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If you're looking for something to compare to Company of Heroes,
then Dawn
of War is good start. Prior to Relic's awesome RTS game, there
where so few Warhammer-based videogames that you'd be forgiven for
thinking that none existed at all - in fact it's just as well if
you did think that, because there was an untapped source of limitless
material with which to make some truly great games and those few
that had come before felt like nothing more than failed attempts
to sell themselves using a popular franchise. It wasn't until Dawn
of War that the potential of a great Warhammer game finally became
realised.
We're in similar waters with Company of Heroes, as the source material
is all too familiar, and while it has occasionally produced some
excellent results, far too many games feel like they're using World
War II as an excuse to ride off the success of a popular setting
and the most highly acclaimed games within it. This is where Relic
comes in again; not content with the success garnered from past
efforts on the Homeworld and Dawn of War games, they're back to
make World War II fun again - and largely succeed with a game that
all future WWII RTS games will now have to aspire to. Don't be surprised
if your initial impressions resonate not one ounce of emotion though
- the "So what?" beginnings leave you wondering what all the fuss
is about as, once again, you find yourself in familiar territory,
killing Nazis in famous battles following the D-Day landings.
The
single player offers up only one campaign and, like Dawn of War,
it only focuses on one side of the conflict, namely the Americans.
The similarities do not end there, as Company of Heroes uses several
feature borrowed from DoW that'll be instantly recognisable to those
who've played Relic's previous game, but they do contain some noticeable
changes - realism being one them. Squads, for instance, small groups
of soldiers trained as one unit rather than individuals, form the
backbone of your army. They're with you throughout much of the game,
gaining experience along the way and using a varied array of abilities.
Defying traditions, squads do not progressively weaken as they take
more damage; instead even slight hits from a sniper rifle or machine
gun can drop half of a squad's number before they even reach the
target, making the usual tactics of running towards an enemy until
you've either overwhelmed them by sheer force in numbers or lose
all your men in the attempt rather redundant.
The
use of cover and flanking aren't just tactics offered to you as
an alternative; they're the two things you'll fast need to master
if you want to have any chance of surviving to the end of each level.
Take cover for example; every wall, every burnt out vehicle, even
the debris caused by blowing up a building or a crater left by an
artillery shell, offers up some form of protection and you'll be
wise to use it at every opportunity, because you can rest assured
that the enemy are equally adept at exploiting its defensible bonuses
just as much as you. Suddenly the gameplay becomes just as intense
as a first person shooter; you're not just wading into battle in
suicidal attempts to crush the enemy with more soldiers than him
- you're diving from cover to cover, getting your machine gunners
and mortars set up to provide support fire while making every use
of your hand grenades that can demolish an enemy squad in one go
if you hit them just right. And at the end of it, when success is
guaranteed, you get a real sense of relief and achievement - you've
just defeated the enemy, not because you had more men, but because
you used the environment to your advantage.
It's
similar with flanking; some objectives require you to route out
entrenched soldiers who may have their own set of machine gunners
and mortars and attempting a direct assault will result in almost
complete failure, as your squad's morale takes a nose dive when
attempting to tackle heavily defended units. Should a squad get
caught out in the open with nowhere to hide, they become pinned
down, rendering them unable to return fire and they will be wiped
out unless ordered to retreat back to base.
There
are thing you soon become aware of though, like how realism plays
its part. Machine gunners and cannons, any of those units who use
heavy weapons, are at a severe disadvantage when it comes to protecting
themselves from all angles. They cannot fire from a new position
without first going through the time consuming task of dismantling
their weapons, moving and then setting it all back up again leaving
themselves vulnerable to attack from behind. The levels are always
large enough for you to scour out and find alternative routes to
heavily defended positions - sneaking around the back and lobbing
a few grenades into a machine gun nest can kill its crew before
they know what's going on. Furthermore, they leave behind their
weapons ready for you to waltz on in and secure them for your own
use.
If
you really must rely on the old tactics of charging enough units
at a target and swarming it, then tanks do provide more than enough
support for brute force. They come in a number of varieties, but
you'll mostly use just two, the standard tank shelling Sherman and
its flame-throwing counterpart. Both are great for different things;
the standard version is your one true friend against enemy tanks,
although with armour being weaker on the sides and back than on
the front, you're still forced to use tactics against the enemy's
more impressive armoured units. The flame-thrower tank on the other
hand is the best anti-infantry vehicle in the game; it can burn
out cannon crews with little fuss and soldiers holed up inside buildings
seal their own fate, as not even the relative safety of bricks and
mortar will protect them for long. They are vulnerable though, as
infantry can still cause a problem, sneaking in and out of hedgerows
with rocket launchers and causing critical damage before your tanks
can react.
Your
squads and armour need to be used together to ensure each other's
survival; tanks can be repaired and soldiers replaced but rarely
can you find the time to do so before forced to go headfirst into
battle again. It's also important, as only your infantry can to
secure new resources. Once more taking its inspiration from DoW,
resources (here as Manpower, Munitions and Fuel) take the form of
strategic points dotted around each level that you must send your
infantry in to capture and hold, keeping them from the enemy.
