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Space Marine 2 Review: Heavy Combat Worth Sharing

Space Marine 2 is at its best when you face the Tyranid swarm with friends.

Reviews · Gaming 2026-08-16 6 min read OtaHub Editorial

Space Marine 2 makes an immediate impression through the simple act of moving Titus around. His enormous armour and heavy footsteps suggest a walking tank, but that apparent security changes as soon as the Tyranids close in. Size alone will not keep you safe. You need to manage the space around you and know when to meet an attack instead of trying to shoot through everything.

What I enjoyed most was how Saber Interactive makes that physical power part of the controls. Shooting, melee attacks and counters feed into one another rather than feeling like separate activities. The campaign offers limited exploration, but its combat provides a strong foundation for both the spectacle and the cooperative missions that follow.

Powerful enough to fight a swarm, vulnerable enough to fear it

The Tyranids make their numbers matter. They approach in great masses before breaking into individual threats that attack, flank or put pressure on you from a distance. The spectacle therefore becomes something you have to respond to. You cannot treat the crowd as scenery while waiting for a handful of enemies to take their turns.

In close combat, reading attacks matters more than swinging endlessly. Blue warnings identify attacks you can parry, while red warnings demand a dodge. A successful defensive action can create an opening for a gun strike, and an execution on a weakened opponent restores armour. This links survival to taking the initiative without making aggression an automatic solution.

A good counter can create breathing room, but concentrating on one target leaves others free to approach. Small enemies remain dangerous in sufficient numbers. That tension is essential to the appeal. You feel extraordinarily strong while still having reasons to pay attention to positioning and timing.

The weapons give you several ways to respond. Bolters let you thin out targets before they reach you, while chainswords and other melee options make the immediate fight satisfyingly physical. Switching between shooting and close combat feels useful because the distance to a threat keeps changing. The enjoyment comes from putting those tools together rather than repeating one move regardless of circumstances.

A direct campaign with welcome changes of pace

The campaign generally points you towards the next encounter. Routes are clear, detours are limited, and pauses usually give you an opportunity to collect ammunition or prepare equipment. Players who enjoy choosing their own objectives or searching extensive side paths will find little of that here. The effort goes into staging battles.

There are still worthwhile variations. Using a flamethrower to clear creatures from the route changes the emphasis from picking individual targets to controlling the space ahead. A section built around jump packs makes vertical movement more important. These sequences refresh the action without pulling the game away from its main strengths.

The limitation becomes clearer once the overall rhythm is familiar. You enter a new area and prepare to fight through it, with relatively few decisions beyond the encounter itself. The presentation and combat keep that structure entertaining, but they do not turn it into an adventure with extensive exploration or different solutions to objectives.

Warhammer 40,000: Space Marine 2
Image: Steam

Titus returns to a war bigger than his squad

Titus returns to the Ultramarines as a lieutenant alongside Chairon and Gadriel. His history creates uncertainty within the squad, while the mission repeatedly places them against overwhelming odds. That is an accessible starting point even without an extensive knowledge of Warhammer 40,000.

I found the story effective at giving the action direction. These imposing soldiers can still disagree and mistrust one another, so there is more connecting the battles than a list of orders. However, the campaign makes more room for escalating threats and major confrontations than for sustained character development. Anyone expecting an intricate drama should adjust those expectations.

The setting is especially convincing. Vast structures and densely staged battlefields suggest that Titus is participating in a much larger conflict. Newcomers can understand the atmosphere through what they see and do. The world feels established without requiring a long lesson before the action begins.

Scale that gives the fighting a setting

The visuals are one of the strongest parts of the game. Alien swamps and damaged fortresses have distinct identities while maintaining the same oppressive atmosphere. One suggests an environment being overwhelmed by life, while the other shows monumental construction worn down by war. Both make the conflict feel larger than the immediate playable space.

