PC Reviews

Warhammer 40,000: Space Marine 2 Review – The 40K Game You’ve Always Wanted

You know those moments in games where spectacle has you thinking; ‘they’re gonna do it, aren’t they?’? Thor jolting Kratos back to life in God of War Ragnarök, facing down the Soul of Cinder in Dark Souls III, embracing the darkness in Star Wars Jedi: Survivor. They’re events that always come up when discussing these games, and for good reason. There are so many other examples of this in gaming and other media, almost all of which play a defining part in a title’s legacy.

Warhammer 40,000: Space Marine 2 is full of these moments. 40K fan or not, Space Marine 2 is a rollercoaster of eye-popping spectacle, all of it infused with the utmost reverence and care for the source material it hails from. In some ways, it’s a miracle sequel, delivering on the promise set by the first game all the way back in 2011 in effortless fashion. Even if you aren’t deeply invested in this universe, it’s an unmitigated joy to step into the shoes of Captain Titus once again.

A century after his run in with the forces of Chaos on Graia, Captain Demetrian Titus continues to grapple with the scars left on his reputation thanks to accusations of heresy. Stripped of his former title, Titus joins the Deathwatch as a kind of self-inflicted penance. Despite having conceded that he’s destined to die combating unknown alien threats on the frontlines, Titus is reinstated into the Ultramarines as the unrelenting Tyranid forces begin to overrun the Recidious System. Made to lead a new squad of Ultramarines against the Xenos threat, Titus steps back into the fray as an angel of death.

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Things aren’t quite right in the Recidious System, though. Outside of the obviously problematic Tyranid invasion taking place, Titus and his squad also uncover traces of Chaos throughout the system. Furthermore, the Adeptus Mechanicus are in a hurry to protect a weapon under the name Project Aurora, casting suspicion over their intentions and the motivations of the Imperium who seek to protect it. Titus is naturally skeptical about all of this given his role on Graia, but his reputation haunts his convictions and strong moral compass.

You don’t need to be a 40K fan to get drawn into this plot. It makes an incredible first impression with a banger of an opening mission, and doesn’t let up on the gas from there. In a twist I didn’t at all expect, Space Marine 2 also ties back to the first game very nicely. The story being told here feels like a natural extension of what came before it despite the time jump. Titus feels different, but still sports many of the qualities and traits that made him such a great protagonist to begin with. He’s battle-hardened, stoic, but struggling with finding his place in the Ultramarines again.

Titus is accompanied by Chairon and Gadriel. Two Ultramarines at pivotal points in their tenure as willing and rageful weapons of the Imperium. Gadriel is a clear callback to Leandros, who’s blind faith in the Codex Astartes often led to narrow-minded viewpoints when it comes to Chaos, corruption, and the roll Space Marines play in the broader universe. A key difference, though, is that Gadriel isn’t set in his ways just yet, leaving him susceptible to outside influences and perspectives – both positive, and negative.

Chairon feels much more mature than Gadriel by comparison, but his experience is still dwarfed by what Titus has had to endure. He feels more level-headed and often serves as a bridge between Titus and Gadriel when they have a disagreement. They make for a fantastic duo in the story that’s being told here, and most importantly, serve as figures key to the development of Titus and what he goes through.

All of this is as strong as it is because Space Marine 2 is just so well written. Every line feels intentional, delivered with perfect tone, cadence, and emphasis to suit the situation. Tension will rise and fall between the group as they combat the Tyranids and forces of Chaos, testing their bonds and trust in one another. You so desperately want to see this squad succeed despite the odds being stacked against them, and that sentiment rings true right up until the credits roll.

There are also just so many of those aforementioned jaw-dropping moments throughout Space Marine 2’s runtime. Every mission has some kind of spectacle to gawk at, only often times you’ll find yourself right in the middle of it. Whether it’s storming through trenches as Tyranids attempt to overrun your position, or squaring off against a hulking Helbrute, Space Marine 2 has unforgettable moments aplenty. While it certainly helps if you’re a fan of the IP, there’s no denying how absurdly awesome some these moments are.

My only real gripe with the story is that the third act does feel rushed. It’s filled with plenty of fantastic moments, but it doesn’t feel like it has as much room to breathe as the first two thirds of the game. It definitely delivers by the time credits roll, but I wish I got to see and learn more about its key players and components. It certainly doesn’t derail the entire experience, but just feels off given how deftly handled the rest of the campaign is.

