Regarding Company of Heroes (CoH), the first thing you will notice is its fantastic expression and large-scale movie details, whether in a powerful story-driven battle or in a highly competitive multiplayer game. The units you control, whether they are tanks or infantry, are beautifully detailed animations. You can see the individual actions of the mortar team loading and firing the mortar, the infantry team covering behind the walls and buildings, and reloading like in real life, etc. The amount of detail in the game is amazing.

Whether it is a multiplayer game or a single player game, it relies on the mechanism of capturing and defending three types of supply points: reinforcement, ammunition, and fuel. The more points the player or team has, the faster they can get their resources. This almost eliminates the shrinking tactics of the old RTS tactics, because both sides are forced to constantly be in a tug-of-war on the changing front line to exceed each other’s supplies and skills.

The balance between the US military and the German Wehrmacht is very good. In the historical context, neither side has any overall “super weapons” as in other games, allowing the controller to completely destroy the opponent. This theme of history and reality also extends to combat, because poorly equipped infantry squads can never reduce the hit rate of armored tanks. In order to do this, the player must call the AT gun or his own tank. The battle of vehicles in CoH is also an unexpected tactic. Most vehicles have weak armor protection, most commonly on the side or rear. This mechanism has led to some surprisingly tense vehicle battles, as players on both sides tried to wrap their vehicles around each other to be able to strike weak points.

The use of infantry is also highly tactical, and infantry can place their position behind a bunker in order to survive longer. The problem is that all environments of CoH are destructible, which means that after the enemy decides to bombard their positions, an infantry squad can quickly find that it has no bunkers. This high degree of destructibility introduces a dynamic battlefield, forcing players to constantly adapt to changing circumstances.

As mentioned earlier, the production value of CoH is high. This also extends to the picture and sound. The Essence graphics engine behind CoH is one of the best engines in the industry, and the level of detail it brings to the environment and units is comparable to the best FPS. The sound of the battlefield is very realistic in all aspects. Relic even added impressive background music to complement the mood of the game.

No matter how you look at it, Comany of Heroes is one of the most unique and most exemplified RTS style works over the years. Other developers may simply put a World War II skin on the outdated RTS engine and use an excessive mechanism, and Relic has gone beyond the scope of its responsibilities and provides an exclusive experience of PC games, everyone will definitely remember.


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