Even though this game hasn't been released yet at the time of writing, it has already become an esports title, which to my mind speaks volumes of the strategic levels at play. While the initial game is easy to learn, it is slightly harder to master, which is necessary if you want to survive in the campaign, the skirmish maps, and the multiplayer battles. This is also a problem as the combat can be rather heated and intense at times, so some swearing must be expected when the Ruviets bring a Titanic-sized ray-gun to a pistol-duel. That is unless you have mechs, then you just waddle straight into buildings, go through sandbags, and will most likely get shot in the rear by anti-panzer infantry or a hidden field cannon. I especially like the use of terrain and cover, and how important flanking is when fighting the opposition. On the bright side, it's hard not to acknowledge the solid gameplay mechanics. The unit portrait should also be able to scale so you can see all your units at once. The tutorial, in reality, also lasts for three hours. And while the enemy AI is competent, putting pressure on you while you have limited resources, it also seems like the difficulty is randomised. There is also a lack of some basic unit controls, like adding a unit to an existing numbered group, and simple things like how to change direction for direction-oriented structures are not explained at all. The population limit also makes it hard to have all the fun you want as you can't field unlimited heavy armor war hosts as you like. You generally get a lot more resources, a lot, more than you need. Balancing problems, for example, do arise from time to time and leave a bad taste in your mouth when you play. One problem though is that it doesn't really retain the popping colors of Rozalski's best work, it's just a lot of grey and brown, which is sad.Įven though King Art has managed a quite tight balancing act here, there still are some issues that emanate throughout the whole thing. Combine that with the destructible environments and what you have is a very engaging set of battlefields throughout the campaign and in multiplayer as well. Most maps have multiple ways of doing things, and running straight for the enemy with the heaviest mechs you can find is viable, but it is often a very costly strategy and sometimes not doable at all. All of this is to say, that while Iron Harvest gives you a lot of options to defeat your enemy, the enemy itself has a lot of options for defeating you, and it's that chess match that makes for excellent entertainment. And while your hero is extremely powerful, they will die if you are not careful, and a heavy counter-attack will overrun your defenses if you aren't paying attention. Field cannons, exosuits, and even large mechs live a dangerous life, especially as the AI has a nasty habit of surprising you. One type alone doesn't do the trick, and unprotected mechs meet a swift and explosive end if not backed up.īut life is dangerous. Some are even basically armored personal carriers. Some are, for instance, only for suppressing up close, while others are for long-raged combat. Like the infantry units, the mechs themselves come in a wide variety. Especially if you like kids with sniper rifles and ferocious bears. What I mean by that is that there's plenty of drama and high stakes. It may not be super original, but it would make a great action movie. And no, you can't decide what country you play as, the campaign is one long series in three chapters with each faction and their viewpoint represented in the over-arching story. We are in the years after the First World War, which has devastated much of mainland Europe, and campaign-wise we are looking at three separate countries and their struggles to stand against enemy onslaughts. The artwork is magnificent but has a high degree of positive Polish nationalism. It's style blends post-Polish-Soviet wartime with dieselpunk aesthetics and technology and has been used as a setting for the board game Scythe. It's set in the "1920+" universe and created by Polish artist Jakub Rozalski. It gave room for some alternative weapons and technology developments, and the same is the case with Iron Harvest. You might remember the fantastic shooter Iron Front, set in an alternative reality, where the first World War never ended. Fortunately, though, I can delightfully tell you all that those fears have been put to shame.īut before we get that far, let's start at the beginning. These doubts then escalated to fears when I saw the file size was a measly 10GB. I had doubts when I saw it was King Art that had taken on the task of developing a game based on Iron Harvest.
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