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PC Game Review: Company of Heroes
Relic is a developer with a reputation for making innovative, fun games. What happens when they set their sites on the Second World War? Jim Zabek shares his thoughts.
Published 17 JUL 2008 by Jim Zabek
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Enduring Interest
For the last
several years the Second World War has been the most popular historical
era for the general gaming public. Mainstream
gamers “discovered” it with a series of great movies starting with
Saving Private Ryan, but in the eyes of those same mainstream gamers
the luster may be starting to fade. The reasons for making a
game set during the Second World War are consistently good:
the tactics and equipment are modern enough to be familiar to any
contemporary gamer and you can’t make this kind of drama up – the fight
really was for world domination. The contrast between The Good Guys and
The Bad Guys was stark, there was a lot of technological innovation,
which allows for a nice variety of tools and equipment, and the
geography covered by the conflict covered all aspects of habitable land
– vast empty deserts, steamy jungles, frozen steppes, and picturesque
French countryside. It is in that last setting that Company
of Heroes takes place.
Relic has established a reputation for developing high quality strategy games that offer innovation. Company of Heroes is no exception. Although it is an RTS, there are a number of design choices made by Relic that make it stand out from others in the crowd. I’ll get to those features in a bit, but suffice it to say that Relic has managed to incorporate classic RTS gaming with innovation and a high gloss finish that is a very solid combined offering.
Amateurs Talk Strategy – Professionals Talk Logistics
The
invasion of Normandy was perhaps one of the high points for drama in
the European Theater. After successfully making the largest
amphibious landing in history and establishing a narrow beachhead, the
Allies managed to best an already astonishing record.
Additionally, their logistical accomplishments of moving men and
materiel into France using artificial harbors was amazing.
When one considers the major setbacks due to weather, it is nothing
short of unbelievable. Yet, for all of this, the fight for
the Western Front was only just beginning.
It
has been observed of warfare that “amateurs talk about strategy,
professionals discuss logistics.” There is real truth to that
statement. It is all well and good to secure a beachhead with
military force, but without being able to resupply units in combat –
bullets, food, fuel – any military success achieved will be short
lived. RTS games are well positioned to incorporate logistics
into their combat models. Many lack a realistic feel, but
most at least make the effort to incorporate resource gathering and
upkeep costs into their gameplay.
Relic
has taken a relatively innovative approach to the concept of logistics
and supply. Rather than chopping down bocage hedgerows for an
abstracted supply of wood-based products (shoulder stocks, perhaps?),
Company of Heroes was designed to grant logistical bonuses to players
when they captured territory. There are three resources:
manpower, munitions, and fuel. A cap on manpower is increased
by simply taking a territory sector. Within each sector is
another resource, munitions or fuel. Munitions points are
used to purchase equipment or upgrades for units. Fuel is
needed to deploy heavy equipment, buildings, or global
upgrades. At first this resource system might sound as though
it is more of the standard RTS song and dance, but in practice it is a
reasonably clever system designed to create incentives for taking
objectives on the map. Manpower is constantly in demand, and
this system establishes a logical incentive to continually
expand. A rough military corollary is that the more ground
taken, the more troops likely to be required to hold it.
More interesting are the other two resources, munitions and fuel. Munitions resources are the most common on the map; fuel is fairly rare. It follows logically that a premium will be placed on the value of the territories with fuel resources. Maps have been designed in a way that some territory sectors with fuel are placed in reasonably safe positions near the player’s rear, allowing for quick access to some fuel points. But inevitably some fuel resources have been placed in the middle of the map – and it is usually around those points that most firefights will break out.
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