Men of War Review
Company of Heroes has company.
Version tested: PC
Corpses. Every Men of War battlefield ends up dotted with dozens of them. If they could speak, if they could tell us about their last moments of life, their stories would be as distinct as they were dramatic:
"I was killed by a 20mm cannon shell that punched through the henhouse I was sheltering behind." "I was sniped while trying to scavenge medical supplies from a crashed transport plane." "I was run-over by an out-of-control staff car." "I was in a half-track that plunged through the ice on a frozen river." "I was blown to pieces by a mortar bomb while trying to fix a tank turret." "I was exiting a blazing Panzer when I stepped on an anti-personnel mine." "I was on sentry duty when someone shot me with a silenced pistol, then stole my hat."
Men of War makes the 1939-45 havoc proffered by other real-time strategy games - even Relic's classic Company of Heroes - seem drab and predictable. Its fragile and flammable scenery, extravagant physics, resourceful AI and awesome scale and intricacy combine to create chaos so brutal even Hieronymus Bosch and the Chapman Brothers would blanch.
For those new to the Best Way approach (this is the third high-quality WWII tactics title built with the developer's remarkable GEM engine), play revolves around the spectacular antics of incredibly versatile soldiery with incredibly big pockets. Whether the force at your disposal is one man or fifty, every grunt has his own capacious RPG-style inventory and will happily operate any vehicle or artillery piece, however foreign or complex. If you choose to, you can guide troops around the battlefield with traditional clicks, secure in the knowledge they'll return fire or seek cover if threatened. Alternatively, if you fancy getting a little closer to the gore and glory, you can try your hand at something called Direct Control.
Picture the scene: I've been tasked with taking a German-held monastery in some godforsaken corner of the Ukraine. None of my tanks survived the initial thrust, and the majority of my infantry now lie lifeless amongst the craters and rubble. Only one gutsy Ivan has made it into the first line of enemy trenches. After he's finished bandaging his wounds and rifling the pockets of some nearby corpses, I click the Direct Control button and start guiding him through the trench network with cautious cursor keys. The mouse pointer is his crosshairs. When I swing it onto a target and dab the left mouse button, his submachinegun barks and another grey-garbed foe slumps to the ground in a cloud of crimson.

Every kaput tank is a bulwark against the bullets.
Up ahead is an enemy gun emplacement ringed with stout sandbags. They haven't seen my one-man Red Army. I sneak him closer, select a pilfered stick grenade, then, using the mouse pointer to target a spot in the midst of the crouching gunners, press and hold the left mouse button. A less seasoned campaigner would have just hurled and hoped. I know from experience that it pays to cook off grenades for a few seconds giving victims no time to dive clear. The potato masher sails over the sandbag barrier and detonates hurling bodies and wreckage high into the air.
Direct Control allows for that extra bit of finesse. It also dissolves at a stroke that emotional distance between player and unit we tend to take for granted in strategy games. In short: it's ace.
One of the few things I disliked about Best Way's last effort, Faces of War, was the feverish intensity of many of the missions. The action came so thick and fast there was often little opportunity for Direct Control, fancy tactics, or gratifying loot-gathering. Men of War's four meaty mission sequences feel far more balanced. Yes, there are engagements so vast and bloody they leave you twitching like a shell-shocked hare, but these tend to be intelligently interspersed with more measured mayhem. For every "Hold this sector at all costs" bloodbath, there's a slower "Reconnoitre that village" or "Rescue those prisoners" jaunt. A few of the scenarios are so slow and stealthy they almost feel like Commandos outings.
Well, almost. While infiltrating a Tunisian town crawling with Axis troops or dodging parachute flares and German patrols on the heavily-fortified Seelow Heights brings back happy memories of Tiny and Fins, Best Way's covert capers just don't have the depth or credibility of Pyro's. New, toggleable vision cones mean you can judge darting runs to perfection, and a corpse-carrying capability lets you clean up after silent kills, but that's as far as the cloak-and-dagger facilities go. There are no distraction or co-ordination mechanisms, no disguises, and most noticeably, no clever alarm AI. Cause a rumpus, and goons will come running, but their searches are perfunctory, their memories short.
One quality Men of War does share with the Commandos series is exquisite, highly detailed maps. The European and North African environments that dominate the campaigns feel, for the most part, like real locales rather than scenario-driven shorthand. They're packed with bespoke structures and pleasing detritus. Because everything from a rusty harrow to an abandoned field kitchen can be utilised as cover, all this picturesque clutter really matters.
And, blimey, some of the maps are huge. The German campaign begins with a historically-based fallschirmjager drop on Crete. A gruelling succession of hamlets and hillocks must be contested before, finally, the last area of the battlefield - the crucial Maleme airstrip - is revealed. By the time you storm the control tower and vanquish the Matilda tanks lurking in the furthest hangars, you feel like you've conquered a continent.
One of the beauties of colossal scenarios like 'Mercury' is that they're ridiculously ripe for replay. The first time you fight, you might choose to go up the left flank, relying on mortars and slow, patient sniping to clear a path. The second time, you might go right, blasting your way to victory with grenades and Schmeissers. The third time, maybe you take a captured anti-aircraft half-track straight up the middle, or run riot with a pair of commandeered MG Jeeps.
In the unlikely event you ever tire of solo slaughter, there's always the option to explore the superb Gamespy-supported multiplayer. All twenty-five of the campaign episodes can be enjoyed co-operatively. Considering how stiff the opposition often is, this is a wise concession. Having a friendly force advancing beside you, ready to lay down suppressive fire, or supply a toolkit or morphine ampoule at a critical moment, turns a great game into a fantastic one.

