Sega announces Company of Heroes 3 for PlayStation and Xbox

Company of Heroes 3 is coming to console, in a significant milestone for the previously PC-exclusive military series

Relic Entertainment and Sega are bringing Company of Heroes 3 to console, the publisher announced during The Game Awards 2022, making it the first time the military strategy game series is playable on anything other than PC. Relic made the announcement during The Game Awards 2022, and while they didn’t have a specific release date, you can expect Company of Heroes 3 on PS5 and Xbox Series X|S sometime in 2023. The PC version will launch in February 2023.

The footage Relic showed included a brand-new feature, Full Tactical Pause, which, as the name suggests, lets you bring the real-time action to a complete pause while you recalibrate and plan your next move. Company of Heroes 3 is being rebuilt for PS5 and Xbox and will include new control schemes for easier precision, improved UI with better readability, and more intuitive button layouts.

Company of Heroes 3 takes place in nations surrounding the Mediterranean Sea during World War II, and Relic says it will tell “untold stories” from the war. These will unfold across four factions and the new Dynamic Campaign Map set in Italy or the African theatre with its “classically designed, narrative-led single-player adventure.”

Expect more from Relic and Sega in the months leading up to Company of Heroes 3’s launch early in 2023.

Written by Josh Broadwell on behalf of GLHF

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Company of Heroes 3’s multiplayer is more strategic than ever

Veterans of the series should be excited about the upcoming game.

Panthers and Tigers plow through the desert, the shadows of aircraft racing ahead of them over rocky cliffs, leaving plumes of smoke to cover the advancing tanks. From the background, artillery fires its shells in staccato salvos to cause chaos. The successful breakthrough consolidates as foot troops dismount from the tanks and take up positions behind cover to capture the valuable supply point. This promises a welcome increase in fuel supply and in turn curtails the enemy’s reserves. You can count on them to want to recapture this location – or strike elsewhere in return.

Company of Heroes 3 brings back those exciting WWII-era real-time strategy duels – with more factions, units and maps than ever before.

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We got to play a preview version of the game, which gave glimpses of the game’s two campaigns – the North African theater in classic linear form and the Italian theater as a new dynamic campaign – as well as the multiplayer mode. In this latter part of the game, the progress that the developers have made since the last preview build is particularly evident.

The fresh unit lineup of the four playable factions – Wehrmacht, Afrika Korps, British, and USA – has taken shape and is convincing in terms of gameplay. In a past interview with the developers, they spoke to us about their design philosophies for Company of Heroes 3 and the armies therein. Their past statements were echoed strongly in what we saw in this preview’s skirmishes.

While each faction has a certain focus – in the case of the Afrika Korps, for example, it’s mobility and offensive power, while in the case of the Wehrmacht it’s defense – they are all customizable enough to adapt to changing scenarios. Thus, with the Afrika Korps, you are not forced to conduct pincer attacks on two different fronts for the entire game in order to have a chance at victory – you can do this, which is extremely fun, but you don’t have to. It is always possible to switch to a defensive strategy and defend gained ground.

The highlight of my experience so far has been the battle groups, which are available to any army to supplement its capabilities. Like the doctrines from Company of Heroes 2, the battle groups come with various units, abilities, and bonuses that can change a faction’s play style – sometimes radically. What makes the battle groups from Company of Heroes 3 so interesting is the variety of choices and units they bring.

Each battle group contains two different trees with units, abilities and upgrades that you have to decide on during the course of a game – so where choosing the right doctrine was an important single decision in the predecessor, the sequel challenges your decision-making several times in a game, opening up another strategic front for players.

The Afrika Korps, for example, can call in Italian troops via battle groups to expand its own unit selection – but do you prioritize reinforcements of infantry or vehicles? Do you need long-range artillery at this point? Gathering lots of command points through successes on the field can get you to the end of both trees over the course of a game, but until then you always need to have a sense of which option is most needed at any given moment. It forces you to prioritize, to continually evaluate your position relative to your opponent’s.

This extra layer of decision-making contributes to the feeling that you exercise more control in Company of Heroes 3 than in its predecessor. The artillery strikes and airstrikes you can call in are still effective, but so far such point-and-click abilities don’t seem to be as deadly in one fell swoop as they were in Company of Heroes 2 – a very welcome reduction in the randomness factor. The overhauled vehicle combat is another example of reduced RNG.

