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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