The approaching Tyranids animate that scale. Seeing a crowd flow towards the squad creates anticipation before the first close encounter. Once they arrive, weighty animations and executions bring the attention back to the impact of individual actions. The wide views establish the threat, and the movement in front of you makes the fight physical.

Adequate sound and a smooth PS5 experience

I found the audio adequate overall. Weapon sounds and combat effects accompany the constant fighting, but my impression of the sound is more moderate than my enthusiasm for the visuals and controls. It supports the experience without becoming a major reason for my recommendation. I would not place the music or voice performances alongside the game's strongest achievements.

My PS5 experience was smooth. That matters in combat built around reacting to attacks and timing defensive actions. Responsive play lets you concentrate on the enemy rather than the controls. Controller feedback also contributes to the weight of footsteps and weapons, reinforcing the physical presence of a Space Marine.

This is a description of how the game felt during my playthrough, rather than a frame-rate measurement. It does not establish how the PC or Xbox versions run. Within the PS5 experience considered here, the performance supported the action well.

Warhammer 40,000: Space Marine 2
Image: Steam

Operations makes a strong case for bringing friends

Operations gives the combat a reason to outlast the campaign. Three players tackle objectives set alongside its events, including holding positions, activating equipment and surviving until extraction. The crowd becomes a shared problem rather than a threat directed at one player alone.

I had opportunities to play with other people during the review and enjoyed that more. Human teammates can divide targets or help when someone becomes overwhelmed. The six launch classes provide understandable differences in role. A Bulwark supports the team with a banner, while a Vanguard can use a grappling hook to reach enemies. Changing class gives you another way to approach the same pressure.

Bots make solo play possible, but their target priorities are less dependable. When a particular enemy needs attention, their assistance is not always what I want. The appeal of playing with friends comes from coordination, rather than simply having two additional bodies on screen.

Progression is less generous than I would like. Experience makes skills available, but purchasing them requires currency earned in missions. Cosmetics compete for that currency, creating a choice between developing a character and buying an appearance you like. Experience is separate for each class, so trying a different role also means committing to another progression track.

The game's value therefore depends considerably on your interest in repeating cooperative missions. The campaign delivers a focused action experience, while Operations provides the stronger reason to return and develop characters. Eternal War adds a competitive option, but the presence of another mode alone cannot guarantee lasting appeal for every player.

Verdict

Space Marine 2 won me over with physical combat and battlefields that make its war feel enormous. Parries, counters and executions create a satisfying balance between strength and vulnerability. Impressive visuals and smooth play on PS5 help that foundation deliver.

The campaign is very linear, its storytelling is fairly straightforward, and Operations demands patience with its unlocks. If you enjoy direct action and have friends to join you, there is plenty to like. Players mainly seeking exploration and an extensive solo adventure should consider how much they are willing to pay for the campaign before buying.

8.3Good
Physical combat and compelling co-op
Strong combat and visuals meet a linear campaign and slow unlocks.
Score radarGameplay & Mechanics: 8.8; Story & World: 7.8; Graphics & Art Direction: 9.0; Sound & Music: 7.0; Technical & Performance: 8.5; Content & Value: 8.086Gameplay8.8Story7.8Graphics9.0Sound7.0Technical8.5Content8.0
Centre = 4, outer ring = 10
Gameplay & Mechanics 30%8.8
Story & World 15%7.8
Graphics & Art Direction 15%9.0
Sound & Music 10%7.0
Technical & Performance 15%8.5
Content & Value 15%8.0

OtaHub recommendation: Worth buying for action fans, especially with friends.

Scope: played on PS5, covering the campaign and launch-era Operations. Later updates and current balance are outside this review. Performance impressions are qualitative, not FPS measurements. Ending spoilers are avoided.

Author material: the previously published GodisaGeek article and additional audio and performance notes. Mode information checked against Focus Entertainment. Official overview. Images: Steam / Saber Interactive / Focus Entertainment.