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Thread: It's official! Company of Heroes 2 Next Year!

  1. #21

    Default Re: It's official! Company of Heroes 2 Next Year!

    As a person with over 70 hours of Men of War and probably well over 200 hours in the CoH franchise, I can say that MoW is "better" than CoH in the same way a MilSim is "better" than, say, BF3.

    MoW is more of a simulation than CoH is. CoH, I feel, is more of a game than MoW is. Different strokes for different folks.

  2. #22
    If this user isn't 100% original 100% of the time, let an admin know. Squirly's Avatar
    Steam ID: squirly1982

    Default Re: It's official! Company of Heroes 2 Next Year!

    Quote Originally Posted by BattleMoose View Post
    For some reason I only started playing COH properly beginning of this year, got into it in a very serious way (the only way I play games, I'm broken like that). Its a fantastic rts and been playing it online "a lot". And I challenge these horribly unbalanced accusations! :P
    Well, it's mostly the case of it getting more and more difficult to provide a fair game the more players there are. 1v1 is still straight forward but 3v3 is a whole different ball game. On top of that you have 3 different "generals" per "race" - infantry, armor and airforce for the US, artillery, commando and engineers for the british. On the other side blitzkrieg, defensive and terror for the axis and tank hunter, scorched earth and luftwaffe tactics for the panzer elite. Take all of that together and balance issues are bound to pop up. Mind you, I don't really complain even IF i'm up against a friend building artillery like crazy because there's usually a counter for that. Somewhere. Somehow.

  3. #23

    Default Re: It's official! Company of Heroes 2 Next Year!

    Quote Originally Posted by joedamage View Post
    I don't think I said that games that are not to my taste, are stupid or dumbed down... there you're putting words in my mouth. There are many games that are not to my taste... SimCity or Eve Online are two.. but I would never say that they're stupid or dumbed-down.
    I'm sorry, but that's pretty much what I took out of the following sentence;

    nobody will ever take away your right to enjoy the stupidity of games with this kind of mass-market appeal.
    That's a pretty elitist statement that screams that if a game isn't realistic, it's stupid and that Kharrak should be free to like stupid games.

    Also, before you entered this thread, nobody said anything about realism regarding CoH. In fact, a a lot of us said it was pretty much a reskinned Dawn of War: 40K (a bit of an overstatement, but regardless, the gameplay mechanics are very similar).

  4. #24

    Default Re: It's official! Company of Heroes 2 Next Year!

    Quote Originally Posted by Zoop View Post
    I'm sorry, but that's pretty much what I took out of the following sentence;

    That's a pretty elitist statement that screams that if a game isn't realistic, it's stupid and that Kharrak should be free to like stupid games.
    No need to apologise.
    I'm not really bothered about being elitist. If thats how someone perceives it, then fair enough... I'm prepared to accept that. I think Kharrak should be free to like stupid games, don't you? I think thats his/her prerogative. I'm sure Kharrak is not stupid, and that he/she should have the right to play the games they choose.

    I just want to repeat, that if a military game attempts to come across as realistic, but isn't... as many of the mass-appeal games are, then I think they are stupid... but I don't take away from anyone's right to play them.

    Quote Originally Posted by Zoop View Post
    Also, before you entered this thread, nobody said anything about realism regarding CoH. In fact, a a lot of us said it was pretty much a reskinned Dawn of War: 40K (a bit of an overstatement, but regardless, the gameplay mechanics are very similar).
    I'm assuming that just because it hasn't been mentioned yet, doesn't mean I can't. You wanted a discussion as to why HeadTrauma and now a couple of others, prefer MoW over CoH... and now you have it. :)

  5. #25

    Default Re: It's official! Company of Heroes 2 Next Year!

    Quote Originally Posted by joedamage View Post
    Wow, cranky...
    Not so much cranky, as much as authority with clarity :P

    I think hes just suggesting you investigate the game a bit, because in his opinion, Men of War is better
    There was no suggestion whatsover. Merely a statement. Opinion didn't even come into it.

    Just jumping into a thread and saying "x > y" and leaving it that, is barely going to make an impact (let alone discussion without chastisement and flame war), and only serves to create the perception that the person posting as such is venting at the discomfort of seeing other people expressing enjoyment towards a product not enjoyed by the posting user. Ie, a "ranty outburst".

    Not to mention the clear lack of interest of the opinions of others in the thread my provide.

