World War 2 looms large at all times, from school history lessons to cinematic epics—even when we're looking for some videogame escapism, it's there, making us replay the Normandy landings or the Battle of Stalingrad, deafening us with the cacophony of artillery and exploding tanks. For Company of Heroes 3, however, Relic has taken us further south, to the vineyards of Italy and the desert of North Africa. And a lot has changed since the previous games, with the studio's ambition and desire for experimentation growing. This is something new, but it's not the novelties that have impressed me the most.
Company of Heroes 3 is a beast of a game, cramming in two campaigns and four factions. Its proportions are fitting for this devastatingly massive conflict. The main course, ostensibly, is the Italian dynamic campaign—promising something akin to a World War 2 Total War.
From Sicily to Rome, you'll push your way north, fighting the Nazis in random skirmishes and incredible bespoke missions. It's a huge turn-based campaign that serves up a slew of spectacular, tactically interesting RTS battles, and it should be the most exciting thing Relic has ever done. Lamentably, this is not the case due to the absence of one crucial ingredient: it isn't remotely dynamic.
As an RTS, Company of Heroes 3 is right up there with the very best, but Relic's experimental campaign is, tragically, a bit of a dud. Across my nearly 40-hour march to Rome, I encountered hardly any resistance at all. The only time my adversary attempted to take back a town I'd captured, it was a scripted event. Aside from that, the Nazis seemed resigned to let me keep everything I'd claimed. Regardless of the difficulty settings, aggression is a foreign concept to them.
If one of your companies encounters an enemy company, they'll probably try to attack you after you've finished your turn, so they are at least willing to defend their territory, but they never go beyond that. This renders the campaign largely pointless, turning it into a perfunctory saunter. You'll be told to defend towns and build emplacements to help with this, but doing so is a waste of companies and resources when the enemy will never venture south.
Pyrrhic victory
The Italian campaign, then, is fundamentally broken. This is especially frustrating when it's clear how great it could have been. And even in this seemingly unfinished state, good ideas bubble to the surface, if you can push past the very rough UI and impotent opponent.
Each company you requisition is a powerful toolkit that contains not just a distinct selection of units you'll field in the RTS scraps, but also a range of abilities that help on the campaign map. The Indian Artillery Company, for instance, can bombard enemy positions, softening up towns, removing emplacements, blowing up bridges and weakening enemy companies. So there are a lot of targets to destroy, but also lots of opportunities to build.
Along with the emplacements you can pointlessly cover Italy in, conquest provides yet more things to spend your resources on. Capture an airfield and you can start sending out reconnaissance planes to remove the fog of war, or bombers to prepare targets for a ground assault. Capturing ports, meanwhile, increases your population cap and gives you more ships, which can strike at enemy targets from the sea. Together these give you a tonne of options for how to approach every assault.
There's also an elegance to the way Company of Heroes 3 makes its twin layers approachable and logical—each being a reflection of the other. So those ships and planes that can rain down hell on things on the campaign map also appear as abilities in the RTS battles. The rules and tricks and pretty much everything you can do in one layer don't need to be cast aside when you enter the other one, maintaining this cohesive feel that even the king of this hybrid genre, Total War, hasn't perfected.
Significantly less elegant are the campaign progression systems, which are a bit of a tangled mess. Companies gain experience from battle, whether it's a proper RTS fight, an auto-resolved scrap or just blowing up a bunker on the map, and from that experience you get a hefty supply of skill points, which in turn must be spent across three distinct systems: Abilities, Upgrades and Units. There's too much to comfortably prioritise, especially when you're juggling lots of different companies, and they just don't fit together very well—even visually. The UI for each is completely different, as is the order in which you unlock things. It just feels like I'm dabbling in something that's still in the concept phase.
Friends with benefits
Subcommanders only add to the messiness by introducing one more progression system—another interesting idea that doesn't quite land. Again, we have a list of unlockable bonuses, but this time it's loyalty, not experience, that unlocks them. The British General Norton, US General Buckram and Italian partisan leader Valenti each have their own goals and personalities, and by agreeing with them in occasional conversations, performing missions for them, or simply acting in a way they like, you fill up their loyalty bar and unlock their bonuses. But it all feels a bit superfluous.
The bonuses you'll receive are sometimes pretty helpful if not especially flashy, like reduced ability cooldowns, but when it comes to developing the relationships that unlock them, there's a serious lack of friction. While it initially seems like the tension between the trio will force you to make tough calls, in reality it seems like you'd really have to work hard not to make all three your BFFs. I got quite a lot of notifications about how I'd lost loyalty with Valenti because I was rather aggressive in my 'liberation' of Italy, but there were no consequences, because simply playing the game ensures that you're constantly impressing them. Win enough fights and Valenti doesn't give a shit how many Italian towns you completely demolish.
So the Italian campaign is not the slam dunk I was hoping for, but I find myself less disappointed than expected. I was anticipating something grand, something evocative of Total War, and it doesn't remotely live up to this—but what it does is spit out incredible fight after incredible fight. So many highs, thrills, and god, the explosions? Impeccable. Pristine maps turned into hellish, crater-filled nightmares, buildings crumbling, tank husks smouldering, men running around on fire—it's appalling but exciting.