

And then the next phase would be to dive into making the factions radical. 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. Or, you know, Panzerchen von Panzergesicht, if you want to play as the Germans.įour different factions will be playable at launch – doubling the previous two games’ starting armies. Be ready to conquer the Mediterranean with mighty Tanky McTankface. To strengthen the connection between players and troops, you’ll even be allowed to name your individual units in CoH3. The intent is that we are going to strive towards each faction having a unique veterancy system to add that layer of asymmetry.”.

“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. This is crucial because units accumulate experience points as they do battle over the course of the game, unlocking veterancy levels. 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. That’s part of the reason why we have the retreat mechanic,” Lead Gameplay Designer Matt Philip tells GLHF.

“Squad preservation is a huge part of our game. These are principles that Company of Heroes 3 hopes to carry forward when it comes out on PC later this year. 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. 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. 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.
