Company of Heroes: Tales of Valor
Anything left in the tank?
The winds of change blowing through the corridors of Relic Entertainment may be having the most profound impact on the Dawn of War team, but there's still enough of a breeze left to sway the direction of its other projects, and the Canadian developer deserves credit for its efforts to chop, change and experiment - even with a critical darling widely regarded as one of the greatest strategy games ever made. Company of Heroes: Tales of Valor is the second standalone expansion to the gripping WWII RTS, but more of the same just wouldn't do, and Relic simply can't stand still.
Everyone's banging on about making real-time strategy more "accessible" these days. A noble mission, for sure, and solutions differ. On console - clearly a very different proposition to PC and hostile territory for strategy developers - Ubisoft is the latest to have a crack with EndWar, ditching micro-management and trying to solve the interface problem with voice command. We mention EndWar because creative lead, Michael de Plater, a veteran of the Total War series, took a specific pop at Relic's game when justifying his own title's direction. "Take Company of Heroes," he said; "they make this fantastic tactical war game, but then they still have this hardcore economic simulation that you have to play at the same time. If they cut that loose, it would be a much better and more fun game."
Now, a sizeable number of reviewers and players of COH might take issue with this, but let's pursue it for moment, because as far as streamlining the single-player experience goes, Relic is already making its way along this rocky road. As we've seen in Dawn of War II, for instance, single-player has been stripped to its bare essentials: no resource-management; no base-building; a heavy focus on action. COH has always been a more cerebral affair, but Tales of Valor still cannot escape this momentum. "There is definitely a drive to make a more casual, friendly experience and it's something we take very seriously here," confirms designer Chris Degnan. "An RTS is sometimes frustrating for some because everything is happening so quickly and you have to make decisions on the fly. Some players really get off on that, others very quickly get overwhelmed."

Direct control - destructive satisfaction guaranteed.
The original Company of Heroes was praised for its mainstream appeal, but the first expansion, Opposing Fronts, ramped up the micro-management. Relic's solution is not crudely to lean one way or the other. It is to be all things to all gamers. So in Tales of Valor single-player, Degnan reveals: "Resourcing has almost been entirely removed. There's only the loosest sense of an economy left behind and it's really abstracted out only to keep you from abusing things." Campaign is about story, drama, action, and experimentation. The micro-management staples of RTS are saved for multiplayer.
Relic is only talking in detail about the campaign in Tales of Valor right now. The title gives it away: the game tells a series of "short stories" of heroism. Three mini-campaigns, to be precise, each focusing on the impact powerful individual units can have on the course of a battle. Degnan explains: "We felt as designers that we explored certain elements of the big army-on-army conflicts. So we took this opportunity to break it down into smaller experiences and really look at individual mechanics and have fun with what it meant to be a World War II army game." The mission the studio is showing off sums this up neatly. It's all about the Tiger Ace, the formidable German Panzer tank. The entire experience is about this one tank and your ability to trundle through the town of Villers-Bocage in Normandy, destroying everything in sight without getting yourself roasted.
Since you're freed up from juggling the movements of a large number of units, Relic has had a bit of a fiddle with the mechanics, too. The result: direct control. "Controlling an army is a lot of fun, but what about controlling just one or two units?" asks Degnan. "The idea behind this is something that's been looked at in a bunch of other games where they look to take the army combat of an RTS and mix it with the direct control of first-person shooters. Point, click, boom. That's really what it's all about: taking the visceral control and putting it right in the player's hands where it belongs."
You don't have to use direct control, but you'd be daft not to. In the Tiger Ace mission it transforms the way you play: with full control over the direction and timing of fire, you can pick off targets almost as if you're playing a third-person action game. And this will be employed elsewhere in the game. Degnan continues: "Where does it make sense? On a bazooka? Sure, why not. On a flamethrower? Absolutely." If you're worrying about it making the game too easy, there's a yang to the yin. "Its strengths are balanced out by its weaknesses," he reckons. "You sacrifice the amount of units you can control for having really superb control over one squad." Lumbering around in the tank is fun, and even with direct control enabled, with narrow pathways to squeeze through and enemies attacking from all sides, it delivers a satisfyingly tense impression of your best guess as what it would be like to manoeuvre one of these powerful beasts around a town in the heat of battle.