That isn’t to say Space Marine 2 is trying to veil anything else by barraging you with its presentation, because the gameplay also kicks ass. It’s the same third-person melee/shooter hybrid as the first game, but presents its power fantasy in a different way. Space Marine, much like the recent DOOM games on lower difficulties, was a pure power fantasy. Few games were able to capture the kind of carnage you can unleash as an Ultramarine, so it was a novel experience for the time.

Space Marine 2 hasn’t lost that luster, but definitely focuses more on being mindful and strategic with moment to moment combat decisions. The power fantasy is still here, but it’s less accessible – you have to work for it. That’s through a few key new additions and shifts in how the game handles resources and enemy types. The big new features mostly come in the form of defensive mechanics; parrying and dodging.

You still dish out light and heavy attacks in an attempt to stun units, opening them up for brutal and satisfying executions. The enemies in Space Marine 2 don’t take hits lying down, though, and will often unleash their own assaults that can be parried and/or dodged to open them up for counterattack. Smaller units are immediately executed on a successful parry, as Titus swats them out of the air before they can get so much as a claw on his armour. Larger units, on the other hand, are stunned and opened up for a critical shot, where the camera pulls right in, and Titus delivers a devastating point-blank shot.

Executions and critical shots both refill Titus’s armour, imploring you to make the most of these new mechanics to keep healthy in combat. Perfectly timed dodges will also leave an enemy open to a critical shot, so mastery over enemy attack patterns and timing is heavily incentivised – especially on higher difficulties. It takes a bit to get used to, but once it clicks, you feel unstoppable. It feels incredible to yank an enemy out of mid air, crush them underfoot, only to parry an incoming attack and deliver a critical shot to whichever unlucky foe dared to challenge you.

The reason that this all works so well is because Space Marine 2 isn’t a game you can auto-pilot. Jumping into a wave of enemies haphazardly is often a recipe for swift death. You’re implored to balance your limited ammo with ample opportunities to unleash melee carnage when favourable opportunities present themselves. The combat sandbox is further deepened by Fury, a rage mode that lets you regenerate health and throw caution to the wind as a result. Jump packs also make their return in some missions, where you to take to the skies and rain death from above.

Speaking of which, the tools of the trade have been much expanded in Space Marine 2. Melee weapons have unique movesets that keep them distinct from one another, there is a swathe of returning and new ranged weapons, and the selection of grenades on offer is also quite sizable. Missions are dotted with resupply points and weapon drops, so you can regularly switch up your loadout if you feel like a change or need something else to get the job done. Each weapon also looks and sounds suitably visceral, especially when you’re hitting headshots.

This campaign is also entirely playable in three player co-op, and if that isn’t enough to satiate your 40K cravings, Operations have you covered. These are additional missions built to be replayed across different difficulty levels in a squad of three. Operations can also be played in co-op, in-fact, I’d go as far as saying the higher difficulties are designed around it. Completing missions will net you experience points for the class and weapons you used in that mission, awarding you with upgrades and cosmetics to use in higher difficulty Operations.

The coolest aspect of Operations by far, is that they’re almost all centered around events that entwine with the campaign. An example is Decapitation, an operation that’s undertaken at the same time as the game’s fifth campaign mission, Voidsong. To clear the Tyranid hordes for Titus and his squad, another group of Ultramarines have been tasked with eradicating a Hive Tyrant, effectively rendering the Xenos threat useless. You hear about the escapades of these supporting squads within missions, but it’s another thing entirely to actually be able to play them.

It is also crazy how high quality some of these are. Some rival the campaign missions in scale, scope, and ambition, offering many moments of spectacle that you don’t get in the campaign. It allows Saber Interactive to explore corners of the 40K universe that don’t get touched on during the campaign. They also aren’t too long as to outstay their welcome, and replaying them on higher difficulties mixes up enemy placement, resource numbers, as well as health and damage values.

Each of the six playable classes bring their own unique skill to use within Operations. Some are more support oriented, like the Tactician, who can make use of the Auspex to mark targets and weaken them for nearby allies. Other classes are much more selfish, like the Vanguard, who’s equipped with a grappling hook to get in and out of the fray quickly. Each is limited in what they can bring in each of their loadouts, so they feel different from one another outside of just their abilities. Each of these weapons has unlockable variants that scale into the higher difficulties, so there’s lots to chase.

