
Some genuine edge of the seat, arse-clenching, moments.Īt the heart of any RTS is the units on offer. Low of resources, units barely holding on, every battle gifting a few inches of progress. It’s not uncommon to feel the foreboding sense of drowning in enemies. A fair amount of the mission, and indeed map design shares DNA with the 2006 classic. As previously mentioned, Company of Heroes has clearly been a big influence in more than just gameplay and mechanics. Simple, expected, stuff but framed in a dynamic way. Taking points, defending assets, eliminating enemies. There’s an element of chance with each challenge, forcing the player to remain vigilant. Good stories are enhanced thanks to a fairly robust display of mission design.

Aside from the odd cliché, King Art Games have crafted strong narratives that give the missions a sense of weight. Highlights include Saxony’s turmoil between military and monarchy, featuring one of the game’s best characters. It’s clear there was a great deal of effort placed on creating a cohesive story between three factions that never feel lesser than each other.
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Rusviet and Saxony command a powerful presence, boasting a large selection of units, but this does not mean they’re free from challenge.Įach of the stories is surprisingly well told with cut scenes bookending each mission. Polania’s resistance force feels exactly like a small force stretched out trying to keep their head above water. A distinct flavour is given to each of them, even if that means some tricky difficulty spikes pop up from time to time. You’ll gain an understanding of the Polania resistance, a reason why Rusiev is so driven, and how Saxony’s internal conflicts interlinks between everything going on.Ĭlocking in at around 7 hours per campaign, each faction never outstays their welcome. Each respective campaign does a fair job of telling their story. The thirst for technology and land causes the final crack, resulting in a three-pronged story that touches upon patriotism, family, and…well, war. Tensions between Polania, Rusviet, and the Saxons have hit a breaking point at the end of the great war.

The initial frustration of Iron Harvest is the role Mechs play within the three campaigns. Front and centre on every loading screen, press asset, and gameplay video, their role within the game is undoubtedly the main aspect of the entire experience. It’s impossible to look past the star of the show, the gigantic mechs. Stretch that across an alternative World War 1 timeline with steam-punk tech and that’s where Iron Harvest neatly sits. Base Building, scouting, dynamic unit composition. Iron Harvest follows a school of RTS similar to that of Company of Heroes and Dawn of War.
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MonsterVine was supplied with Steam code for review Purring with confidence, sputtering out swag like a teenager fresh off a social media dunk, the game knows what it wants to be, but knowing is only half the battle.

These words perfectly fit the outline for Iron Harvest.
