Company of Heroes 3 has changed a lot thanks to player feedback, from its interface to its major features

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A lot can change in a year.

over the last year and a bit, so I wasn't expecting too many surprises when I popped down to London to check it out again, ahead of the February launch. But thanks to the large amount of feedback Relic has received from testers and its community council, it hasn't stopped tinkering, and there have been some notable changes as a result.

Relic has made a lot of noise about how involved the fans are and how it embraces feedback, but that is increasingly the norm in this age of public alphas and early access. Often, though, this is merely a marketing initiative, but while Relic no doubt hoped that its demos would drive preorders, Company of Heroes 3 is a rare game that does feel like it's been shaped by its community.

What Relic didn't want to do was risk the campaign's depth."We want players who love Unity of Command and who love Panzer General to come here and have fun," says Littman."We want them to see that the depth is there from those other strategy games. Now the star of our show is still the RTS, but the strategic map still has to have depth to it and strategy behind it."

"The Italian map is so big. There are so many territories: 150 capture points and cities and towns and airports and seaports. Having a supply line that you had to keep moving up roads was just impossible for a player to keep track of. So now we have about 15 supply hubs across the map. And you and the Germans fight over them."

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Ok but the question is in what ways because the pro CoH players absolutely don't represent most CoH players so who they talked to matters here.

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