It can’t be overstated how much fun this mode is with friends. Ash Wayling of WellPlayed and myself spent many hours getting in the trenches. Slaying out with each other was a complete blast, and finding ways to overcome tough encounters through smart use of class abilities and resources was always rewarding. I can only imagine how crazy some of the higher difficulties get, especially with a party of three, but it’s the kind of action and chaos you’ll absolutely want to revel in.

Space Marine 2’s multiplayer mode, Eternal War, is also a great time. It’s a fairly standard offering as far as competitive multiplayer goes, but it fills a void left by the likes of Gears of War. It uses the same classes from Operations and has a similar degree of flexibility in weapons loadouts. While most classes feel on par with one another, there are a few that feel a bit on the weaker side, especially with the low time to kill in the current sandbox.

Some balancing woes aside, the overall sandbox is fun to play around with and the game modes presented here play to the strengths of the game’s combat. It’d be nice to see something more complex on the mode front, but a slew of great maps and the promise of more on the way means Eternal War is a worthwhile offering at launch. There’s very little not to love here if you enjoy the campaign and Operations, and it’s a fun excuse to spend more time in the world of 40K if you love some simple, no frills attached competition. It’s also just so cool to play as Chaos.

As always, though, fashion is the true endgame. Space Marine 2 is perhaps one of the greatest examples of this trend. Each class can be customised, from armour pieces and decals, right down to individual colours of trimmings and accents on armour. You could spend hours customising one of these classes, let alone six. There are so many different Space Marine Chapter colours available as well, including the ability to customise individual armour pieces separate from one another.

Even if you aren’t a fan of 40K and you don’t know all of the Chapters and what they entail, it is just so damn cool to be able to craft your own Space Marine. If you can think of it, you can likely do it. Some of the coolest cosmetics are restricted to a high number of Operation completions, offering a way to showcase your mastery of a particular class to other players. There’s so much longevity and flexibility in how this can be approached, I can’t wait to see what the internet comes up with, and I suspect the motivation to unlock the best looking gear will drive me to keep playing.

Part of the reason customisation is such a success in Space Marine 2, is thanks to the sublime presentation of this whole package. This game is presenting constant eye candy. It felt like every frame was screenshot worthy no matter where I looked. It’s positively dripping with 40K’s grimdark aesthetic, offering unique visual directions that occupy different corners of this universe. Nowhere is this better seen than in the battle barge, Space Marine 2’s hub area that feels so much bigger than it actually is thanks to all the set dressing and detail on show.

Where Kadaku is a muddy, dense jungle planet packed with Tyranids, Avarax is a once-glorious Hive World that has quickly buckled under the weight of the Xenos invasion. The undefeated standout is Demerium, a blue and purple tinged battlefield of a war long-since passed, its earth shaking again under the rumblings of war. The enemy density is also insane, with Tyranids flooding into arenas in literal waves, clawing to climb up walls as they clamber over each other with little regard for one another.

It all runs so smoothly as well. This game gets so chaotic at times, there can be so much going on at once, it’s impressive that it doesn’t buckle under its own weight. My PC was able to comfortably support the game on high settings with no issues. While I’m not sure how consoles will fair, it has been confirmed they’ll support multiple modes at launch. Even if you opt for the regular performance mode, be sure to check the game out at its highest graphical output – it’s a true technical marvel.

I don’t think it’ll surprise many that Space Marine 2 is good. The first game established a winning formula that would’ve done the job with current production values and some multiplayer modes thrown in for good measure. What is surprising, is that Space Marine 2 goes far beyond that, offering a tightly paced campaign, truck loads of meaningful progression, top-tier production values, and most importantly, a whole lot of superhuman slaying. It’s made for one of 2024’s best games, and an undoubted game of the year candidate.

Conclusion
Warhammer 40,000: Space Marine 2 feels like a fever dream. Even if you aren't a fan of 40K, it's hard not to admire the raw artistry on display from Saber Interactive here. If you are, I suspect Space Marine 2 will make you very, very happy.
Positives
Satisfying narrative continuation
Fresh approach to combat that rewards mastery
Chock full of memorable moments
Ridiculous amounts of cosmetic and gameplay progression
Some of the best production values of the last few years
Negatives
Third act has pacing problems
9.5
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Published by
Harry Kalogirou