    I don't see any reluctance on HeadTrauma's part to fill you in on the details per se.
    To quote HeadTrauma:
    Me telling people why I think so is pointless.
    Let me put it this way. He's doing it wrong. You're doing it right. Regardless of your perception, your approach has instigated discussion. That's a good thing. Word of mouth is still the most powerful way to promote a game, particularly since people are suspicious of official marketing material. HeadTrauma's input showed no intention of even participating (beyond a potential flame war).

    ANYWAY. Discussion has bloomed, so all is alright in the world. Temporarily.

  6. #26
    If this user isn't 100% original 100% of the time, let an admin know. Squirly's Avatar
    Steam ID: squirly1982

    Default Re: It's official! Company of Heroes 2 Next Year!

    Except this is a thread about Company of Heroes 2, not about MoW vs CoH. If that's what this is going to devolve into, I'm out.

  7. #27

    Default Re: It's official! Company of Heroes 2 Next Year!

    I just want to repeat, that if a military game attempts to come across as realistic, but isn't... as many of the mass-appeal games are, then I think they are stupid...
    But that's the thing. CoH doesn't try to come across as realistic, and it shouldn't have to. It's fun, in much the same way that Dawn of War and Command and Conquer is fun, despite neither being realistic. To be honest, I'm not sure I'm even willing to give Men of War a try, because I've often found that the more realistic games tend to get tedious and boring a lot faster for me.

  8. #28

    Default Re: It's official! Company of Heroes 2 Next Year!

    Quote Originally Posted by Squirly View Post
    Except this is a thread about Company of Heroes 2, not about MoW vs CoH. If that's what this is going to devolve into, I'm out.
    It's discussion, why fear arguing? Especially when it's arguing vs. a circlejerk about how awesome CoH was? I love CoH, but had never even heard of MoW, so despite the his poor first post, I appreciate what joedamage cause in the end.

  9. #29
    If this user isn't 100% original 100% of the time, let an admin know. Squirly's Avatar
    Steam ID: squirly1982

    Default Re: It's official! Company of Heroes 2 Next Year!

    Fair enough - I'd just prefer things actually related to CoH 2 and how it can improve on the awesomeness that is CoH. A circle-jerk about how MoW is better doesn't really add anything, unless you're suggesting things they include from MoW in CoH 2. That would make sense. Haven't seen any of that.

    As for the realism argument - I don't think realism has any place in CoH. It always came across as trying to be more immersive than realistic. It did for WW2 RTS what the first Call Of Duty did for WW2 FPS. It made it insanely awesome. I don't care if the projectile fired by a Priest isn't the same as a stand-alone artillery in real life, as long as it balances itself without going off the track completely. We all want to command Tiger tanks on the field of battle and we want that Tiger tank to be as close as possible to the real thing but that doesn't mean we want it to be an unbalanced, overpowered behemoth that crushes everything and doesn't die.... oh, wait.

  10. #30

    Default Re: It's official! Company of Heroes 2 Next Year!

    Quote Originally Posted by Squirly View Post
    Fair enough - I'd just prefer things actually related to CoH 2 and how it can improve on the awesomeness that is CoH. A circle-jerk about how MoW is better doesn't really add anything, unless you're suggesting things they include from MoW in CoH 2. That would make sense. Haven't seen any of that.
    I fully agree. But a debate revolving around the two games is better than just jumping in and saying "a > x".

    Anyway, back to CoH2.

    Some more impressions and info:

    http://forums.relicnews.com/showthre...-s-perspective

    Interesting thread by the guy who was called in to see it at relics offices.

  11. #31

    Default Re: It's official! Company of Heroes 2 Next Year!

    "Arguing" is such a strong word. I prefer discussion.

    Up to fairly recently, we've been playing MoW with the mod below, and the awesomesauce that it becomes is to be beheld:
    http://www.moddb.com/mods/commanders-of-war-iii

    MoW updated, and the mod was left behind... we chatted to the mod maker and he's promised an update, but its been a while.

  12. #32

    Default Re: It's official! Company of Heroes 2 Next Year!

    I have no issues with people coming into threads, suggesting alternatives to popular games, as long as they are substantiated with some opinion.

    I don't really see why people around here are so averse to such things. The thread is infinite. It doesn't have a post limit. If people want to argue why something is better than the game the thread is about, I don't see any issue with it. If you don't want to take part in that discussion, don't. You can still post whatever you like to talk about in the thread, and those people can continue their discussion as well. It's not as if the thread was being flooded with talk of why MoW > CoH either.

