NEW REVIEWS AND ARTICLES COMING SOON!
Just a heads-up folks.
For now, here's a nice YouTube clip of one of my first Warzone victories. :) Enjoy.
13-kill Warzone Victory!
Realm of the Wolf: Wytefang's World
Game Reviews (both Videogames and occasionally Tabletop games) along with the occasional interview and/or editorial.
Realm of the Wolf: Wytefang's World
Saturday, November 21, 2020
Sunday, July 21, 2013
Designers: Runic Games
Platform: PC
Release Date: September 20, 2012
Genre: Action Role-playing Game
Game Modes: Single-Player Campaign & Multi-player Co-op (6 players)
Cost: $19.99
Reviewed by: Anthony Du Lac
I’m not sure what it exactly says about me, as a writer and
reviewer of stuff, that I so frequently
use relationship analogies in my articles, but it’s an analogical device that’s
often appropriate. My romance with
Torchlight 2, for example, is well-suited to this sort of flowery vernacular
for a variety of reasons. It was more
than a simple fling but not quite a long-term partnership,
either. It featured all the excitement
and enjoyment of a really great first date, the one where you suddenly realize,
“Hey, we’re really hitting it off!”
For those not “in the know,” the original Torchlight (by
Runic Games) was a surprise hit in the action-RPG genre that revealed that
Blizzard actually weren’t the only ones who knew how to craft an Action RPG. Since Runic Games
features some key members from previous Diablo design teams, it’s probably
unsurprising that they understand the genre so well. Despite very positive reviews for the
original Torchlight, it wasn’t entirely without flaws and Runic was determined
to address most of those with the sequel.
Torchlight 2 does, in fact, improve many weaker areas of the original
game while managing to carve out its own unique successes.
Let’s start by pulling the curtain back a bit on Torchlight
2’s (very) few fumbles. The primary
complaint I had was that the storyline was underwhelming and often seemed
somewhat schizophrenic or even rudderless.
It basically revolves around stopping the Alchemist from the previous
game who has been corrupted by ember blight from the Heart of Odrak and now
seeks to do bad, bad things. As a brief
aside, it seems to me that many of the issues facing the frequently imperiled
fantasy worlds in this genre stem from a simple lack of ethics or moral
fiber. Had any of these world-threatening
villains ever attended Vacation Bible School, for example, a lot of drama might
have been averted.
![]() |
| The Robot who could not love. |
Leaving aside the moral failings of the game’s villain, the
story simply does little to ever truly invest players in any of the quests or
the larger picture, yet despite that issue, it doesn’t much detract from the
overall experience. A comparison between
Torchlight 2 and its 900 lb. gorilla of a competitor, Diablo 3, is inevitable
but nowhere is the disparity in design resources more noticeable than in the
cut-scenes and voice-acting. Torchlight
2 uses a simplistic yet stylized cartoon medium to deliver cut-scenes and while
effective, it’s still more functional than “fancy”, whereas Diablo 3’s cut-scenes
are stunningly high-quality and extremely cinematic.
Coming from Diablo 3’s extremely impressive voice-acting and
music down to Torchlight 2’s much more meager offerings is also somewhat
disappointing, but again, you’ll not find yourself noticing it THAT much once
you dig into Torchlight 2’s superb gameplay.
You’d be forgiven for assuming that since the voice-acting and video
cut-scenes in Torchlight 2 take second fiddle to Diablo’s far superior
offerings, that Torchlight 2’s graphics must fall badly short as well – but
that assumption would be utterly wrong.
"Isn't this overkill? Nah, it's just enough "kill."
While Diablo 3’s in-game graphics are, indeed, sumptuous,
beautiful, and appropriately dark and gloomy (rainbow haters will be pleased¹),
Torchlight 2 heads in a more stylized, colorful, and (again) “cartoony” style
that works extremely well (rainbow haters will howl in fury¹). For every instance in Diablo 3 where I found
myself admiring the scenery, I had an equally pleasant experience with
Torchlight 2’s interesting environments and special effects. But gamers don’t always play games to have their eyeballs tickled and when it comes down to the core
clicking-gameplay action, Torchlight 2 delivers with extreme prejudice.
