![]() ![]() ![]() And, unfortunately, for this new strategy, Company of Heroes definitely wins when it comes to depth of gameplay. You can still enjoy it, but since the devs decided to imitate the classic, there's no escaping such comparisons. Each has unique skills, but they do not have the same importance for gameplay as, for example, the heroes of Warcraft III. The hero/leader units don't do much to help it. The mechs are a little more interesting, but, in principle, each faction plays the same way. Each side of the conflict has the same set infantry units and support weapons (cannons, mortars, MGs). ![]() Still, the old and venerable Starcraft provided us with more faction diversity – two decades ago. Russviet is more offensive, Saxony is better at defending, and Polania feels like somewhere in-between. The fact that all the factions feel essentially the same also doesn't help. I really missed a system of upgrades of units, ability to blow up bridges, leader skills, fortifying strategic points, etc. You can see it perfectly when we tell the troops to hide behind the cover and throw a grenade order wounded soldiers to retreat to the base when mechs break through walls and buildings like tanks or when we deploy sandbags and barbed wire by the bridgehead.īut's it's also very clear that the game is just – sorry to say it – cheaper. The gameplay resembles Company of Heroes at every turn. If you've ever played any RTS, you know what it's all about. In order to win, we must either collect a certain amount of points or destroy the enemy's headquarters. Our job is to secure strategic points on the map (like in World in Conflict), which brings victory points and resources needed to obtain more units. This game is strongly derivative same as in the RTS classic from Relic, we have infantry, vehicles, and different fortifications. I mean, we've suspected that for a long time, since the original gameplays. The gameplay in Iron Harvest definitely evokes a sense of déja vu.
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