    However, hi-jacking a thread to talk about an unrelated game, as in the post above, is not on. Your post should still relate to CoH somehow, even if it is only to draw a comparison between that and MoW.

  13. #33
    If this user isn't 100% original 100% of the time, let an admin know. Squirly's Avatar
    Steam ID: squirly1982

    Default Re: It's official! Company of Heroes 2 Next Year!

    Some of those things sound absolutely awesome - others I'm a bit worried about. It's all nice telling me that tanks will slip on ice because snow and ice is being simulated to the minutest detail, but honestly....I'm worried I'll be spending minutes swearing at my units and their ****ty pathfinding just because my Stug was stuck on some slippery slope. I'm assuming that won't happen.

    They have redoubled all efforts on AI – they know that a majority of players play vs. the computer, and want to recognise that. They also want the campaign AI to be decent, for the best possible experience.
    In a world where multiplayer is foremost in developer's minds with singleplayer sometimes feeling like a tacked-on afterthought I really like reading this. We tend to play co-op vs the AI a lot, anyway, and it looks like they're recognizing that fact. Go Relic.

    Also, the fact that the campaign AI will be the same as the one in the skirmish AI, in other words, it won't be scripted according to every map but will work dynamically with what's available.

  14. #34

    Default Re: It's official! Company of Heroes 2 Next Year!

    Quote Originally Posted by Squirly View Post
    Well, it's mostly the case of it getting more and more difficult to provide a fair game the more players there are. 1v1 is still straight forward but 3v3 is a whole different ball game. On top of that you have 3 different "generals" per "race" - infantry, armor and airforce for the US, artillery, commando and engineers for the british. On the other side blitzkrieg, defensive and terror for the axis and tank hunter, scorched earth and luftwaffe tactics for the panzer elite. Take all of that together and balance issues are bound to pop up. Mind you, I don't really complain even IF i'm up against a friend building artillery like crazy because there's usually a counter for that. Somewhere. Somehow.
    Yeah efforts to balance any rts game really only really focuses on 1v1's and things can fall over a bit when it comes to team games. Also its worth noting that many of the top players only select a doctrine well into the game, like 20 minutes or when they have over 5 command points.

  15. #35
    If this user isn't 100% original 100% of the time, let an admin know. Squirly's Avatar
    Steam ID: squirly1982

    Default Re: It's official! Company of Heroes 2 Next Year!

    I've seen that and it confuses me. Granted, I can see the strategic value in deciding on a doctrine later on, maybe after the opposing side has made their intentions clear and you counter it, or for the sake of surprise artillery builds and/or tank reinforcements (calliope whoo!) but I always found it a bit of a hassle NOT taking advantage of the doctrines early on. Infantry commander can churn out soldiers and support teams quickly so why wait in that regard? Defensive general has greater line of sight around captured points and automatically armed base defenses. Tank commander can capture points with a jeep etc.

    Maybe I need to watch a few replays.

  16. #36

    Default Re: It's official! Company of Heroes 2 Next Year!

    Quote Originally Posted by Squirly View Post
    On delaying doctrine choice
    I have started seriously delaying my doctrine choices these days. (After previously being a very committed infantry man) I find that the bonuses from a doctrine are best used to counter what your enemy is doing. So wait until you see what your enemy is doing and then counter appropriately. It does require a very good knowledge of each of the doctrines.

    Also, if I happen to see a particularly juicy target for a howitzer shoot or a strafing run, thats when I will select that doctrine and apply for victory.

    If your enemy is going heavy infantry and snipers then you definitely want airborne for recon and strafing runs. If he is bunkering down on the entire map, on map howitzer is virtually a must unless you have enough cp's for a calliope. Fast puma's, rangers are probably your best bet, infantry again.

    And if I end up with a lot of cp's and no obvious need for a doctrine, then its calliope all the way, its hard to lose when you have a calliope.

    Yes, you lose the bonuses from not having a doctrine choice earlier, but this is more than made up by the benefits you get from "hard" countering what your enemy is doing with an appropriate doctrine choice.

  17. #37

    Default Re: It's official! Company of Heroes 2 Next Year!

    http://www.rockpapershotgun.com/2012...s-2-interview/

    Badabing-boom-ba-babbity-boop!

    RPS: Last night I was preparing questions and I didn’t know anything about the setting. I was hoping it would be the Eastern Front. You didn’t just make this game of me though, right? Why did you go for that setting?