Game speed, unit variety, and strategic depth are on point. Visuals and sound design are also worth seeing and hearing – for example, the American Sherman T40 Whizbang has turned out to be one of my favorite units. The thing not only looks funny – it’s a Sherman tank that’s got a missile battery strapped on its roof – but bears awesome firepower. Its range is quite short, which makes it risky to use, but the volley of missiles it unleashes shakes the entire battlefield: clouds of black smoke envelop the target area, craters litter the ground and the impacts sound deafeningly good.

There is also progress in the technical area, as the preview version was refreshingly free of bugs. Only the trucks that cart around artillery pieces, which were already noticed as being prone to dysfunction in the previous version, still refuse to do their job from time to time. At one point, an AI ally’s truck was happily spinning in circles at a supply point for an entire game. Do not worry, of course this precious happy truck was well protected throughout the game. Legends say it still spins in the North African desert to this day. Relic’s decision to delay the game’s release a bit was obviously correct.

Veterans of the series can confidently look forward to its release – Company of Heroes 3 is on the right course and will provide the ever-hungry RTS community with some fine rations.

Written by Marco Wutz on behalf of GLHF.

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Company of Heroes 3 Interview: Gameplay Evolution in North Africa

Company of Heroes 3 has big shoes to fill when it releases this November.

Company of Heroes 3 has huge army boots to fill when it launches on Nov. 17, 2022, balancing new settings, factions, and gameplay features for a more modern time with the desires and expectations of an ardent, established fanbase.

Of the once numerous real-time strategy giants, three brands remain today that enjoy healthy player numbers. Two of them, StarCraft and Age of Empires, follow similar design principles – they feature an active economic system as well as deep base-building mechanics, and the macro element plays an important role. The other surviving brand of this golden era is called Company of Heroes (CoH) and follows a different recipe, in which the macro element is much less emphasized, while base building and the economy are simplified.

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CoH aims to put its users right in the middle of the action and keep players’ attention focused on their units and the spectacle of battle. Together with the familiar setting of World War II, which is closer and perhaps more relatable to the audience than those of its competitors, the series thus provides a certain groundedness and intimacy. The bond between players and their units is a priority – the troops should not be impersonal entities to you that can be thrown away in battle, but valuable comrades you ideally stick with throughout an entire match.

These are principles that Company of Heroes 3 hopes to carry forward when it comes out on PC later this year. “Squad preservation is a huge part of our game. That’s part of the reason why we have the retreat mechanic,” Lead Gameplay Designer Matt Philip tells GLHF. 

If a squad is badly battered, you can send it back to the nearest medical post at running speed with the click of a hotkey, where it can be revitalized with reinforcements. This is crucial because units accumulate experience points as they do battle over the course of the game, unlocking veterancy levels. 

“Veterancy plays an important role in our game as a whole and our faction design,” Philip explains “We’ll have a mixture of active and passive abilities and units will be enhanced with different capabilities. The intent is that we are going to strive towards each faction having a unique veterancy system to add that layer of asymmetry.”. To strengthen the connection between players and troops, you’ll even be allowed to name your individual units in CoH3. Be ready to conquer the Mediterranean with mighty Tanky McTankface. Or, you know, Panzerchen von Panzergesicht, if you want to play as the Germans.

Four different factions will be playable at launch – doubling the previous two games’ starting armies. While this makes Philip and the team proud, “it’s also tougher to establish four factions that all feel unique and distinct and asymmetrical right out of the gate, as opposed to the previous games where we did two, which would typically be kind of a traditional experience. And then the next phase [i.e., in the expansions] would be to dive into making the factions radical. Trying to find that balance right out of the gate has been a very interesting journey.”

This time around, the US Army and the British represent the Allies and, along with the Wehrmacht as the first Axis faction, have already been introduced last year. The newly unveiled final addition to the lineup is an army that fans have wanted to see for years: the German Afrika Korps (DAK). 

