They are no longer specialised infantry killers or anti-tank platforms, but multi-purpose vehicles that serve both offensive and defensive roles. A larger pool of tanks means each vehicle performs a more versatile role. This is close to the deck of cards system in Age of Empires, where experience provided small bonuses to unit or building characteristics.Ĭompany of Heroes 2 also complicates tank conflict somewhat. Here repeated playing yields decorative ribbons, vehicle and troop skins, and special abilities. Unlockable enhancements are currently à la mode in the games industry. Game developers Relic instead opt for a series of minor changes, and a graphical overhaul. These components of Company of Heroes, which made it both a commercially successful and enjoyable game, remain unchanged in Company of Heroes 2. Company of Heroes offers a kind of RTS different to Total Annihilation/ Supreme Commander or Star Craft II – base building and warmaking on an epic scale is the approach of the former, while the latter demands micromanagement and mastery of short cuts. This worked better than the straightforward mass-'em-and-rush-'em strategies beloved of the genre's less imaginative offerings. Combat, as in the Second World War, was both fluid and attritional – grinding away at an enemy's front lines and rapid outflanking were both successful strategies. In Company of Heroes, infantry and vehicle classes balanced each other in a sort of six-way variant of 'rock, paper, scissors', while cover and firing lines made positioning central to tactics. Resource-gathering RTS games turn off many casual gamers, since to achieve mastery it helps to have a little bit of decision maths up your sleeve. It's widely credited with having revitalised real-time strategy games: out went detailed economy management, in came territorial capture. Company of Heroes: Tales of Valour is a tough act to follow.
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