    Duffy: There are a bunch of reasons. The story itself, the setting, the epic nature of it. The mystery of it as well, especially the Western perspective on that, which has been really skewed. We don’t really understand. So the exploration of that has been an important part of the process. We’ve kept in contact with our fans through the forums. There are still hundreds of thousands of people playing the game every month. But from day one, from when Company of Heroes shipped, people have been saying “you have to do the Eastern Front next”. As time has gone on, that’s never gone away. People want the Eastern Front.

    Now that people aren’t talking about an expansion, they want the real deal. A full sequel.

    RPS: Do you follow the modding community? There was a decent Eastern Front mod.

    Duffy: Yeah, they did a great job.

    Wilson: We actually fixed a bug for them in our final patch.

    RPS: There was patch, I think in May, for Company of Heroes 1…


    Wilson: Yeah, that was a huge one.

    RPS: A lot of the balance tweaks seem to come from community feedback but what about the expansions? Were they a way of experimenting with different stories and play styles? Tales of Valour was very different. Did you see that as a way of looking for ideas for the sequel?

    Duffy: I think when we looked at those things, the idea of a sequel was JUST an idea. Tales of Valour was an opportunity for the team to experiment with some features, the more hero based ideas, a different way of telling stories.

    All of that contributes to the pool of knowledge and experience in the team, those of us who have worked on the team in the past. It’s also a way of challenging ourselves, injecting different types of gameplay into the Company of Heroes experience.

    But when we look back to a couple of years ago when we started work on Company of Heroes 2, we looked at the parts of the original that were still compelling to us. What we wanted to do was to take forward certain parts that we wanted to focus on. It was the core gameplay experience that we wanted to bring through.

    When we talk about the sequel, in some ways it’s not new, we’re not taking the game in a completely radical direction, it’s a bunch of really cool new features and a lot more authentic. More environmental destruction, more tactical gameplay. That feels like a Company of Heroes sequel.

    RPS: The new tactical additions, particularly the new line of sight, to me who knows nothing about the process of doing these things, making the AI work well with that sort of thing seems like it could be a big rod for your own backs. Quite the challenge!

    Duffy: We don’t want to put any system in the game that the AI can’t use…

    RPS: It seems that that happens a lot in strategy games.

    Duffy: IT happened in the original Company of Heroes. There were abilities that the AI couldn’t or wouldn’t use, not properly or consistently. We put a lot more effort and focus on the AI, making it understand its role and the challenge it should offer to the player. It’s not about beating the player, it’s about offering them a fun experience. That’s a different way of looking at things.

    RPS: There’s some similarity with the multiplayer. One thing that stood out that you said was that people still play the game together and tell stories about what happened. Less competitive and more experiential. That’s something that I always got from the first game’s campaigns as well. How important is it that your systems play into that?

    Duffy: Critically. It’s amazing how many of our systems have nothing to do with game balance at all. They make our lives really hard because of some of that there is randomness.

    Berger: Unlike other RTS games, you can’t look at a unit and work out that you do so much DPS and that unit has X health, so it will take so many shots to kill it. But, no! It could take that first shot to the face and also be crippled, or you could miss a few times, it could get to cover.So there is a lot of variance in the game and in the pacing and in the way the tactical depth works together. It makes it a deep game but also an approachable game where you have the time to react to the battlefield and make the decisions you need to make. Quinn, for example, is a slow, old person and would not be able to compete in a competitive RTS but in an environment like COH his knowledge of tactics and battlefields makes him a force to be reckoned with.

    Duffy: Well, now he’s trying to be nice. I’m a mid quality player. For me it’s a sort of ‘what you see is what you get’. My expectation as someone who loves history and the military experience, I want these weapons to do what I expect them to do. I want these troops to react how I expect them to react. The systems that we use to build all of that are immense. We actually put more effort into how much our machine guns miss than to how they hit.

    Berger: Because that’s not easy to do.

    Duffy: You want to get that walking fire and shells hitting walls.

    RPS: One of the attractive things about the game is how you see the aftermath of a battle.

    Duffy: It creates an oddly beautiful mise en scene.

    Berger: But it’s not just the obvious systems like that. It’s other things on the periphery of the game that impact on our core mechanics. So we have a unit set up that fires a certain way and another that fires a different way. It all balanced perfectly and it worked fine. But it actually impacted on our soundscape because the burst lengths were the same and it didn’t create the kind of audio variety you’d expect from a battle, so we had to work on the length of the burst, so we could maintain the balance of the unit but create a much more compelling sound space and therefore more compelling encounters.

