Warhammer 40,000: Space Marine 2

“Overwhelming horde spectacle and weighty combat deliver a massive all-round improvement, with reused bosses and a two-weapon limit as the only real friction.”

Thirteen years after the original, this sequel hands the same Ultramarine fantasy a modern budget and uses it for exactly one purpose: scale. Hundreds of Tyranids pour onto the screen at once in ways the first game could never render, and the campaign is built around that spectacle rather than padded around it. Lieutenant Titus, now a Primaris marine and former Death Watch Black Shield, fights a splinter fleet across Kadaku, Avarax and the burial world Demerium, and the arc pivots mid-campaign into a full Chaos incursion. It is a massive all-round improvement, and the improvements start with the visuals: movie-grade cutscenes and eye-catching fidelity throughout.

The combat rebuilds the weight of piloting power armour. Sprinting lands with heavy thumps and screen shake, weapons feel punchier than their predecessors, and executions are genuinely brutal. The armour system inverts the usual health loop: protection regenerates only through executions, which forces constant aggression into the middle of the horde rather than retreat to cover. Blue and red attack indicators split parryable strikes from dodge-only sweeps, gun strikes punish marked enemies, and jump packs and class-defined squad abilities round out the toolkit. The parry-and-dodge rhythm becomes the whole game’s heartbeat.

The auto bolt rifle and power sword carried the entire campaign, and that narrowness is a direct consequence of the two-weapon-slot system. Against enemies that close distance instantly, sniper-class weapons become pointless, and ammunition economics punish committing to a secondary primary. The design rationale is understandable given the enemy’s behaviour, but it renders much of the arsenal decorative. Ammunition scarcity compounds the issue: the one held weapon with no reserve becomes the only real option in extended fights.

Boss variety is the other structural weakness. The Neurothrope plays as a larger version of the floating enemy encountered earlier, and a late Leonculax-type fight reuses the Carnifex, disappointing against set pieces that otherwise escalate with real imagination. The exceptions land hard: a two-phase Lord of Change fight strips the HUD entirely for its finale, and interred Dreadnoughts and Warhound Titans anchor the closing operation. The set-piece bosses are excellent; the roster simply repeats its lesser archetypes too often.

The campaign’s mission variety carries the escalation. The opening virus-bomb defence gives way to hive-city assaults, a Chaos temple raid layered with hallucination effects, an orbital drop through burning debris, and swamp and orbital-gun missions that build confidence in the sequel’s ambition before the finale cashes it in. That closing stand on Demerium raises the Chapter banner while fighting alongside a Dreadnought and Chapter Master Calgar’s arrival plays like the boots-on-the-ground view of an RTS army battle, banners and Titans included. It is the campaign’s undisputed highlight.

The story lands without deep franchise knowledge, though its loose threads show. The Death Watch framing cannot reconcile being called a great honour with being structured as punishment, and Titus’s warp resistance, the central mystery carried from the first game, goes entirely unaddressed, which colours a companion’s persistent distrust without explanation. The Victrix Guard’s eagle helmets look gaudy to the point of goofiness. Technical presentation is otherwise superb, though a false “not enough video memory” warning greets SteamOS boots before the game runs beautifully, and a “joining server” prompt in a single-player campaign causes needless anxiety about connection drops mid-mission.

Overall, this is a confident spectacle-driven sequel whose overwhelming hordes, weighty executions, execution-fed armour loop and magnificent final mission outweigh a two-weapon limit, repeated boss archetypes and unexplained lore threads. Every one of those complaints reads as a nitpick against the whole, and the whole is enormous fun.