When Philip talks about radical design, it definitely applies here. The DAK is acutely mobile and highly mechanized, which should encourage an aggressive play style – I make a comparison with the Zerg from StarCraft that meets Philip’s approval. At the same time, the developers don’t want to restrict the players’ freedom too much and impose a certain style on them. Although the DAK is designed from the ground up for aggression, it has the necessary tools to act defensively, as Philip emphasizes: “We want that for all our factions. Especially from a multiplayer perspective, they should all be viable to be played offensively within a certain range. We call that ‘ebb-and-flow’.” That means that each faction has unique timings in the game when they are at their strongest and weakest in certain areas. “If someone comes from StarCraft and prefers that hyper-aggressive play style, they should be able to do that with any of our factions to a certain degree.”

The DAK, consisting of German and Italian units, draws on a number of features newly introduced to the series with CoH3 that make this mobile play style possible in the first place: Infantry are now allowed to mount tanks for quicker transport and heavy guns like the Germans’ dreaded 88mm anti-tank guns can be towed by trucks for rapid repositioning. Trenches can now be more easily overcome by tanks. This allows the DAK forces to make lightning-quick combined-arms advances at different points on the map – a fun as well as authentic implementation of the actual way of fighting the DAK was famed for under its infamous commander Erwin Rommel.

Thus, heavy guns no longer just sit around in one place for an entire game, but take part in ever more fluid battles. This means that players now have to pay more attention to their support units – if your trucks are destroyed, your valuable field artillery can be stranded in a precarious position. That’s where the DAK’s recovery trucks come in, which can restore and repair wrecked vehicles. It helps that even regular infantry like the DAK’s Panzergrenadiere now have a repair ability – albeit one that is far less effective than that of specialized pioneers.

These features not only allow for fresh gameplay for the series, but are necessary to deal with the realities of the North African setting, as Senior Mission Designer David Milne explains: “These are very unique spaces that blend both these wide open plains, where you can have some pretty big tank battles in, with rock formations, plateaus, coastal towns, and these massive defensive works and trenches they dug back then, to still provide opportunities to focus the action on battles between infantry.” Mobility mechanics such as tank-riding and towing help to bridge some of these areas and actually make these environments work in the game. Philip adds: “This theater is challenging, because the soul of CoH is the tactical infantry combat – that’s the bread and butter of the series. That requires a directional cover system and buildings. Once you get into the tank side of things, it puts pressure on all that space.” 

It was very challenging to provide all the factions with a toolbox that allows them to go toe-to-toe with each other on all the maps, while remaining historically authentic, because of the natural differences between the two settings of North Africa and Italy, and the time difference of the campaigns – 1940 to 1943 for Africa versus 1943 to 1945 for Italy – Philip explains. He goes on to say: “If the British have an early-war Crusader and the Axis have a later-war Panzer IV, how do we compensate for that and shape this experience? There’s been some good discussion on how we should proceed and work with all these different tools and tactics from different times and stages, and how these four factions fit together to create – what we call – an ecosystem.”

When I ask the dreaded question of how RNG (i.e., random effects) would fit into this ecosystem, Philip just laughs and jokingly threatens to quit the interview. “I’m joking. We have to acknowledge that humanizing the battlefield is part of the soul, part of the legacy of Company of Heroes. It’s what separates our RTS from other games. I like to always refer to Company of Heroes as being organic. If you take two squads and have them shooting at each other, they actually miss. We want you focusing, looking at that presentation layer, and want it to feel alive and natural and organic. That’s what war truly was like – they missed,” Philip says. At the same time, he explains that the team is aware that this aspect has an enormous impact on balance and player frustration, and has been working closely with the community to identify and remove the RNG elements that are particularly frustrating without damaging the core experience.

Philip provides an example of this: “In CoH2 we have planes that circle around and we have anti-air vehicles. We used to have it so that when planes got shot down, they would crash somewhere on the battlefield. If it crashed on a squad or a tank, they took damage. There was a thought that this is, well, what would happen and it feels a little jarring if a plane crashes on your units and nothing happens to them. But this is where gameplay must trump that. We realized that was just frustrating for players and so we cycled that out. There are a lot more examples of that in the game.”

CoH3 also follows a practice that StarCraft 2 already made use of: Armies as you experience them during the campaign don’t necessarily match up with how they function in multiplayer. This allows the team much more freedom to adjust the mechanics and balance for each mode. Nevertheless, the developers have a difficult task ahead of them, because as David Milne explains, they want to balance the game for all multiplayer configurations – from competitive 1v1 to the delightful chaos of 4v4 games. The duo didn’t want to comment on other multiplayer modes yet aside from the usual offerings – so there might still be a surprise in store in that regard. Data from CoH2 has shown the developers that the majority of players initially start with the 2v2 mode, but later move on to 4v4 – a stat that well illustrates why many modern RTS games focus more and more on team-based gameplay.

