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10 February 2010

Men of War Reviewed
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PC Game Review: Men of War Reviewed

The spiritual successor to Soldiers: Heroes of World War II and Faces of War has arrived. Thankfully, it's more of the same.

Published 26 MAR 2009

  1. 505 Games
  2. 1C Company
  3. world war ii, real-time, tactical, europe

Author:  Kyle Stegerwald

It was love at first sight. It took me about five minutes from the time when I first beat the Soldiers: Heroes of World War II demo to the time when I was scouring eBay for a copy of the full game. Since then it's been mainly the same process- someone puts out a new game in the Soldiers mold, I buy it immediately, I beat every mission several times, I play online for months on end, and I keep close tabs on how far along the next game is. I'm addicted.

Best Way (and 1C, and Digitalmindsoft, and 505 Games, and every other outfit involved in bring this game to market) have a great racket by now. The formula was established in Soldiers years ago and since they got it dead-on right the first time, why mess with it? All they have to do every few years is release a new set of campaigns, some new units, and bump up the AI, graphics and multiplayer functionality a bit. That's more or less all they've done here with Men of War. And if you're like me that's exactly what you wanted to hear.

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The Corner

So what is this formula? Men of War, like Faces of War and Soldiers before it, is a real-time tactical World War II game. Players are asked to take control of a few squads of soldiers and complete varied objectives across fully-destructible maps set in different theaters of the Second World War. God is in the details though, and this game's main draw has always been the attention they allow the player to pay to the 'little' things. One of the ways in which the player can do this is via 'direct control,' or taking a single soldier and moving him around the map with the arrow keys and aiming his gun with the mouse. When you can't rely on the squad AI (normally competent enough) to make that grenade-toss over that perimeter wall to blow that tank sky-high, you can click on the soldier yourself, hold ctrl, nudge him up to the wall, aim his grenade right at the engine, and let it fly.

It's important to aim for the engine, too, because Men of War has a complex (but easy-to-understand) vehicle model. If you hit a tank with a projectile, it doesn't just lose health points, it either shrugs off the shot or is damaged. Tracks can be knocked off, turrets can brew up engines can catch on fire (in which case a spectacular explosion is almost inevitable), and even if the shot doesn't seem to do anything, it can still weaken the vehicle's armor, so your next shot at that same plate has a higher chance of punching through and turning the crew to mush.

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The same thing goes for artillery pieces, armored cars, bikes, jeeps, and trucks. And even buildings, walls, trees and rocks obey physical laws. Driving a tank into a house and poking its barrel out of one of the windows allows you to hide from enemies and also renders their first few shots at your vehicle impotent. Setting a building on fire forces everybody inside to come screaming out the front door. Knocking buildings apart can kill infantry standing nearby, if they can't dodge the balcony coming down on their heads. By the end of a fiercely-fought engagement, the entire level is a cratered mess dotted with blackened metal and rubble. And the best part is that the player gets to watch all of that destruction happen in glorious real-time, bullet by bullet and shell by shell.

Another aspect of this detail is the attention players are forced to pay to inventories. Every soldier has a backpack which can carry ammunition, fuel, weapons, mines, radios and all manner of war materiel, and the only restriction placed on what a particular soldier can use is its availability on the map. If your tank breaks down and you still want its machine gun for future encounters, have a rifleman climb in and tear it out, and have a squadmate of his throw a few belts of ammo over his shoulder. Presto. Or, if the player finds himself at the front of a penal unit given poor weapons and thrown against heavily fortified German lines (which is a scenario in the Russian campaign), once he has overrun his first German position he can rifle through the corpses of dead Wehrmacht soldiers lying nearby and he can pick up their helmets and rifles right off the ground. After that, the wishes of the Commissar back at the base notwithstanding, he has a chance of survival.

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It's not just hand weapons that are available for commandeering and repurposing. Every single vehicle, stationary MG and artillery piece can be destroyed, repaired, re-crewed, and turned against the enemy if necessary. Of course, there comes a time when even the most skilled mechanic cannot salvage something- for instance, if a tank's turret is lying a few meters away from its chassis upside-down, having been blown clear by an 88. But if a track has simply come off or if an armor plate or two has been buckled and pierced, any soldier with a repair kit and some time can return the tank to operational status. Since many of the scenarios in Men of War place vast enemy forces in front of a relatively small band of player-controlled troops, taking advantage of this system is the hallmark of a resourceful commander.

