Iron Harvest Review Command World War
Iron Harvest is a 30-hour self-single exercise. Oh! You think a sniper lady with a pet bear is cool, don’t you? So, what about a walking oil drum with a dual machine gun? So do you think this is cool? How about the four-legged personnel carrier firing the mortar from the roof? Oh! Do you think this is cool, Buck? How about the damn battle train? Yes, you heard my voice. fighting. to cultivate.
The entertainment of the game is awesome, burying your cynicism in increasingly powerful toys, making you grin like a cat from an English county. Even if you write a clumsy story and a basic strategy engine that requires more motivation, it is hard to be annoying.
Iron Harvest graduated from the Relic Real-Time Strategy Academy around 2006. A standard game will allow you to fight against the resource generation control points dotted around the map. The ultimate goal is to destroy the enemy headquarters. Infrastructure construction and maintenance are simplified, requiring very little attention, so the game can almost completely focus on fighting and conquering.
The basic formula is very close to the formula established in Company of Heroes, but there is one key difference-the setting. Iron Harvest took place in the 1920s and was conceived by Polish artist Jakub Różalski, and was used in the acclaimed board game Scythe.
Iron Harvest Review: Its story revolves around the three factions
Its story revolves around the three factions that appeared in the Iron Harvest World War I version, namely Saxony, Russia, and Polania (no prize for guessing the inspiration there). In the aftermath of the war, the fragile truce between Saxony and Russia may collapse under the pressure of a dark group of malicious instigators.
In this world, Tsar Nicholas II and his best friend Raspur Kyoto are still alive. The revolution of 1917 never happened. Polania did not become an independent country at the end of the war, but was ruled by Russia. There is another small difference in machinery. Towering, diesel-powered combat walkers, armed with weapons from the First World War. Machine guns, flamethrowers, artillery, and steel harvest were used to obtain and support the terrifying weapons of the great war.
These machines are undoubtedly the main attraction of Iron Harvest, so the developers are so happy with their command that they deserve their praise. These designs are stunning, ranging from the Polanian Smialy (a weapon boiler with a large bolted action rifle) to the unstoppable Russian Gulay-Gorod (a huge two-legged artillery platform that can destroy the entire building by just walking through them). Wait.
The details borrowed by these huge war machines are pleasing, especially the animation. The mechanism of Iron Harvest is clumsy and awkward, tripping the machine with a shocking diesel engine, making the whole machine vibrate, as if it has been on the verge of collapse or explosion. They seem to ignore physics at every moment of existence, which makes them excited to watch the movement.
As for the battle, it was extremely sad. Any given Iron Harvest game is a spectacle. The game started on a small scale, and as the riflemen scrambled to grab the early control points, they got some small things from the screen. It then deployed more advanced types of infantry-infantry that can use appropriately placed grenades to destroy cover and crippled units, and machine gunners that can suppress enemy units and create choke points on the map.
Soon after, mechas began to appear, initially mainly anti-infantry, but soon the mechas began to fight, large death machines traded huge cannon shells, scarred entire departments and turned buildings into ruins. The sound of the steel harvest is in full swing. I am not sure if the audio designer should win a medal or condemn for creating this creepy hell landscape.
Iron Harvest likes to play scale games, as much as individual games. Although they are seamlessly combined into one story, there are actually three movements, each targeting a different faction. For example, the Polish campaign recorded the country’s resistance to Ruvier’s occupation, when the young resistance fighter Anna Kos tried to rescue her father from the evil general Zubov.
This is also an astonishing movie experience. The task is told by carefully directed cutscenes to tell the story of the three-way conflict. This is an impressive effort, full of twists and turns, that transcends simple war stories, even though the stock characters and the cheese flavor in the script hinder its narrative desire.
During the operation, the battle was scattered with familiar RTS skirmishes, and more role-centric tasks were carried out. Each task gradually established your unit roster, from individual soldiers to full-scale troops. Sometimes they merge the two together.
One of its more unique examples is when you are trying to protect a train full of supplies to pass through the Polanyi Valley, while early Rusviet missions consisted of sneaking through St. Petersburg, and gradually moving forward with scattered Rusviet The troops unite the Hermitage. However, the diversity injected into the campaign did lead to some weaker situations. One of the missions in the Battle of Rusviet included insta-fail stealth, which was extremely frustrating.
Iron Harvest uses a cover system similar to that of the Company of Heroes
There are other questions. At the infantry level, Steel Harvest uses a cover system similar to that of the Company of Heroes. When your character can hide behind a wall, the green circle will be highlighted. However, the system has uneven functions that can be counted as a shelter, and the map is not really built for fire and mobile machinery. More complicated is that when AI infantry is covered up, they will often rush directly into your team instead of retreating to a defensive position, which will cause the infantry to encounter fragmentary and unsatisfactory situations.
Unfortunately, the screen system is somewhat accidental, because otherwise Iron Harvest’s early to mid-game games will have nuances in tactics. In addition to anti-infantry mechas, some anti-mechanical infantry use large cannons to crush the armor. All striped flame units will completely wipe out the infantry, but the effect against mecha is much worse. Mechas will also suffer more damage when shooting backwards. You are encouraged to flanks or use infantry to throw explosives behind them.
Defensive structures such as bunkers are very useful to prevent opponents from harassing your base with infantry and smaller mechas, and having a team of engineers carry mechas with them allows them to perform repairs in the field and extend combat time. Finally, the infantry still plays a key role in the deployment of large mechas. Only infantry can capture control points and can also obtain resources from destroyed mechas (including you and opponents), allowing you to deploy new troops faster.
All of these can work well on a smaller scale, but the main function of the game, those huge mechas that destroy cities, can be said to be the root of Iron Harvest’s biggest problem. Large mechas are so slow and so powerful that they often disappear when tactics intervene. Therefore, the battle is mainly attributed to the person with the largest gun. Their slow speed also slowed down the late game. It can take five to ten minutes to traverse the map, so when you arrive at your destination, the situation often changes. If the machine fails to reach the goal and is destroyed, it must go through the entire assembly process again.
It is worth noting that the balance between the various factions is very good, and fighting is rarely a unilateral matter. However, the combination of this exhausting battle and slow-moving troops means that the game can be dragged down continuously, reducing the “n” type haste, and increasing the “n” level inertia.
I am not saying that Iron Harvest should be Starcraft. I don’t want diesel-powered World War I machines to move like gazelles. However, doing so can make everything more quickly resolved, thereby reducing the time to collect resources and manipulate mechanical devices on the map, and thus benefit a lot. Having said that, “Steel Harvest” is still a spectacular and rock-solid RTS, a worthy spiritual successor to one of the best RTS games of all time.
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