempts) unless you know how to strategize your ways of how to kill the enemies they throw at you. It makes me proud to beat them and upload them here for you guys to enjoy. It was worth the challenge.
Our main objective for this mission is to fend the alien scum off and destroy their ride flying above the base. This level introduces us to one of the most powerful weapons in the game, the target locator. It has you mark a target before striking 'em down with missiles. Great against heavy vehicles or a large group of enemies. When you're using the weapon, just make sure your timing is great.
The very first moments of the game's campaign. The "mission" Noble Actual is just only a cutscene where the story begins and the rest of the action starts at the Winter Contingency level. The difficulty of the campaign is being played on Heroic with 6 skulls on. The enabled skulls are Tough Luck, Iron, Catch, Cloud, Cowbell (the best one), and IWHBYD. Just to make things more fun and a little challenging.
The game is played on the Steam version of Halo Master Chief Collection.
Here's a fun one. To succeed in this event, you have to keep pelting your opponents with weapons until you reach the goal count. How many points you gain per hit depends on how much damage you're doing, and destroying your opponent's ship adds up more. I guess it doesn't matter which ship you use for these events, but still, I would use the one that has a lot of firepowers.
I was never a fan of racing games that have modes where you can get eliminated for being at last place after all of the racers before you completed a lap. What you gotta do is simple. Don't get stuck in the last place and stay in front of everyone, and you can also eliminate all of your opponents just to make quick work of the events if you want to. I also want to add this before you notice. Even though I lose the event, I still get the platinum medals because that's what I got when I completed the events for the first time.
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