The Tower

There are four campaigns now- one each for the Germans, Allies and Soviets, and a campaign of bonus missions from different sides. The Soviet campaign is by far the longest and most involved – which is understandable since this series has a large fanbase in the Russian Fed. The campaign is the story of two university friends who are plucked from classes and thrown onto the battlefield as the Germans tear through the Russian countryside. Conveniently, one of them joins the NKVD and the other rises through the ranks of the Army. The player takes control of both friends, meaning that he spends equal amounts of time doing special ops deep in enemy territory and leading human-wave assaults on German positions. The set-piece of this campaign is a brilliant scenario centered on Seelow Heights, a heavily-defended German position guarding the road to Berlin. The first mission requires the player to sneak behind enemy lines clearing the road of mines and planting explosives on German artillery, and the second mission in the sequence requires the player to kill every living thing on the map. The whole scenario, all told, took me a solid two hours.

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The German campaign begins with the paratrooper invasion of Crete, and then follows the Afrika Korps back and forth across North Africa, and culminates in a furious, to-the-last-man base defense mission at night against hordes of allied tanks and infantry. The Allied campaign covers the same ground, beginning with the American invasion of French-occupied Algeria.

The campaigns overall are very well-done, from a balance and from a content perspective. Firstly, the player never really encounters a truly impossible situation. You'll definitely feel stonewalled at times, but since the scenarios are very non-linear and the game is so rich with detail, players are can always find another way around whatever obstacle is in their way. Secondly, there is a lot here to play. Considering the game's somewhat lowered price point ($40 on Gamersgate), the fact that I've already squeezed twenty hours out of it (and have only beaten half the campaigns, if that) is fantastic.

The only real sticking point with the single-player content is the voice acting. Some people might complain about it, but it's so weirdly terrible that it warps back around to being something that I actually look forward to at the end of a level. I don't know where they find people with voices like these.

The Recipe

Faces of War, the preceding game in this series, had the misfortune of running on a rather inefficient graphics engine. Slowdown was the watchword for any game lasting longer than thirty minutes, and the issue, despite patching, was never really resolved. Men of War takes care of this problem - it ran impeccably on my rig except for the rare times that a plane crashed into a row of tanks and a fuel storage facility at the same time.

In case you haven't looked at the screens yet, let me be the first to tell you that Men of War looks pretty good. The game shows itself off, too, as the camera can either sit high up above the battlefield or zoom down to the level where you can examine the buttons on uniforms. Explosion effects, understandably crucial to a wargame with pyrotechnics like these, are really a treat, and even just rolling through an empty desert or a Russian village is an experience made easy on the eyes by the game's graphical fidelity.

Sound (voice acting aside) is really exceptional. Not only is the music good (particularly during stealth missions) but the effects as well. Good sound effects (shells deflecting, bullets hitting the dirt) are a big part of the immediate, nuanced kind of feedback which is so critical to decision-making and enjoyment in this game.

The Re-up

Online all the same delicious destruction and detailed interplay applies. The multiplayer code was subject to an intense public beta period (which I participated in, poorly) and is much-improved over the last game in the series. Right now, since the game is new, there are quite a few people playing. And since the player base is global, it's possible to find people playing at obscenely late hours without a problem. Things are handled by Gamespy, and as long as the host has a decent computer the games are lag-free and stable. There's a system for ranking players and displaying their achievements online - which isn't that much of a bonus for me because I'm terrible. Game modes include free-for-all, capture-the flag, team battle, and a few others I haven't played. Additionally, there's a new nation that can played in multiplayer - Japan.

The game is designed to be very mod-friendly, and already people are putting together new vehicle and weapon packs. Hopefully this phenomenon has legs.

The bottom line is that I love these games and they could probably make them until the end of time and I'd be perfectly satisfied forking over my $40 every few years. That's the kind of staying power this series has, and if you've never experienced it before, Men of War is the perfect time to try it out.

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