Many aspects of CoH3 are based on collaboration between the developers and the community – a process Relic calls CoH-Development. In-depth user surveys and a council of respected community members help the teams to stay close to the expectations of their own fanbase. For example, Matt Philip reveals that the first public tests in 2021 provided his team with valuable feedback on the design of the Wehrmacht faction. Among other things, a more diverse arsenal of defensive structures, such as observation and command bunkers, has been added as a result.

Relic is very open to listen to the needs and desires of the established community. For example, there are currently no plans to allow mixed Allied-Axis teams in automatic matchmaking for CoH3 (this will still be possible in custom games, just like in CoH2), but if there is enough demand among users, a specific playlist for this is on the table. “We need to maintain flexibility here,” Philip notes. “It’s been a while since a CoH game came out, so I’m sure our audience has changed over time.”

The community-driven development process of Company of Heroes 3 is an encouraging sign for the game’s release and the support afterwards – it also doesn’t seem to lead to stagnation at all, which might have been a danger with entrenched community figures giving input. Instead, it drives some of the gameplay evolution that the third main game of the iconic series contains without losing its heart and soul. The harmony between the developers and their loyal community is perfectly balanced so far, and it shows in the game as the best ideas of both groups are considered and implemented. If Matt Philip, David Milne, and their colleagues can continue on this course with success, then Company of Heroes 3 may not only fill the shoes of its illustrious predecessors and make the existing audience happy, but even redefine them and bring in some fresh blood.

We also had an in-depth look at North Africa and the Company of Heroes 3 single-player campaign set there.

Written by Marco Wutz on behalf of GLHF.

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Company of Heroes 3 Campaign Interview: The Myth of North Africa

We had a chat with Company of Heroes 3’s devs about the upcoming game’s second single-player campaign.

How does Company of Heroes 3 plan to deal with the myths surrounding German general Erwin Rommel and the desert war in its North African campaign? We’ve spoken to the developers about this difficult topic among other things as they reveal Company of Heroes 3’s second single-player campaign.

Anyone who sets out to authentically portray a piece of world history takes responsibility for doing so sensibly – that goes for authors, filmmakers and game developers. Relic Entertainment has been telling stories from World War II for nearly two decades, setting out to provide a humanized perspective with plenty of grounding. So far, the team has succeeded in most cases – only the Soviet campaign from Company of Heroes 2 falls out of line with its flurry of clichés loosely based on blockbusters like Enemy at the Gates.

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The Eastern Front – like almost every theater of World War II – is a source of many myths and stereotypes that still persist today due to their constant retelling in popular culture. North Africa, where Company of Heroes 3 locates its second single-player campaign, is far less present in the media today, but in some ways trumps any other front when it comes to the mythology built around it. For the developers, it was like entering a minefield.

This is mainly because it was not only Nazi war propaganda that portrayed and shaped events there according to its own will. In a unique way, the press of the Western Allies adopted many elements of Göbbel’s mouthpieces and ultimately played a leading role in the constitution of the North African myth after the war. At the center of this mythological web was the personality cult surrounding Erwin Rommel. For Nazi propaganda, he was the epitome of the German soldier: a military genius, and his successes a welcome distraction from looming defeats in the East. For the British and the Americans, the propagated image of the genius was an attractive excuse for military setbacks against a numerically inferior enemy, whom one nevertheless defeated in the end and could therefore admire all the more – a pattern that has existed in historiography since antiquity.

But that was not all: Rommel’s enforced suicide and his involvement in the military resistance against Hitler made him an ideal identification figure for a rapidly rearming Federal Republic and its Western allies. Rommel was the ‘good German’ and soon became a symbolic figure for the disgusting myth surrounding the ‘clean Wehrmacht’, which falsely seeks to absolve regular army units of any responsibility for horrific war crimes, putting them solely on the shoulders of groups like the SS. British authors such as Desmond Young and Basil Liddell Hart popularized this view shortly after the war, which had a long-term effect, and thus reinforced a sanitized image of Rommel, the Wehrmacht and the desert war, which was subsequently declared a clean ‘Gentlemen’s War’ without collateral damage – or, in Rommel’s own words, a “war without hate”.