There won’t be anything terribly unfamiliar about T2’s gameplay
to diehard fans of the series but there have been some welcome additions and
tweaks to the series. Overland environments
are more interesting with the addition of day/night cycles and weather effects
(used to great effect in one mini-quest path during the 3rd Act),
while character personalization options have increased to include sex, face,
hair type, and hair color. The fishing
mini-game and pet usage are still available and just as spiffy as ever (new
rare magic items or spells can actually speed up your Pet’s shopping and
selling trips into town by quite a bit) and the UI has been enhanced to improve
convenience and functionality.
![]() |
| Frankly, I prefer Barbara Eden... |
Players can select one of four all-new classes to play and
despite leaving the familiar old roles behind, they’ll find that these new ones
are every bit as useful and enjoyable to play. The Engineer
is a master of ember-powered steampunk contraptions and a potent melee fighter
and seems best-suited for solo players.
Meanwhile, the Outlander is a nomadic ranged fighter who appears to
benefit the most from his pet’s assistance.
If you like dual-wielding pistols or blasting away with a shotgunne
(Torchlight 2’s spelling, not mine), this is the class for you. The Berserker might sound like he should be a
beast of a fighter but he’s mostly focused around faster attacks and
animal-themed powers. Finally, the
Embermage is your somewhat prototypical spell-blasting magic-user specializing
in elemental-themed magical attacks.
I chose to play as a shotgunne-wielding Outlander who was
heavily assisted by his trusty lupine pet.
Despite the fact that the Outlander is supposed to be a low-level magic-user, I found his magical “Glaive” special attack to be extremely potent and
eminently useful. Since I prefer NOT to
read about the best “builds” and instead like discovering things for myself, I
ended up not fully realizing just how powerful several other skills/powers were
and only added points to some of them much later in the game.
I played through Torchlight 2 on Normal difficulty but despite the label, I found large portions of the game rather difficult without very astute micro-management of my character’s abilities and some clever tactical decisions. In short – I died a lot. But if you’d already used a Town Portal scroll, it wasn’t too annoying to return to the scene of your failure in short order. The game does offer several sizes of refreshing Mana and Health potions and there are also spells you can find during the game which can also boost hit points, armor, or defense for further support.
I played through Torchlight 2 on Normal difficulty but despite the label, I found large portions of the game rather difficult without very astute micro-management of my character’s abilities and some clever tactical decisions. In short – I died a lot. But if you’d already used a Town Portal scroll, it wasn’t too annoying to return to the scene of your failure in short order. The game does offer several sizes of refreshing Mana and Health potions and there are also spells you can find during the game which can also boost hit points, armor, or defense for further support.
I was quite impressed with the variety of boss types in the
game. For example, many mid-level foes even proved difficult sometimes without solid
preparation. I also enjoyed the
Torchlight 2 dungeons more than in Diablo 3, as they felt more focused in both theme and challenge.
NPCs everywhere offer a large variety of quests to keep your inner “paladin” constantly busy fighting evil here, recovering lost loot there, and just generally playing the role of a do-gooder as you see fit. Unfortunately, most quest decisions or storyline options seemed fairly cut-and-dried. Your actions consistently supported the cause of all that was good and just, with little in the way of moral ambiguity to muddy the waters. Real life, of course, is rarely so black or white and had the player faced more challenging decisions, it might have ramped up the emotional and psychological resonance of the storylines.
NPCs everywhere offer a large variety of quests to keep your inner “paladin” constantly busy fighting evil here, recovering lost loot there, and just generally playing the role of a do-gooder as you see fit. Unfortunately, most quest decisions or storyline options seemed fairly cut-and-dried. Your actions consistently supported the cause of all that was good and just, with little in the way of moral ambiguity to muddy the waters. Real life, of course, is rarely so black or white and had the player faced more challenging decisions, it might have ramped up the emotional and psychological resonance of the storylines.
The single-player campaign was broken down into three unique
Acts that each had their own interesting style and flavor. Act I, entitled Wake of the Alchemist, has
you trying to catch up to the Alchemist and undo several disasters of his
making, all framed by the Etherian Steppes environment which features a Northern climate of pine trees, snow, and mountainous regions with a generous
helping of mammalian-based enemies and a wide variety of spiders. Did I mention that there was a LOT of
spiders? Arachnophobes need
not apply.