    Duffy: Much more variance in the battle and the intensity. It changes as you get up close and all that kind of stuff. When you reduce those tuning variables you just get BRRR BRRR and there’s no variety, we want something more like BRR RATATATA BRRRRRRRRR.

    Berger: That’s a constant struggle on the team. Don’t focus on the balance. We’ll make the numbers work but you have to get the feel right first. It has to feel compelling, it has to feel like you’re in a battle.

    RPS: In the demo you hear the battle in the background and a lot of the historical talk was about scale. How do you go about getting that scale across to people?

    Duffy: That is part of it. We want cues in the background to remind them that they’re part of a bigger battle. There are things that will really help reinforce that scale that we talked about and it’s really important to portray that. The balance for us is not losing the tactical gameplay, not overwhelming the player.We’re not getting into thousands of units, it doesn’t make sense for the kind of game we are. We’re still Company Of Heroes.

    RPS: It seems to go back to the storytelling as well. I think you said at one point actually, so I won’t pretend I was clever enough to think of this for myself, that you’re telling a story about individuals not ideologies. But then you have this overarching campaign story told by a war correspondent. Is that a method of telling the political story as well?

    Duffy: Yes, definitely. It allows us to put him in places where a soldier wouldn’t have access. We had some really compelling characters in the first Company of Heroes, our company commanders. But they never see what Eisenhower or the joint chiefs have been talking about. They don’t have that level of exposure. When we have a character like our war correspondent we can introduce the challenge of those high level decisions and the impact of the ideology and the drive that pushes the front line troops around. Their life is about a single bullet but they are pushed and driven forward by the leaders and by ideologies. It’s important in a campaign to put that across.

    RPS: One of the reasons that I think Normandy has been done so often is because it more naturally lends itself to a tale of heroism and valour. Or at least to a Western audience. How difficult is it to communicate the heroism on the Eastern Front.

    Duffy: There’s a ruthless truth we want to convey. To be unflinching but still to find that. What makes, I think, heroism on the Eastern Front so compelling is that in many ways these guys were beset on all sides. The normal Soviet soldier is fighting the Germans, he’s struggling within the system he’s part of. Finding what motivated these guys to do what they did is…well, it’s the same on the Western side. That’s what I find so fascinating about the history. But on the eastern side, the privation they were faced with.

    RPS: In that it was a fight for survival as much as victory at times?


    Berger: When you drill down to the level that we operate at, which is closer to the individual, on either side you will always find those individuals who rose above and beyond. In the many many stories and books that we’ve read there are so many examples. I remember reading something about a famous female sniper, I forget her name. She would never get off the front line and she died doing her duty, saving other soldiers, constantly exposing herself to the enemy. There are countless examples like that on the Eastern Front and every other war as well. There are always these heroic figures who become larger than life. They fight for the people next to them, not necessarily for their country. They might fight with a red star on their uniform but that’s really not necessarily what they are fighting for.

    Duffy: A great example of that was when we went to St Petersburg. We went to the Nevsky Bridgehead Museum where the Soviet forces had linked up finally and broken the siege of Leningrad. There was a soldier, I wish I could remember the name of the fellow, but he dove into the mouth of a German machine gun embrasure. He blocked the gun slit with his own body and obviously he won a posthumous award. You don’t do that for Lenin or Stalin. That’s to protect the people following you. You get that in every army.

    RPS: And every war.

    Berger: We ran into something similar when we did our first expansion for COH. Part of that was from the perspective of the Germans. Once again, you find the heroes are the people who want to save their friends not the people who want to serve the system.

    RPS: But is it important for you to tell the story of the system as well?

    Duffy: It provides context. You need some of the ‘whys’. Why did they fight? That level of introspection on the system is important.

    Berger: It has an impact on the game. Order 227, for example. It takes a certain outlook on life to say ‘that’s it, we’re not moving back’.

    Duffy: The Canadian army didn’t have something like that. The British army didn’t have something like that. The Soviets had executed thirteen thousand men in Stalingrad, just in Stalingrad. The Canadian army didn’t execute a single soldier for retreat or cowardice.

    Berger: We like to quote Stalin, “In the Soviety army it takes more courage to retreat than to advance”.

    RPS: Events like the retreat, shown in the demo, are they only scripted events to advance the plotting of the company that the player is with?

    Duffy: We’re going to explore these things really heavily in the campaign. The scripted element we showed is to introduce the player to the concept, but some of the choices will be up to the player. It’s another tactical choices: when, if, can I retreat in this situation. The narrative of the campaign is the perfect avenue to explore this stuff. It’s safe there.

