Company of Heroes is a
visually stunning real-time strategy game that depicts all the violent chaos of
World War II with uncommon intensity. Set during the invasion of Normandy toward the end
of the war, Company of Heroes takes its cues from Saving Private Ryan, by portraying both the sheer brutality of the war as well as
the humanity of its combatants. Many other recent WWII games have also drawn
influence from Steven Spielberg's landmark film, but Company of Heroes is even
more graphic. This and the game's highly authentic-looking presentation are its
distinguishing features, and it boasts some frantic, well-designed strategic
and tactical combat to match. Company of Heroes trades a wide breadth of
content for an extremely detailed look at WWII-era ground combat, and its
action is so fast paced that it's best suited for the reflexes of an
experienced RTS player. So if you're unfazed by any of that, you'll find that
this latest real-time strategy game from the developers of Homeworld and
Warhammer 40,000: Dawn of War is one of the best, most dramatic and exciting
examples in years. Provided you have a powerful-enough system and graphics card
to fully appreciate the visuals in Company of Heroes, you'll quickly be struck
by the level of detail depicted in the game. Infantry move in teams, darting
from cover to cover. They may be ordered to occupy any building on the map, and
you'll see them shutter the doors and take aim out the windows. Vehicles are
shown to scale, so tanks and other armored vehicles look big and imposing, and,
indeed, they are. Infantry seem almost helpless against tanks, and you'll hear
the men screaming as tank shells explode around them, sending bodies flying,
while lucky survivors dive out of the way. Yet by attacking a tank's vulnerable
sides and rear armor with explosives, it's possible to turn the tables on these
lumbering threats...turning one of the most basic confrontations in Company of
Heroes into a thrilling cat-and-mouse game, much more than a typical clash
between a couple of RTS units. What's more, the battlefields themselves have at
least as much character to them as the various infantry squads and vehicles as
your disposal. The quaint French towns that are the set pieces of many of the
game's skirmishes truly look as if a war was waged there once the battle is
done, since buildings will catch fire and collapse, telephone lines will
topple, blackened craters will appear in the wake of artillery blasts, and
more. These changes aren't just cosmetic, either. Those blast craters provide
cover for your infantry, while the ruined husks of blown-up tanks might
interfere with a machine gunner's line of fire. The game focuses on the Allies'
invasion of German-occupied Normandy
in 1944, specifically on close-quarters skirmishes between infantry and armor.
Company of Heroes presents a number of novel twists to real-time strategy
conventions, but at heart this game works like other RTS games do, by putting
you in charge of base construction, resource gathering, and tactical command of
various military forces in an effort to defeat the opposition. The game
includes a good-sized single-player campaign spanning more than a dozen
missions, in which Able Company lands on Omaha Beach on D-Day, liberates a
number of key towns and strategic points, disrupts German supply lines and
secret weapons, and finally helps crush the remnants of the Nazi war machine in
France. It's an exciting campaign, tied together with cutscenes and mission
briefings coming from a variety of voices, which creates a few threads that
help tie the missions together. In addition to the campaign, you can play
skirmish matches with up to seven computer-controlled players on a series of
different maps, and you can also jump online into the proprietary Relic Online
service to challenge other players in ranked and unranked matches. The Relic
Online service is a cut above most similar offerings, and lets you easily find
a ranked match against players of similar skill or host a match with your own
custom settings. Because of its limited scope of the Second World War, Company
of Heroes has only the two playable factions, which it calls the Allies and the
Axis--but really they're the Americans and the Germans. In the campaign, you
always play as forces from Able Company and you're always fighting the Germans.
There isn't a separate campaign from the German perspective, though the Axis
faction is fully playable in skirmish matches and online, and turns out to be
fairly different from the Allies despite the basic similarities between the two
sides' weaponry. In fact, in a strange departure from similar games, Company of
Heroes always forces you to play Allies versus Axis, even in multiplayer
matches. Matches with more than two players are always team-based, with one
side as the Allies and the other as the Axis, and so forth. While the game's
units and battlefields are unusually detailed, it's hard not to wish for
additional playable factions and a greater variety of settings, especially
given how well Company of Heroes handles the American and German sides.