Act II was set in the heat-blasted Desert environment of the
Mana Wastes, where you’ll run into a lion’s share of skeletons and flying foes,
primarily.
The final Act 3 is set in the deep wooded, rainy region of Grunnheim, which features the tree-entwined ruins of an ancient Dwarven civilization and lots of ghosts and other spooktacular enemies, along with a variety of steampunk-powered foes (robots and the like).
The final Act 3 is set in the deep wooded, rainy region of Grunnheim, which features the tree-entwined ruins of an ancient Dwarven civilization and lots of ghosts and other spooktacular enemies, along with a variety of steampunk-powered foes (robots and the like).
![]() |
| And this little puppy even glows in the dark! The Axe that is... |
Interestingly, if you leave an area and
return, after clearing out all the zone enemies, you’ll still find yourself
facing an empty zone. This differs from
classic Diablo 2 where if you left a zone and later returned, you’d find a
newly populated zone. Ostensibly, this
is because the game seems tightly balanced where leveling is concerned and
strictly prefers to govern exactly at what level you face certain areas and
baddies. A nifty aspect of the campaign
world is that there are some special “named” dungeons that only randomly appear
in any given play-through. You may beat the
entire game but never see most of them.
While some may find that a bit off-putting, I found that it gave me impetus
to try another campaign run in order to hopefully discover one of these extra
special dungeons.
The only one I discovered was the special Minecraft homage
entitled “Notch’s Mine” which actually featured a few of that game’s classic “creeper”
enemies, textured in a 8-bit pixelated graphic design.
![]() |
| What a blockhead! |
Disappointingly, it was an incredibly easy
mini-dungeon to defeat though it netted me one of four swords to be found from this
particular special dungeon-romp. I
nabbed the Iron Sword, which also has the appearance of an old 8-bit sword (see
pic below to truly appreciate this clever artistic homage), that gave my pet
increased armor, damage, speed, and a much faster town travel time. It also dealt out some solid damage and was super
quick. Truly a uniquely enjoyable
weapon!
![]() |
| 8-bits of pure, unadulterated fury (note the funky hat, too) |
Therein lies Torchlight 2’s best strength compared to Diablo
3 – it features a much more generous yet balanced loot experience. Where, in Diablo 3, I was constantly
disappointed at the fairly mundane low-level magic items I was finding, in Torchlight
2 I was always getting really cool stuff!
I’m admittedly someone who enjoys the constant item comparisons and
swapping in that slightly better item to make my character just that tiny little
bit better than he was before. What’s
that, you say? That “Sword of Eyeball
Implosions” will buff my health by +100 compared to my current sword but
doesn’t do as much damage? Hmmm…swap ‘em
out! I love that stuff but Diablo’s
drops always felt so chintzy and grudgingly doled out that I lost interest in
the results of my combat, finding myself driven forward solely in the desire to
see more of the story and amazing cut-scene movies. In Torchlight 2, I was always on the lookout
for that wicked piece of gear which might complete one of the many great item
sets in the game and always finding other neat stuff, too. It’s no secret that the loot system is a huge
driving force in action-RPGs and Torchlight 2 actually scoops D3 in how it
handles that whole carrot-stick thing. That being said, having finished the game twice now, I was disappointed at how stupidly difficult it was to get a Legendary, which in this particular game is truly uber-rare. Considering that not long after Torchlight 2 released, Diablo 3 saw many improvement and balance tweaks, including upping the ability to find desired Legendaries, this has become a failing of Torchlight 2's.
Another area where Torchlight 2 could've used improvement, compared to its bigger, more notorious ARPG brother, was how Torchlight 2 provided feedback and info on the foes you'll face. Where Diablo 3 had the enjoyable little sound clips of history or info on various monsters, Torchlight 2 had nothing. Without some sort of small encyclopedic entry about each enemy, players lose an opportunity to use better strategies in facing them. Tiny status effect messages (and I mean tiny!) appear at the top above the creature's name and health-bar but just as quickly flicked off, leaving players utterly in the dark as to what effects impacted the monster and whether that effect was helpful or not.
