Company of Heroes 3 review - supreme competency without a big innovation

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Navigating a tonal minefield with just enough confidence, Company of Heroes 3 is a big, refined, and beautifully textured addition to an already brilliant series. Our review:

That's not to say this is much of a surprise. Relic has been at the pinnacle of the RTS scene for some time now. There were some who might have worried after the mixed-at-best reactions to Dawn of War 3, which gambled much more aggressively on giving units active abilities and its multiplayer maps more defined 'lanes', but they shouldn't.

On paper much of it is great. You land at the tip of Italy's boot and work your way upwards, conquering settlements of varying sizes, sieging cities for multiple turns, risking ambush on faster roads or taking slower routes through the sun-dried Mediterranean hills. There are resources to manage - meta versions of the manpower, munitions and fuel of CoH's actual battles - and a variety of strategies to employ, from naval bombardment to artillery to paratroopers.

And again, this is just one part of Company of Heroes 3. The other half of single-player is its North African Operation, an eight-mission linear story that very closely mirrors what you'll have played in the single-player sections of Company of Heroes games before. This is the one which puts you in the shoes of Rommel, the 'Desert Fox' of the Second World War with something of a reputation.

The missions themselves are exemplary: varied, challenging, often multi-staged and dynamic. You'll move from guiding a small group of tanks, to recovering and repurposing destroyed vehicles, to surviving assaults, planning pincer movements and landing counter-blows. The only possible criticism is that, without wider context beyond the choreographed missions, those incisive counters and intellectual out-flankings don't have much punch - you simply follow the objectives as commanded.

 

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