![]() It works for the campaign and adds some strategic merit in low-tech tree fights. Your soldiers can hide behind sandbags and rocks, or even hole up in a house to fire from it. Speaking of tactical creativity, there’s just a little bit of a disconnect in the mechanics and overall battles of Iron Harvest. It keeps things sort of simple, but also means there’s pretty much a distinct answer you should be arming yourself with against most things, bleeding out some tactical creativity. The rock-paper-scissors of Iron Harvest is extremely blatant. Meanwhile, anti-armor is great for engaging mechs at range or outmaneuvering them to hit their weak backs, but will do little in battle against shotgun or flamethrower infantry. For instance, machine guns are great for surpressing fire and infantry control, but do little against a heavy-armored target. Many of the units have a very specific counter in the game. In both single-player and multiplayer, speed and composition are the winning plays (more so in multiplayer). Across most maps there are scattered weapons to upgrade your soldiers, mines to provide steady supplies to repair your mechs and produce new units, and resource crates to gain boosts of those supplies. Iron Harvest's focus on ever more powerful armaments and combat-heavy gameplay is accented by resource control. Command & control Has the strategic taking of a military train ever been so reliant upon the valiant efforts of a woman and her bear? We don't know, but we're pretty cool with it either way. The escalation across Iron Harvest is intensely good and comes with a passable alternate reality narrative of an early 20th century full of ridiculous war machines in its nearly 25-hour story. Reaching your first mechs is a delight and discovering the different and stronger kinds becomes a common part of the experience, up to and including commanding a battle train in your vie to deal out absolute destruction of your foes. Iron Harvest just continues to up the ante from there in the types of over-the-top implements it gives you. Wojtek also has bear dialogue (that is… dialogue written for bears) in cutscenes and is basically the best. Wojtek is a hearty beast that can not only run through hails of gunfire to maul your enemies, but also heal your allies during downtime. Very specifically, you begin the game on the Polanian side of the conflict through the story of Anna Kos, a freedom fighter sniper with a trained bear companion known as Wojtek. Did I mention it has medic bears? Yes, of course, but it’s worth mentioning again, because medic bears. Iron Harvest revels in outdoing its spectacle at every turn. Bases serve a functional purpose of unit supply lines in Iron Harvest, but the focus is clearly far more on the battlefield.Īnd what a battle it is. Iron Harvest has some resource management, but more than that, it definitely pushes to keep you engaged in battle far more than in micromanagement in your production lines. There’s really only buildings to train infantry, construct mechs, or build fortifications. There’s base building throughout Iron Harvest as well, but much of its gameplay lies in keeping you focused on the combat. Along the way, you'll take up any number of squads and bases to carry out missions, take control of maps, do battle with enemy factions, and survive the odds no matter what.Īs you play through the campaign, you’ll learn to command squads, take up different armaments found on the battlefield, pilot steam mechs to gain the edge in world, and tactically dismantle your foes. Much as any good real-time strategy game ought to do, Iron Harvest’s campaign of various missions guides you into the mechanics of the game. The campaign tells the story of fictional factions of the Polanian Republic, Rusviet Union, and Saxony Empire, stand-ins for Poland, Russia, and Germany respectively as they scrape for conquest and survival in the wake of The Great War. ![]() A countryside washed in fire, steel, & steamĪs a real-time strategy, Iron Harvest offers a single-player campaign and multiplayer options. These questions and more are answered with impressive mechanical devotion, though not every gear seems to fit the machine proper. ![]() How different could things have been if Czar Nicholas II and Rasputin had not been overthrown? What if Nikolai Tesla had turned his genius towards machines of war? What if World War I had been determined not by the bodies of countless soldiers, but the grinding gears, steam, and armaments of massive bi-pedal machines? What if bears could be BFFs and also medics? These are the important questions that KING Art Games asks in its real-time strategy game, Iron Harvest.
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