Another area where Torchlight 2 could've used improvement, compared to its bigger, more notorious ARPG brother, was how Torchlight 2 provided feedback and info on the foes you'll face. Where Diablo 3 had the enjoyable little sound clips of history or info on various monsters, Torchlight 2 had nothing. Without some sort of small encyclopedic entry about each enemy, players lose an opportunity to use better strategies in facing them. Tiny status effect messages (and I mean tiny!) appear at the top above the creature's name and health-bar but just as quickly flicked off, leaving players utterly in the dark as to what effects impacted the monster and whether that effect was helpful or not.
![]() |
| Choices, choices...do I go with the Uncommon outfit or this snazzy Rarer ensemble? |
Torchlight 2 offers magical enhancements for your items in
the form of various gems that you can place into items the feature open
slots. You can also find “enhancers” who
roam various map areas – some harder to discover than others – who will gladly,
for a price, add magical abilities to your pre-existing items. At your Imperial base camp, you’ll have NPCs
who offer the ability to salvage already socketed gems from items (via destroying
the containing magic item) OR to destroy a socketed gem thus freeing up a slot
again, respectively. One other neat
twist is the availability of spell scrolls that can be used in addition to your
normally granted extra abilities via a few built-in spell slots. Even your friendly pet can be equipped with
spells which it will then auto-cast at the appropriate time. For example, my Wolf pet “Greymane” would
insta-cast a Blood Zombie summoning spell at the beginning of combat, thus
granting him his own little decaying pet!
Since the newly added co-op gameplay was one of the most
requested new features, I was excited to give it a spin and I was not
disappointed. It was a seamless
experience with loot drops showing only for your own character, thus no bickering
over the goodies. And while I was a
fairly high-level Outlander playing with my friend’s much lower-leveled
character, I didn’t feel as if I was badly ruining the balance. Granted that may have been because I was
fairly cautious in how much I helped him, but it was nice to be able to play
together despite the level disparities.
The game can support up to 6-player Co-op but unfortunately I didn’t get
the opportunity to experience that, so I can’t speak for how well it
works. Based on my experience with our
2-member party, though, I imagine it works just fine.
Runic has added several patches to the game since launch,
enhancing what was already a fairly bug-free initial experience. They’ve finally released the GUTS editor for
wanna-be modders and have added STEAM’s Workshop functionality to Torchlight 2
as well, rounding out what is an already excellent package with even more
options to extend the game’s life beyond just the single-player campaign
experience. If the modding tools aren’t
intriguing, there’s always the NewGame+ mode (or “N+”) to offer a truly
challenging re-match with the game’s campaign – monsters are tougher and more
plentiful and the difficulty levels are ramped up to match your high-level
character’s potential capabilities during a second play-through.
For players not as interested in a second campaign
experience, there’s always the option to buy one of many challenge maps from a
map vendor, who only appears after you’ve completely beaten the main
campaign. These maps offer intriguing
and unique challenges, some with a strange mix of variables, to a standard
dungeon romp. On one map you may see
rewards of three times the normal amount of Gold but also facing commensurately
more wicked monsters while another map may offer a higher percentage of magical
item drops but have a super tough boss at the end. Yet another map may limit the amount of
health you can heal during the dungeon or feature hit-point draining
environmental challenges. The more
challenging or lucrative the map, the more it will cost, though, so save your
Gold, adventurers!
While some reviewers may be content to give Torchlight 2 a
score in the high 80’s (out of 100) or what we’d know in the USA as a “B+”
grade, I find myself considering it a very solid “A” or 92 out of 100. Why would I score it so highly and above that
of the average score? Because it’s not
only a high-quality product in most aspects (cutscenes, voice-work, and storyline
aside) but it’s also incredibly fun with many extra features - including some
we don’t see as often these days (LAN play, good Co-op modes) – AND it’s
insanely inexpensive at a mere $19.99.
In my book, that qualifies it as the best gaming value of the year, all
things considered. If you’re a big fan
of the Action-RPG genre, you’ll love every minute of Torchlight 2 and even if
you’re not an Action-RPG fan, specifically, you’ll still find a ton of fun
packed into this wonderful game. Torchlight
2 is simply one of the sure-fire, can’t miss games of this past year. What are you waiting for? Get clicking!
Loot man, loot!
