Company of Heroes 2 | |
---|---|
Developer(s) | Relic Entertainment, Feral Interactive (macOS, Linux) |
Publisher(s) | Sega, Feral Interactive (macOS, Linux) |
Distributor(s) | |
Designer(s) | Quinn Duffy |
Composer(s) | Cris Velasco |
Series | Company of Heroes |
Engine | Essence Engine 3.0 |
Platform(s) | Microsoft Windows, OS X, Linux |
Release |
Microsoft Windows
August 27, 2015 |
Genre(s) | Real-time strategy |
Mode(s) | Single-player, multiplayer |
Aggregate score | |
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Aggregator | Score |
Metacritic | 80/100 |
Review scores | |
Publication | Score |
GameSpot | 7.5/10 |
IGN | 8.4/10 |
PC Gamer (US) | 8/10 |
Polygon | 7/10 |
Company of Heroes 2 is a real-time strategy video game developed by Relic Entertainment and published by Sega for Microsoft Windows, OS X, and Linux. It is the sequel to the critically acclaimed 2006 game Company of Heroes. As with the original Company of Heroes, the game is set in World War II but with the focus on the Eastern Front, with players primarily controlling the side of the Soviet Red Army during various stages of the Eastern Front, from Operation Barbarossa to the Battle of Berlin. Company of Heroes 2 runs on Relic Entertainment's proprietary Essence 3.0 game engine
In January 2013, Sega acquired Relic Entertainment and along with it the Company of Heroes intellectual property from THQ. The game was released on June 25, 2013 in North America and Europe.
The resource-generation system from the first game has been modified. Players will still capture specific flagged points all over the map to collect munitions and fuel credits, which will be invested in assembling their units. Most armies can construct caches to increase the fuel or munitions income from these points, though some points produce a higher income of one material. Instead of the soldier units actually gathering at the flagged point itself, capturing the point is possible if the player's units are inside a specific zone with no enemy units in the same zone. The accumulation of these resources and the size of the player's army can be much faster if players capture various flagged points all over the map. In order for a player to receive the benefits of a captured flagged point, it must be part of a contiguous area of captured territory, thus allowing an unbroken chain ("supply line") connected to the headquarters. Thus, the resource intake and population cap will be curtailed if the opposing side captures territory that isolates ("cuts off") owned points from other allied sections in the map. Manpower is used to build common units, and the amount will decrease the larger a player's army grows.