New
to this dynamic is the use of territory; each strategic point controls
a zone that once captured is relinquished into your control, the
result being that you can build structures and buy upgrades in this
territory where you couldn't before. Crucially, territories are
linked, so capture a strategic point at the other end of the map
and you don't get its resources until you've captured the territory
that lies in between that point and your base. This effectively
means you create rather simplistic supply lines and if an enemy
captures territory from you in the centre of the map he can cut
you off from the rest of your resources elsewhere. You're forced
to keep on the move all the time in each level, to get those strategic
points and silence the barracks and tank depots that the enemy uses
to continually pump out units with - it's a constant unrelenting
struggle to fight back the enemy while attempting to sustain control.
It's difficult, but challenging and rewarding. Objectives vary;
often you're given simple tasks to do at the beginning of each level
that always lead to something more complex later, with medals handed
out to you should you complete certain tasks within an allotted
time.
The
levels vary enough so that you never get the sense of repetition,
or it could be because you're always on the move that you rarely
get time to take stock of what's going on. One level in particular
puts you charge of building defences around a town you captured
in the previous level, building anti-tank cannons, train mortars
and infantry and setting them all up. It's simple stuff and for
the first ten minutes it works in halting the enemy advance. Then
the enemy commander gets wise to your plan and unleashes a devastating
artillery barrage that shatters your speakers and demolishes that
lovely defensive line you spent so long arranging. The rest of the
level becomes a non-stop battle for survival as the enemy sends
his tanks charging through your now exposed defences and onwards
towards the final objective, with only you standing in his way,
desperately holding on with the last remaining squads under you
command, hoping and praying that reinforcements arrive before you
are finally overwhelmed. It's an exhausting experience, leaving
you little time to admire the impressive graphical detail of the
shattered town you're meant to be defending.
The
graphics aren't the sharpest around, but the detail is impressive
- each and every tank and soldier is lovingly recreated from their
real life counterparts, but as good as the units look, it's the
destructive environments you'll come to appreciate more, with just
about every building capable of being levelled to its foundations,
as well as explosions so impressive that it's almost difficult to
feel intimidated by explosions in other strategy games after playing
this! The sound in RTS games is never as impressive as those of
other genres, while the music on offer is generic pap that adds
nothing to the experience, but it doesn't really need to - in the
heat of battle the rattling of machine gun fire and sound of very,
very loud explosions going off in your ear do give you sense of
being plunged into the midst of an intense conflict.
The
game gets progressively harder as you move through it; the enemy
forces become larger and more determined, while their use of special
abilities such as the above mentioned artillery strikes (which you
yourself can use through gaining points that unlock new abilities)
can often stop your attempts to gain the upper hand dead in their
tracks. The AI isn't perfect, but it is more cunning than is often
the case in RTS games; just try and win a skirmish game after selecting
the highest difficulty setting for the AI - it's impossible! He'll
chew you up and spit you out before you've had time to build your
first squad. It's generally easier, if only by a bit, to try your
luck on the multiplayer, where you also get to choose to play as
the Axis and use their vehicles and units.
Abilities
play more of an important role in skirmish and multiplayer games.
Doing well against your opponents awards you points to spend on
three different schools of abilities, varying for both the Allied
and Axis sides. The Americans for instance can choose Airborne,
giving a mixture of abilities that can give them temporary air support
such as bombers or send in paratroopers anywhere on the map, while
the Germans on the other hand can call on the Blitzkrieg, using
abilities to rally forth a small squad of anti-tank soldiers and
a not so small tank to deploy at your leisure. But there's a hitch
- the best abilities can cost a fortune in resources and these are
your most precious commodities in multiplayer games. Somehow managing
to make the single player game's pace seem slower, multiplayer games
are a mad race for resources, as the more you have the faster you
can build heavy units and claim dominance on the battlefield. You'll
never get the chance to build up larger forces at the beginning
of the game, so you fast have to deploy as many of the cheapest
units you can to claim strategic points and get ahead.
This
does offer up its own set of problems and if the other player is
used to tank rushing he'll quickly secure most of the strategic
points and roll out his first heavy units before you've even seen
him, but new strategies are also introduced to the mix; the simple
supply lines become important, because if you cut off the other
player's link to some of his resources elsewhere in the map, it
can severely stunt his progression and give you temporary advantage.
It's a small tactic, but in multiplayer games it can make all the
difference.
Niceties
aside, Company of Heroes does suffer from some problems. The AI
is a little erratic - while squads do dive for cover when they need
to without you having to step in and tell them, when it comes to
actually sticking behind cover they tend to get a little overexcited
and break from their defensive positions to attack the enemy head
on. Tanks are also a pain to look after; when under attack, logic
dictates that when ordered to retreat you'd do so driving backwards
so as not to expose the weaker, more vulnerable armour, yet too
all often tanks turn their backs to an enmy tank as they drive away
and take a few devastating hits while they retreat. The only other
real problem, which was also the main criticism concerning Dawn
of War, is its lack of a varied campaign - there's only one side
to play as and it would have been nice to have a mixture of different
sides, or a German campaign at least. Still, this is a relatively
minor critisism for a game that gets so much right where so many
other WWII games have gone wrong over the years.
For
once, Company of Heroes feels less like a game attempting to sell
itself on a popular theme that seems guaranteed to make a buck,
and more like a great game that just happens to use a tried and
tested point of history for its setting. Company of Heroes is a
fast paced arcade action strategy whose tendencies towards realism
often make it feel as cinematically intense as any first person
shooter - it might be yet another WWII game but it's definitely
one of the best.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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