FINAL SCORE: 92%
(Special thanks to Runic Games for the review copies of Torchlight 2)
Monday, July 01, 2013
Interview with Scott Campbell, Art Director @ Double Fine Studios
QA with Scott Campbell, Lead Art
Designer of Double-Fine Studios –
1/12/07
1. Scott, please tell us a little bit about
your background, how you broke into the industry, and what your primary
responsibilities are there at Double-Fine Studios?
Ok, well, I went to the Academy
of Art in San Francisco, to be a comic book and
children’s book illustrator. But when I got out of school I was kind of at a
loss of where to go. So I worked at a
pizza place. A friend of mine from art
school started working at Lucas Arts as an animator, so she told me about an
opening at Lucas Learning, the new kid’s game company. I started working there painting backgrounds
and drawing characters for 2D Star Wars games, working my way up to art
lead. I met Tim Schafer there. He was a funny dude. He is still a funny dude. He left Lucas to start Double Fine. I left soon after to join him as Art Director
and we began building the look of Psychonauts.
I designed characters, backgrounds, storyboards, and oversaw the basic
look and style of the game. I am doing
the same on our new game currently in production. Oh, man, it looks so awesome.
2. What do you recommend as a good path for
someone who may be seeking to enter the graphics or artistic portion of the
gaming industry?
Draw and paint a lot.
Expose yourself to as much art as you can and get inspired. Get well
rounded in your skills. Do it all! Then later you can decide what your favorite
aspects are and where you would like to go.
3. Psychonauts was,
by all accounts, a critical darling, and rightfully so as it was a wonderful
game, yet fans didn’t quite snap it up (unfortunately). Why do you think this was the case?
They snapped it up enough for me! I love that it came out and has been getting
so much critical acclaim. Also I love
fans.
4. What aspect of
your artistic design work on Psychonauts was the most enjoyable for you?
Designing the characters was an exciting process. Tim cares so much about character development
and wrote such amazing back stories for all the characters. That made the designing of them that much
more enjoyable and easier. Drawing
something that makes Tim laugh is the best feeling. When he doesn’t laugh, the feeling isn’t as
awesome. It was a huge cast, so it was
fun to see it grow. I also enjoyed
drawing all the figments because those were fast and stream of consciousness
style. I was able to explore the
characters further by drawing anything that might represent them in their
minds.
5. What was the biggest challenge you faced as an artistic designer on Psychonauts?
The minds versus real world created a huge variety of design
problems for us. Good problems. Each mind world had to be completely
different than the one before, yet the style had to be consistent. That was pretty daunting. I remember reading the design document before
I started and wondering how anyone was going to be able to make all this
stuff. But oh, man, I think it worked
really well. I am very relieved.
6. What portion or
portions of your work on Psychonauts are you most pleased with overall?
I think the characters turned out great. The animators were pretty amazing at building
them and bringing them to life. I like
seeing them all lined up for class photos.
I don’t see that too much, but when I do I sure like it.
7. Let’s switch gears a bit and ask you who
your artistic influences have been?
That’s always changing.
In the beginning of Psychonauts, I was heavily influenced by J. Otto
Seibold, Shag, Joe Sorren, Jim Flora, Paul Klee, Tim Burton, and Basquiat. Now, I find myself influenced by so many
different artists I see on art blogs. I
am so addicted to art blogs. Comic
artists, kid’s book artists.. I’m pretty
involved in the comic scene as well.
8. Along those same
lines, can you tell us what other games have impressed you, artistically in the
past (or present) and why?
As a kid, Star Wars’ vertex art really impressed me. But recently, I have enjoyed Katamari Damacy,
Shadow of the Colossus, Legend of Zelda Windwaker, and others I can’t think of
right now. Okami was very beautiful.
9. Where do you see
the future of artistic design headed in the gaming industry?
I hope people start taking more risks with the visual
design. I don’t see it as much as I
would like. America cares so much about ultra
realism in games that push the tech side of things. They look amazing, but soon they will go as
far as they can go and they will have to start pushing in other
directions. At least I hope so. I get excited when I think about the games
that Japan
is making. Japan makes me pretty happy. It also seems like the do-it-yourself craze
that’s happening right now with games and movies will pave the way for all
kinds of original styles. It is very
exciting to see what people come up with in their homes.
