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What stood out for us with the Imperial Guard. It came down to a "shortlist" of the Tau, Necrons and the Imperial Guard. It also had to appeal to a large number of people, some of whom know the Warhammer 40,000 universe intimately, and many of whom don't. The new race had to bring something new to the table in terms of visuals, audio, and gameplay. When trying to make this decision, we took a number of things into consideration. All of these races posses definite "cool" factor in them, and it would be hard to choose a wrong one.
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There are numerous races to choose from in the Warhammer 40,000 universe. Last but not least, the Warhammer 40,000 universe is so rich and vast that to create an expansion to a title set in that universe and not add a new race would feel wrong somehow. Adding a new race practically guarantees a unique experience, as any game played in skirmish or online, with or against the new race, will have a different feel to it. Firstly, everyone wanted one! Certainly everyone had their own opinion on which race would be best in an expansion, and though they couldn't come to an agreement on that, the desire for a new race, any new race, was prolific. There are a number of reasons why adding a new race was a good idea. One of the biggest things we wanted to bring to the game was a whole new race. One of our goals with Winter Assault is, when you've played it, you will never be able to go back to only the original. We wanted to make sure that we were expanding, building on the elements of the original that were successful, whilst being careful not to break it in the process.
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In Dawn of War: Winter Assault, we wanted to provide the player with a whole new experience, something that was solidly integrated into the original Dawn of War gameplay, and also expanded on it. Why the Imperial Guard? - Andrew Chambers, Lead Game Designer
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