“This wasn’t the ‘Gentlemen’s War’ or ‘Gentlemen’s Theater’ as it’s sometimes referred to – there were people living in this area, it had an effect on them, and it wasn’t just set-piece battles”, explains senior mission designer David Milne to GLHF. “Pretty early on, we decided not to stick to the romanticized aspect of that. Those cultural consultants, we’ve worked with them from a pretty early stage, because we wanted to make sure that we are telling this authentic, humanized story. It was really great working with those experts and making sure that we’re telling this story in the right way and in an appropriate way.”

The developers soon realized, after doing their own research, that they needed support to see through the mythological fog surrounding North Africa. This is all the more important because the campaign set there puts players in the role of Rommel’s Afrika Korps as it advances in 1942, threatening to overrun the British colonial territories. Players are allowed to contribute to the battles for Ajdabiya, Tobruk, Gazala and El-Alamein, among others, which would have made it all too easy for the developers to uncritically adopt the old propaganda to feed their players’ power fantasies.

The stereotypical image of the theater is broken in several ways. Italian troops, for example, who are otherwise often ignored or portrayed as incompetent hangers-on to the Germans, take on an important role as AI allies and can be called into battle as reinforcements. The same goes for units from different parts of the British Empire, such as India, which helps to really represent the actual diverse makeup of the troops fighting there. The design of the maps also assists with this, as Milne explains, because it wasn’t just empty desert areas that battles took place in: “There is kind of a myth around that, too, that it’s just these wide open plains, where there is nothing.” Instead, the campaign also takes you through sprawling coastal towns, small fishing villages, and nomadic encampments – all the while clearly showing the destruction the players’ efforts wreak on these lands. The North African Operation trailer, which follows a local woman who has to witness the destruction of her home, already sets this tone.

North Africa offers significantly different terrain than Italy, where verticality plays a far greater role and where the other single-player campaign is set. The experiences of the two campaigns differ in another critical point: In Italy, Relic relies on the newly introduced dynamic campaign map, which is reminiscent of the Total War games in style and offers players more freedom in the ways with which to achieve their objectives. In contrast, the North African campaign is an old-school campaign as found in previous Company of Heroes games: players advance from mission to mission in a linear manner, creating a focused narrative. At the same time, this gives the developers more control over how the conflict is presented.

For the team, offering two different experiences was a fairly simple decision. “One of the reasons for that is just the variety of it. We’ve certainly put a lot of time and effort into this new dynamic campaign and it’s something we’re really excited for players to finally get their hands on, but at the same time we know our players also love that classic Company of Heroes, more linear, cinematic experience. We saw an opportunity to do both here. Just a ‘why not both?’ kind of scenario, that’s really what it amounts to,” says Milne, who clearly enjoys being in the position to put two such different single-player experiences in front of the community. “It was always our goal to aim for having the biggest amount of content for launch that we can, and this seemed like a clear route towards that.”

Milne says that feedback on the dynamic campaign so far has been very positive. He personally enjoys seeing the excited fan reactions to historical vehicles, units, and moments that he’s put in there specifically for history-savvy users. It’s basically a version of your typical MCU and Star Wars cameos and easter eggs, only for us history nerds. Last year’s demo and the feedback on it have allowed him to create more such moments. His goal is to make sure that “we are representing the width and breadth of experiences in our campaign. In our campaign, certainly in the Italian dynamic campaign map, we’ve got missions of different size, scope and scale. You can have two missions back-to-back and they can be very, very different experiences,” Milne sums up.

You can get a taste of the classic-style campaign in North Africa as well as the gameplay of the German Afrika Korps for yourself right now, as the first mission is available on Steam as a free demo. Here you’ll have to cut off the British forces around the town Ajdabiya in the course of 1942’s Operation Theseus in Libya. Be sure to leave feedback for the developers if you feel strongly about certain aspects of the gameplay slice. One thing is already certain: The team is very eager to listen to every voice out there to ensure that Company of Heroes 3 has something to offer for any taste when the game launches on Nov. 17, 2022.

You can read more about the Afrika Korps’s gameplay and other new features of Company of Heroes 3 in our interview focusing on multiplayer and Relic’s ‘CoH-Development’ approach.

Written by Marco Wutz on behalf of GLHF.

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