    RPS: Going back to line of sight briefly. A word that came up again and again was ‘dynamic’. The changing battlefield. Is that for replayability as much as anything else? To let people play through again and find things go differently?

    Duffy: I don’t know if it’s so much about that. Replayability naturally comes out of the destructibility of our environments and the fact that many times, a map can play completely differently given that a tank might decide to punch through a wall…

    RPS: When you were playing through, machine guns were set up and a grenade went off and it seemed like it was supposed to blow a wall to bits. But it didn’t quite land close enough and it didn’t happen. We didn’t get the big moment!

    Berger: Yeah, we ran through it a few times to prepare and we kind of wanted the wall to go but we can’t control completely where that grenade lands. Sometimes a tree goes up, sometimes it’s the wall. Sometimes nobody dies because they made it to the cover too fast.

    RPS: Good. Otherwise you might as well have shown us a movie!

    Berger: Exactly! The line of sight, the true sight system, brings things like that out a lot more in the encounters. You won’t know if there’s someone behind a hedge or not. Forests are great. I’ve been experimenting with forests. All of a sudden you can take your infantry through that space and their line of sight is completely limited and it’s too crowded to take in a vehicle.

    RPS: Does it bring in unpredictability?

    Berger: Not so much that. It extends the danger zone and it extends the fear of losing your troops. With some line of sight systems you can see behind everything and know what’s around. Now you can’t. It ties in well with our new audio because you can hear something sometimes but you don’t know exactly where it is. If a tank moves it gives itself away a little though. It extends the lack of knowledge.

    Duffy: It makes certain weapons potentially more dangerous. Antitank guns for example, or machine guns that often rely on ambush. In a straight up gun fight, guys with an antitank gun against a tank, they can be out in the open trying to kill the crew with machine guns but that first shot is going to be all important. Through a gap in a wall or through a building.

    RPS: The tension and the setting, of course, remind me a little of Red Orchestra – the setting obviously – but also the tension.

    Duffy: It breeds attachment to your troops and that’s a huge part of what we want. Immersion. Making these soldiers feel more real. When we showed COH at E3 in 2006 I liked zooming in and show the soldiers’ fingers. When you see fingers on a guy and then you zoom back up to the God mode, all that detail still exists in your mind. That attachment becomes stronger to those characters, along with the way they move around and the way they talk.

    The tension comes from the system but also from the presentation. You don’t know if you want to risk losing the little dudes. It goes back to Homeworld and what we learned there. It’s why a lot of our games have these flexible cameras. You can play from the default, but you get in and look at what we’re presenting, like in Homeworld the turrets traversing stuff, when you pull back you have such a huge picture in your mind. It gets your imagination moving more.

    RPS: When you reduce war to flags being pushed around on a map it’s easy to forget what’s actually happening on the ground. Abstract horror was another phrase you used earlier. To get that across there has to be attachment and an understanding of fragility. You said the vehicles had to be like ‘vulnerable monsters’ as well.

    Duffy: Systems have to support presentation and presentation has to support systems. That’s the goal.

    More to come, including how Homeworld defined Relic’s approach to design.
    Last edited by Kharrak; 04-06-2012 at 11:28 PM.

  18. #38

    Default Re: It's official! Company of Heroes 2 Next Year!

    First official trailer:


  19. #39

    Default Re: It's official! Company of Heroes 2 Next Year!

    That trailer was AMAZING!

    And directly addresses one of my largest pet peeves. Western countries, particularly the US, over emphasize their contribution to defeating NAZI Germany. And while recognizing their contribution as significant it does not compare in scale, in any way, to the fighting and sacrifice on the Eastern Front.

    It might be too much but I do hope this game challenges that perception.

    I've been reading war books since I was a lightie, but the importance of the Eastern Front only really sank in for me when I started to play Hearts of Iron, a grand WWII strategy game. Playing as Germany, after taking Europe, your entire attention is purely on the Eastern Front. Only an incredibly small fraction of your army is actually in Europe prepared to push back an invasion.

    If things weren't going so disastrously wrong on the Eastern Front for the Germans, the Normandy invasions would have been trivial to have dealt with.

    Also, Hearts of Iron, is strongly recommended.

    Also seriously bothers me that the efforts of the Soviet Union in defeating NAZI Germany is so unrecognized in today's popular culture.
    Last edited by BattleMoose; 29-06-2012 at 02:32 AM.

  20. #40

    Default Re: It's official! Company of Heroes 2 Next Year!

    Looks good

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