10. Tell us a little
bit about working at Double-Fine Studios, is it really like working in the ‘Willy
Wonka Chocolate Factory’ or is that all just hear-say?
Sometimes people bring in chocolate to eat. And cookies.
So yeah, I guess we have some of that.
And sometimes we laugh. But most
of the time we wear suits and do push-ups.
11. Can you tell us
what it’s like working with Tim Schafer as far as his approach to game design
and methodology?
It’s the best. I have
crazy respect for Tim. For Tim, everything
has to have a reason. Tim is very into a
completely immersive game experience.
The story is very important to him and the creating of the world is a
very collaborative and enjoyable experience for everyone.
12. Alright, the kid
gloves are off, can you give us some funny dirt on Tim?
Tim’s a pretty clean guy.
He never does anything that would make him “funny dirty”.
13. What games are
you playing right now, when you’re not working on Double-Fine’s current
project?
I’ve been playing Wii sports. And Guitar Hero II, when I can. Oh, and the new Zelda a little bit.
14. What forthcoming
games are you eagerly anticipating and why?
I am very excited to see how the new Team Fortress turns
out. The style looks super great.
15. Can you tell us
anything at all about your current project there at Double-Fine?
Nope. I would get
whipped.
16. Finally, though
many may be unaware of this, you produce an online comic strip in the ‘Comics’
section of the Double-Fine website, called ‘DFAC’. It’s absolutely hilarious, weird, and
brilliant all at the same time. Do you have
any plans to release this online comic in a book format down the road? What was your inspiration to create this
web-strip?
Yes, we are hoping to have the comics published soon. Just need to work out the “logistics”. The “logistics” are hard. Also, I procrastinate sometimes. I got into doing the web comics because I
wanted to get loose and creative every day.
I have been doing comics for awhile with friends from Lucas in a book
called Hickee. We do comics together in
cafes where one person does a panel and passes it around, those are the
funniest I think, because we have to ‘out funny’ each other. The DFAC doesn’t really have any
pressure. It just happens and then the
next day you do another one, so it’s never a big deal.
17. Thank you for
taking time out of your busy schedule to speak with us. We look forward to seeing Double-Fine’s next
game!
You are totally welcome.
I look forward to you seeing the next game as well. You’ll freak out, I’ll bet.
COH
Author: Anthony DuLac
Publisher: Relic Entertainment
Platform: PC
Website: http://www.companyofheroesgame.com/
Posted: Sat, Oct. 14th, 2006
Publisher: Relic Entertainment
Platform: PC
Website: http://www.companyofheroesgame.com/
Posted: Sat, Oct. 14th, 2006
Those who say that ‘War is hell’ haven’t played Company of Heroes (CoH) the recently
released WW2 Real-Time Strategy game from Relic Entertainment, creators of ‘Homeworld, Impossible Creatures, The Outfit
and Dawn of War’. It’s no great
surprise that most RTS fans emitted a collective groan of indifference about a
year ago when Relic announced that the setting of their next ‘big’ RTS game was
going to be World War 2. ‘The Big One’
(WW2) has been the focus of more games than Britney Spear’s parenting faux pas
tabloid appearances and while Relic has certainly established no small amount
of street cred for it’s amazing string of high-quality Real-Time Strategy games
(Impossible Creatures notwithstanding), some worried that perhaps the
creativity had finally run dry at Relic’s Vancouver game development
studios. As it turns out we didn’t have
much to worry about. Read on to find out
why!
Starting with the obligatory 1944 D-Day mission, the
single-player campaign in Company of Heroes follows the exploits of Able
Company as they fight every inch of their way into Hitler’s Fortress
Europe. While it’s all the rage these
days to pooh-pooh exceptional graphics as unimportant to gameplay, in CoH they
provide a visceral thrill that is unequaled by any other game in this genre and
integral to the total experience.
Soldiers, vehicles, buildings, trees, and even telephone wires are blown
to smithereens with some of the best and most realistic explosions ever seen in
any game. The art direction is pure Band
of Brothers with army green, steel grey, and mahogany-colored mud all lovingly
depicted in the French countryside. Most
games make it a point to give their players a color-coded unit cue for which
troops are theirs and this colored banding is often over-the-top or too
distracting but such isn’t the case with CoH’s units. The colored coding is so subtly handled that
you barely notice it’s there which is, of course, the way it should be. It’s a testimony to just how amazing the
overall graphics are in the game, that even the User Interface (UI) is
aesthetically pleasing.