Opposing Fronts added two new factions - the Brits and the German Panzer Elite. The US, the Commonwealth, the Wehrmacht and the Panzer Elite all feature in Tales of Valor, but there are no new additions. Instead, new units are added for each faction, such as the M18 Hellcat tank for the US, replacing the M10 Wolverine. And while the various strands of the game are being treated individually, items you unlock in single-player can be carried over into multiplayer. Each mini-campaign, meanwhile, focuses on a different force: the US, the Panzer Elite and, for the first time in single-player, the Werhmacht. There will be co-op in the Campaign, but Relic's saying nothing right now. Which applies to multiplayer in general.

With fewer units on the battlefield every death resonates.
"The number of multiplayer missions? I'm not at liberty to say, but there's definitely more than a couple," says Degnan, without really saying anything at all. We were told by another Relic staffer to expect "several new multiplayer modes, goals, maps, which we're not going to unveil today; New multiplayer modes that leverage our single-player strength at scripting and bring it over to the multiplayer audience". Make of that what you will, but the attention being lavished on multiplayer is with COH's long-standing fans in mind. "The economy comes in huge in the multiplayer experience," insists Degnan. "The economy is a pacing element; it works with the context of World War II. They were always worried about fuel, about munitions, about having enough men to satisfy the demands of the war."
And these are, after all, the very guys Relic wants you to connect with. "We're telling really intimate stories about World War II," he concludes. "Stories that we care a lot about, that are faithful within the context of the videogame environment to the actual inspirational stories of real people. It's something that we have a lot of respect for. That, more than anything, is what makes us one of the best RTSs out there, if not the best." That, and the economy, stupid.
Company of Heroes: Tales of Valor is due out for PC next spring.
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Comments (21) Latest comment 3 years ago
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huh? What mainstream appeal?
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"I wonder if any developer will ever try to make a supreme commander + total war series of the second world war ... this is just decaffeinated arcade rubbish. This is not making it more accesible, this is dumbing it down, plain and simple!"
I'm leaning towards that way of thinking, myself. I think that, for example, when you're only controlling a single tank then calling it a strategy game of any type is a bit iffy.
I suppose reducing or removing the number of units you control in order to reduce confusion is a lot easier than, say, allowing you to group units into separate, vaguely "intelligent" task-forces that have a little sense and can be trusted to, for example, move into cover and not simply sit there being annihilated by enemies unless you constantly mother them.
"No, Bill, move to the side of the rock slope that isn't exposed to the enemy machine gun. And tie your shoelaces. John, blow your nose."
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I'm not entirely sure if I'm gonna like this in CoH. Guess we're gonna wait and see.
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Good multiplayers practise enough to multitask (as well has hotkeying absolutely everything, the mouse simply a second too slow) but for me the barrier to entry was too high, so after I finished the campaigns and some skirmishes I stopped playing.
Nevertheless theres alot of fun to be had in the campaigns, and where I live, the vanilla COH and Opposing Fronts combo both about cost 14 dollars. Anyone with a mild interest in RTS would be losing out on a quality game at such a cheap price.
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Was a great game although a little frustrating to get in to. The RTS element was the weaker option over taking direct control of one unit so I tended to play most the game as one unit.
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Soldiers: Heroes of WW II
Which was rather excellent (if a little fiddly), and I am pretty sure inspired all the CoH games.
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It works well in World In Conflict, but that is an entirely different game with very different mechanics.
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wonton I find coh one of the least micro heavy RTS i played and only hotkey you really need to use is T .
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We want more money.
Consoles make more money.
Our games won't work on Consoles.
They would if we dumbed them down.
Lets practice on our PC franchises.
We'll add direct control and remove all planning, selling it as "more fun".
Ok we got good Metacritic Scores, the reviewers fell for it.
ORDER THE XBOX DEV KIT!
If they don't want to make RTS then just make Call of Duty 6 already. Leave us PC gamers alone to die on countless MMO clones and Sims expansions.
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Yes Homeworld had a great story, but did the guy who wrote that quit? Because everything after that was rather weak.
When did the thought occur that RTS games are too complex and hardcore? That multiplayer is too tough on most people or that the economy is too? You know every time I watch a casual player play a strategy game they are more likely to turtle up and build a giant base than go aggressively on the offensive. In fact the biggest selling game in the genre has tons of base building and micro management as do most other popular titles. I always find the idea of catering to players who do not enjoy the genre confusing, instead of either adding action elements to CoH or RPG elements to DoWII Relic should have thought about what made those games great and improve on it.
For example since Relic got a lot of ideas regarding combat in CoH from war games (like Close Combat, Combat Mission etc.) why not take even more elements from them?
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Thanks.
I'm still wondering if this will add anything to the CoH series or it will just alienate people.
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No messing with resources or base building and no endless supply of reinforcements but not dumbing it down either.