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"The veterancy systems are very new," senior designer Will Ward explains.
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We've got a brand new theatre, as you know, and we're hoping to tie in both narrative gameplay and all these other things, all these elements, to craft a larger, deeper story."Įxecutive producer David Littman told me that even the setting itself, the Italian campaign, was partly down to the player council And I think when it comes to Company of Heroes 3, we're returning to this exact phrase, that every battle does tell a story, but we want to just tell a richer, deeper story that's more vibrant. "This is a nice way of encapsulating the series. "This came from Quinn Duffy, our original design director on Company Heroes 2," lead gameplay designer Matt Philip recalls. There are some significant additions to the Company of Heroes formula this time, not least of which is the huge dynamic singleplayer campaign, but despite this Company of Heroes 3 is more iterative than revolutionary-yes, there's plenty that's new, but it's all building on familiar foundations, following a vision for a World War 2 RTS that Relic has nurtured over the last 15 years.Īt the centre of this vision is the concept that every battle tells a story.
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