The gameplay in Company
of Heroes is all about frontline combat, and forces you to quickly explore the
map. You typically start out with a headquarters and a squad of engineers, who
can build structures and setup defenses. Maps are divided up into territories
that all have a resource point in them, and the resources you'll need are
manpower, munitions, and fuel. Infantry may capture neutral or enemy resource
points, causing them to indefinitely contribute a flow of the given resource to
your military efforts while also increasing the total number of units you can
have in your army. However, all your territories must be connected for the
resource flow to continue unabated; if an enemy takes a key territory, this may
cut off your supply lines. All resources are used for building more-advanced
structures and vehicles, but you only need manpower for basic infantry, who may
use special abilities like hand grenades or armor-piercing machine gun rounds
for a one-time cost of munitions. Munitions may also be spent to upgrade
individual squads with special weapons, like recoilless rifles useful against
enemy armor, or Browning automatic rifles that can suppress opposing squads.
Your infantry squads are highly resourceful, acting as single units that can be
effective down to the last man. They'll last much longer when attacking from
behind cover, such as a row of sandbags or the bell tower of an abandoned
church.

2002's Conflict: Desert
Storm gave players squad-based tactical action with a tie-in to modern military
history. As you'd gather from the name, the game was set in the Middle East
during the early 1990s' Operation: Desert Storm--the famed military action against
Saddam Hussein's invasion of Kuwait.
Its current-events context notwithstanding, the first Conflict just wasn't very
good. Just a year and a half later, we've received a direct sequel titled
Conflict: Desert Storm II. The hasty release of a follow-up was no doubt
spurred by the political and military events of the last year. However, the new
Conflict is quite an improvement over the extremely shaky first game. Though
there's been a more recent conflict in Iraq, and military action in the
region is, in fact, ongoing, Conflict: Desert Storm II again places you in the
thick of the 1991 campaign against Saddam Hussein's regime. There's not a whole
lot of story to speak of in the game. You get a linear progression of 10
missions, each of which has its own setting and unique mission objectives and
some of which are revealed in-game as you progress. You command a squad of four
specialists in each mission, and, at the beginning of a new game, you can
choose either American Delta Force or British SAS personnel. Your selection
here slightly affects stats, appearance, and voice acting. Each of your team
members is equipped with a weapon that gives him a unique function. There's the
assault rifle-wielding team leader, the sniper, the demolitions expert, and the
heavy machine gunner. The team members do have actual names and unique
appearances, so you've got at least a little more attachment to them than if
they were just faceless drones.The core squad and combat mechanics in Desert
Storm II are a little awkward at the outset, but with some practice you can get
fairly proficient at playing the game. In the main single-player game, you can
switch between your four teammates by hitting up and down on the D pad. Each of
the four (whichever one is active) squad members can issue individual or group
orders to the others by using a number of button combinations. You can tell
your teammates to hold position or form up behind you, hit the dirt, advance on
the enemy and fire at will, and so on. As long as you keep tabs on your teammates'
health and actively switch between them regularly, you can progress through the
game's missions without worrying too much about suffering casualties. Leaving
three of your buddies in the care of the game's squad AI isn't the best idea,
though at least they'll be proactive about fighting enemies. They'll fire at
their enemies but will often get themselves killed in the process. Of course,
you can issue orders to bring them back behind cover, but that can be difficult
when you're in the middle of a firefight and are worrying about saving your own
skin. Overall, it would have been nice if the teammate AI was a little more
adaptive when left to its own devices.
The actual fighting in Conflict: Desert Storm
II is somewhat hit-and-miss. At times, it feels pretty solid, thanks in large
part to a built-in auto-aim feature that makes it quite easy to target hostile
forces. In fact, sometimes it's a little too easy--the game will sometimes line
up an enemy in your sights before you even realize he's there. Other times,
though, it seems suspiciously difficult to score a hit on enemies, particularly
with the sniper rifle. It's possible to hit the deck, steady your crosshairs
directly over an enemy's head, and then see no effect after pulling the
trigger. It's frustrating, to be sure, but, for the most part, the combat is
reasonably well-balanced and entertaining. You can even engage in vehicular
combat with a jeep or tank in some missions, which does break up the flow of
things a little. The vehicles feel a little awkward and can be slow to respond
to your controller movements, though Graphically, Conflict: Desert Storm II
gets the job done but does it in a no-frills sort of way. The backgrounds are
fairly devoid of detail, and the enemy character models look pretty simple.
Your own squad models, however, are decent-looking. The game, thankfully, runs
pretty smoothly on the GameCube and doesn't present any serious frame rate
hitches. The audio portion of the game is dominated by a lot of yelling,
gunfire, and explosions, though all of these are rendered pretty well. The
music tends to fade into the background, though, since you're intent on
finishing your missions. Finally, as in the original game, the voice acting for
the training mode's drill instructor is a poor attempt at sounding like Full
Metal Jacket's tough-as-nails drill
instructor, and it comes across as pretty awful.