German artillery vainly tries to take out my Sherman
Crocodile
But the graphics aren’t the sole owners of center stage;
Company of Heroes sports an impressive integration of in-game physics to round
out the presentation package. When you
call in an off-map artillery strike to clear out a pesky nest of Nazis, the
building that they’re bunkered in will explode in an extremely realistic
fashion and (seemingly) never the same way twice. Vehicles sway wildly when hit hard by an
enemy tank’s shell and in one instance, when I’d loaded a half-track full of
soldiers that then promptly hit a mine, it flipped over, spilling my grunts onto
the muddy road in disarray. I’ve also seen
telephone wires cut in two and trees uprooted if caught in particularly heavy
bombardment. It would be one thing for
CoH to have tacked on the physics as an extra aesthetically-pleasing element
but in this game the physics affect gameplay in nifty ways as well. That wiped out building you destroyed with
your arty strike can suddenly prove lifesaving for your infantry squad when an
enemy division rolls into town. Your
troops will dive for cover into the ruins, dynamically using the terrain to
their advantage.
The green dots on the left of the picture show my unit
a great place to take cover
This leads to another fantastic aspect of CoH – your unit’s
AI and pathfinding. You’ve seen it all
too often in a RTS game - you click your unit, carefully choosing a smart path
that takes advantage of the terrain so they’ll arrive at their destination
safely, only to find them either stuck on a rock or meandering aimlessly like
near-sighted penguins. Those days are (mostly) gone with CoH. Your squads not only take the smart route
towards their goal, they do it in a way that takes maximum advantage of cover
along the way. If they come under fire
they’ll drop to a prone position and immediately crawl towards the best cover
locally available while returning fire.
It bears mentioning, however, that vehicle pathfinding is a bit less
stellar. Specifically, tanks seem to
have the most trouble getting to their destinations if more than one is
selected. The issue seems to be that
they both attempt to take the best path and occasionally end up bumping and
jostling each other in a bizarre metal parody of the Three Stooges as they both
roll towards their respective destinations.
Thankfully, this is a fairly rare occurrence and the game provides you
with the ability to give a facing command which helps to partially alleviate
this issue.
Sound and music are both spot on and further add to the
immersion factor in what is already a wildly immersive experience. Bullets whiz and flame-throwers crackle with
manic glee as the stirring orchestral score ramps up the gravitas and provides
an aural experience rivaling even big-screen epics like ‘Saving Private Ryan’ or ‘Pearl
Harbor’. Famed PC game musician
Jeremy Soule provides a perfectly suited soundtrack for this war-torn
setting. Teeth-rattling explosions lend
even the smallest mortar strike serious credibility and if you have a
high-quality set of speakers and/or headphones you’re in for a real treat.
Relic seems to have made all the right gameplay design
choices and these decisions push CoH past the tired RTS genre and into a more
exciting realm of possibility. Gone are
the days of simply lassoing the largest group of units and throwing them into
the fray, knowing that your superior numbers will win the day. In Company of Heroes, the concepts of cover,
flanking, and combined arms genuinely make a huge difference. Nowhere is this more apparent than in Relic’s
design decision regarding tanks vs. infantry.
In a standard RTS you could leave your infantry squads to plink away at
a tank with their rifles until it was eventually defeated but not so in
CoH. In the classic WW2 match-up between
infantry and tank, the tank is impregnable to bullets; no amount of prolonged
small-arms fire will ever take down any tank in the game. Instead, as a ground-pounder you’ll have to
rely on (historically inaccurate) Sticky Bombs to wipe out your steel-encased
foes – rest assured you’ll need more than one to get the job done.