Liberated French towns tend to be a lot flatter than non-liberated ones.
For more competitive multiplayer there are various deathmatch, capture the flag, and attack/defend modes ranging from the cosy (2 vs 2) to the epic (8 vs 8), plus a Goldrush-style escort game where each side battles to bring a precious cargo back to their base. Playing these is the only way you'll get to experience Men of War's limited take on base-building (erecting sandbag walls) or see the fifth of its well-equipped factions (the Japanese) in action.
This might be the most gripping tactics title I've played in getting on for a decade - the Close Combat series still take some beating - but its thick, rakishly sloped armour is not impervious to criticism. In addition to those faintly disappointing stealth episodes, the developers have done themselves no favours with their optimistic difficulty settings ('easy' should be relabelled 'quite tricky actually'), skimpy tutorial, and mediocre writing and voice acting. While the in-engine cut-scenes are entertaining enough, and the plot is fundamentally sound, briefings and narration feel more Thin Blue Line than Thin Red Line.
But then, Men of War doesn't need a slick Hollywood narrative to succeed. It does its stunning storytelling on the hoof and on the battlefield. It writes its dramas in blood, and fire, and bullets. Buy this game and you're buying a thousand spontaneous war stories. Buy it and you are buying that rare thing - a military RTS that doesn't have to bow and scrape in the presence of the magnificent Company of Heroes.
9 / 10
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Comments (47) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Ohh quality.. love this genre of games
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Please add your own.
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I will buy this
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I loved Soldiers to bits, but found the demo of MoW rather disappointing. It's strange how the demo doesn't feature what seems to be one of the game's main attractions, namely a HUGE map.
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That the final game got 9/10 from EG really is a complete surprise to me. All I can say is it must have been a very poorly chosen demo then... :?
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I still have finished CoH mind :/
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Just a shame i cant stand RTS games....i loathe them, 12 yrs i've been a PC gamer and i have never been able to see the attraction of them..
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I used to feel the same way, but then I played Company of Heroes. Now that and Dawn of War II are two of my favourite all time games.
Still not sure about this though - the review (plus some good comments on the Rock Paper Shotgun podcast) did a good job of getting me interested, so I'll probably try out the demo some time this week.
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/orders
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I've had Face of War for ages but never got around to installing it, I shall give that a go first but this certainly sounds rather tempting.
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Or a reviewer that values things differently than you do...
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Or a reviewer that values things differently than you do... "
Well, the demo is quite poor. And that's not from a "OMG GRAPHIX SUK" point of view, but rather because it felt like a less polished outtake from this game's very own (awesome), 5 years old pre-predecessor.
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Personal highlight: Obviously German voice "talents" speaking English with a fake Russian accent.
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That said, if you don't like what you see in the demo, you're probably not going to enjoy MoW.
@MoFo
The voice talent might be dreadful, but are the animations really 'horrific'?
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Company of Heroes use of cover and flanking alone mean it is most certainly not a "standard and ordinary RTS". It may not be the Second Coming, but it's simply inaccurate to claim it's just like any other RTS. (to the extent that since playing it, I can't really enjoy standard RTS games as I keep forgetting theres no point trying to flank the enemy and attack from the rear).
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Please add your own.
"Company of Heroic Men Who are in a Band and also Brothers"
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I just can't get into CoH, this just seemed much more fluid and intuitive to play. Nice.
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That's how i feel too. CoH is too constrained, men of war series on the other hand have the sandbox quality that i find really great. Plus, co-op is amazing.
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Quite telling most things are "of war" isn't it, we are like those crazy chimps that kill everything.
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I don't think it's fair to compare this to Company of Heroes since that game is very much about building units, vehicles and buildings. It's a resource management game. Whilst this plays more like a story centred around a small squad. The focus is very much on the fire fights between small groups of opposing armies, plus you get to control individual units. They're both enjoyable games in their own way.
Now can someone tell me if this is made by the same people who made Soldiers: Heroes of World War II because as far as I can see they are identical games.
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Yep, both these games are titled "В тылу врага" in Russian. Obviously made by the same developer.
It's interesting though, that the first "В тылу врага" was released at the same time with the first CoH. )
as to its genre - they are both RTS/wargame. Relic is obviously more into RTS, Russian developer is into wargames. Because wargames nowadays - eh, I don't want to even think about Combat Mission... They seem very out-of-synch.
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@ Mofo: This game is the 2nd sequel to 'Soldiers' after 'Faces of War'. At first glance it looks the same but the environments have far more (and sharper) detail and the emphasis is not so much on small squads these days. You'll ocassionally find yourself in battles of 1000+ (and probably 500 on screen at once) Soldiers, tanks, air support etc...
@menschenfracht: Soldiers: Heroes of WW2 came out a full 2 years before Company of Heroes!
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It's worth noting how varied the game is from mission to mission though. In that first russian campaign mission you're just taking a small squad down a pretty much linear corridor, but already on the next mission after this you're faced with overseeing, controlling and setting up hundreds of units to defend a train station from waves of german attackers on several fronts. And then on the third mission you're controlling one lone guy helping a small number of rebels fight off german aggressors in a small village and surroundings setting. The variety in scope from mission one through three is pretty insane.
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Graphics and better then Company of Heroes, beside the soldiers models, physic engine superb, and the gameplay improved a lot from the previous titles.
The game is superior to COH in almost all ways beside the voice overs.
The only features that this game is missing to be perfect, are tactical, strategic choices, which battles to fight and where, and division management, where you could keep equipment and men, and raise an elite division during the campaign, now that would be nice. I really hope in the next one don't forget about this, and hire a professional studio for voice acting FOR FUCK SAKE.
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