In the final analysis,
Conflict: Desert Storm II isn't without problems, but it's not the worst
squad-based game you'll ever play, and it's decidedly improved over the
original game. If the game does float your boat, there's unfortunately not a
lot of replay value. You can play through the game again cooperatively if
you're so inclined, but there's no competitive multiplayer component to speak
of. If you're really into squad-based military action games, Desert Storm II
might be worth a look to tide you over until something else comes along.
A solid port is nothing to scoff at. Prototype
2 finally makes its way to the PC after
debuting on the xbox 360 and play station 3 back in April, and the transition has been kind to this brutal
open-world adventure. The biggest difference between this version and its
console brethren is the slightly improved visuals. Greater draw distance and a
higher frame rate showcase your murderous rampage in a more impressive light.
Because the technical aspects have been translated with nary a hitch, it's easy
to lose yourself in the destructive glee of this unrepentant sequel. Prototype
2 isn't the least bit novel, but it's so utterly ridiculous that it's hard to
wipe the smile from your face. One thing you should keep in mind is that
Prototype 2 is at its best with a controller. The fast-paced fighting and
empowering exploration come together seamlessly when you have a couple of
analog sticks and responsive buttons. If you're using a keyboard, you can still
blow through the papier-mache enemies, but the actions don't play out as
smoothly. Holding down three keys to glide through the city takes a bit of
finger gymnastics, and zeroing in on one attacker in a crowd is even tougher
with a mouse. It's easy enough to get used to these quirks with a little
practice, but Prototype 2 doesn't feel as as natural with a keyboard and mouse.
In contrast to the
devil-may-care attitude showcased in the majority of the adventure, the story
does take itself seriously. A military force has quarantined a major metropolis
under the guise of protecting citizens from a viral outbreak, but their
occupancy is far from altruistic. In reality, they are conducting bioweapon
research, and the people are just unlucky cattle being led to slaughter. It's a
morbid situation that makes it satisfying to kill your opposition--defense
contractor Blackwatch--as you hunt down the higher-ups who ordered this
atrocity.
The initial rush you feel
when the central plot comes into focus dissipates as you learn more about the
conspiracy. Evil stereotypes permeate the cast of characters, but even though
there's proper motivation to murder them all, you rarely feel as if you
understand whom you're tracking down. Scenes of redemption toward the end of
the story breathe life into some of these individuals, but by that point you
won't even care what happens to the villains. While character development is
lacking, the storytelling is interesting. Most of the dirty details surface
when you consume certain people, and the flashes of memory piece together a
terrifying puzzle about the inner machinations of power-obsessed heretics who
rarely question their horrific actions. Dialogue-rich sequences explain your
objectives before each mission. Plentiful swearing and unrestrained anger
highlight most of these conversations, and the vulgar cutscenes force the
carefree action to take a backseat far too often. Furthermore, protagonist
James Heller holds his hand to his ear and slowly walks around when a contact
talks to him, contrasting wildly with the crazed sprinting and leaping that make
up his normal locomotion. Problems with the story aside, the artistic style
used in the many cutscenes is certainly eye-catching. High-contrast black and
white with flashes of color (blue eyes, red flames) add a dramatic pitch to the
proceedings. This style is also used when your health gets low in combat and
does a great job of communicating your struggles without obscuring your view.
Prototype 2 takes place
in an open-world environment where you can run wherever you wish without
artificial barriers reining you in. From the moment you're set loose, you don't
need any urging to sprint through this city gone to ruin. Movement is
free-flowing and empowering. Running up the sides of buildings, bounding down
blocks in a single leap, and gliding like a manic flying squirrel make for
quicker transport than a tired vehicle ever could, and the unabashed joy of
careening through this virus-plagued town is hard to deny. Things do become a
little tricky when precision is necessary, though thankfully you rarely have to
move with exactitude. Instead, you sprint pell-mell until you crave the sweet
satiation of your bloodthirst, and in a snap you're beating a poor sucker so
badly his mother wouldn't be able to recognize him. The convergence of movement
and combat makes for instances of unrepentant brutality. While gliding over
occupied streets, you might spy a fear-mongering soldier down below. Lock on to
him from your safe vantage in the sky, and with a tap of a button, grab his
squirming body before he has a chance to scream for help. With one more tap of
a button, you can pound him into the unforgiving cement, hurl him into his
fellow troops, or infect him with a viral bomb that causes him to explode in a
fountain of blood, and then flee from the scene as if you were never there. And
you can enjoy this game…
No comments:
Post a Comment