The single player campaign has a strong Diablo or Warcraft 3 influence. Without bases and unit production it's much more like progressing through a dungeon. It's a pleasant change, and the gear and experience upgrades keep things fun. The production values are high, with plenty of dialogue and short cutscenes between missions. It can be played cooperatively, which is a nice bonus. I'm playing it with a friend on Primarch (Hardest) difficulty and we are having a good challenge. We're 13 missions in and have only had failed twice so far, I recommend a higher difficulty unless you want to breeze through it. As is common, playing co-op is much more fun, so do that if you can also.
Stark wrote:I've heard suggestions the loot thing is like Diablo-lite (or like that Euro game that did it last year). Is it enough to unbalance the game? Is it present in MP as well?
Wargear is present in multiplayer, but it's really just an upgrade system for your hero, not an item drop system. Most heroes have a choice between 3 weapon upgrades, 3 armour upgrades and 3 utility upgrades. They cost resources, and some require you to have reached a certain tech level to purchase them. You can only pick 1 option per category, and they do let you tweak your heroes role slightly. For example the apothocary starts with a bolt pistol and chainsword, and you can upgrade him to a vampiric chainsword and grenades and go mix it up on the frontline and still provide some healing; alternatively you could buy him a bolter and healing aura gear so you can stand behind your lines and use him in a supporting role.
I've certainly not encountered any multiplayer balance issues with wargear. Heroes bring a lot to your army; they can influence your playstyle but don't overshadow your troops. Being able to revive allied heroes for free is a nice touch. In fact the whole multiplayer experience felt very balanced to me. It's very different to DoW 1, and it is also suitably different from CoH (for the better at least balance-wise, but maybe the metagame hasn't kicked off yet). While it's a shame you can't cut off resource points like you can in CoH, the unit and tech balance feel much more finely tuned. It feels to me that there is a greater variety in useful units and tactics because of the tighter unit selection; the early units comprise the majority of your forces throughout the game, and none of them are superseded by high tech level superunits. The transition into middle-game and the introduction of vehicles feels a bit smoother than in CoH too.
I really didn't like the multiplayer in Dawn of War 1, and I think I prefer Dawn of War 2 in comparison with Company of Heroes, at least in it's opposing front state. While it has lost some complexity in comparison with CoH (can't cut off enemy resource nodes, cover provide a bonus but plays a less important role) it has gained some from the heroes and power nodes. All the armies in DoW 2 can compete equally well in all stages of the game, and they still feel quite different.