During each battle your troops earn experience points which
can be used to purchase unit upgrades or special events (such as artillery
strikes or bombing runs) along one of three specific Command paths: Infantry,
Armor, or Air. Each path is tailored to
a particular style of gameplay though they’re all very useful regardless of
your strategy. Dirt farming is nowhere
to be found in CoH, instead (in a nod to Relic’s ‘Dawn of War’ series) you must
capture a series of victory point locations that are divided into three
categories: manpower (for soldiers), munitions (for weaponry upgrades or arty
strikes), and fuel (for vehicles). If a
captured victory point is not surrounded by your territories on a least one
side, it will not yield its bounty to your totals. This is how Relic seamlessly represents the
effects of being ‘out of supply’.
Victory conditions come in two flavors during a match: by the utter
Annihilation of your foes or success by Victory Point Acquisition (i.e. whoever
can reach a set number of victory points will cause their opponent’s tickets to
start counting down toward defeat, similar to the Battlefield series Conquest
mode).
An example of a captured and fortified munitions
victory point
Also, as mentioned previously, the game allows you to set
the facing of your units and this, combined with the use of cover, provides for
even more strategic gameplay. Should I
setup my ambush here along the hedgerows but with an exposed flank or do I
attempt a less risky advance from the high ground into the village? Should I place this mortar team behind the
cover of these building (answer: yes) or put them closer to the front under
less cover so they’ll have a more effective range? Choices like these drastically change the way
you’ll approach each battle and these choices make the game much more
enjoyable. Even tanks offer more
tactical opportunities as the game engine effectively simulates positional
vehicle damage meaning that even the Germans’ ridiculously powerful King Tiger
tank is susceptible to a bazooka up the tailpipe. In fact, tank vs. tank battles nearly become
a mini-game unto themselves as players micromanage both the facing and movement
of their tanks in a desperate effort to get that all-powerful rear armor shot.
Here a German Panzer IV is nailed in the flank armor by
the powerful American Pershing tank - note the Panzer IV's tank shell speeding
towards my Pershing!
Micromanagement itself accounts for the game’s sole weakness. In the heat of any particularly frenetic
battle it can become almost ridiculously difficult to keep your war machine
operating at peak efficiency. Though
your units’ AI is stronger than that found in any other RTS they still need
tough love from time to time and giving it to them while three different fronts
have opened up on the map can prove frustrating for newcomers to handle. Thankfully Relic seems to have been aware of
this difficulty and has kindly given players the ability to pause the game
while still issuing orders. Using this
feature can help alleviate most of the micromanagement headaches you’ll face or
at least diminish the difficulty level of all but the most hectic conflicts. A tactical map giving you an overview of each
scenario’s battlefield also provides some welcome relief for the strategically-challenged
among us.
The length and quality of the single-player campaign in CoH
bears mentioning as Relic could have easily mailed in a standard by-the-books
campaign but even here you can see the delineation between the industry’s
finest RTS developers and the bush leagues.
Missions are varied and range from all-out frontal assaults to cat and
mouse style tank hunts. Particularly
noteworthy are Missions 8 (St. Fromond) - you’re tasked with holding a town
square for a set period of time while under a furious counter-assault, Mission
9 (Hill 192) – where you must capture a well-defended hill in under forty
minutes, and finally Mission 14 – in which you must defeat a German tank ace
driving the dreaded King Tiger tank.
Though there is a small story (of sorts) tacked onto the whole campaign,
it’s perfunctory at best. The scenarios
themselves are the bread and butter here.
The Tactical Map for Mission
9, taking Hill 192
Multiplayer is handled adroitly by Relic’s newly created
Relic Online game service. While there
are some initial issues with invisible players in the game lobbies and a few
other minor glitches, as a game-matching feature it’s quite serviceable. The only real concern right now involves a
bug where your opponents can drop from the game which then in turn gives you
the loss. For those who are extremely
devoted to their ranking on the Relic CoH ladder, this is a very frustrating
bug and one that Tranj (THQ’s Senior Creative Manager) has said is “a very high
priority for us.” Relic has recently
revealed that a patch is on the way (ETA: 2-3 weeks) to fix this drop bug and
several other small issues.
Relic appears to have achieved the impossible with Company
of Heroes – they’ve created a RTS in the trite World War 2 setting that is
simultaneously beautiful, visceral, and exciting and yet revolutionary to the
genre. Newsflash to other RTS designers:
the bar has been set and it’s way up there.
It’s been a long time since the ‘S’ in RTS meant something - it does
now.
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