![]() The mission narratives have mixed to poor mission pacing and little time spent developing the central characters. Narrative-wise, the campaign is an unimpressive mystery-revenge-war story with little context or exploration given to this unique dieselpunk alternate history setting with plenty of unearned deus ex machina tropes. Each campaign has seven missions with a multitude of cutscenes to push the story forward. The campaign is split into the three linear narrative campaigns following the main factions of the game: Polanian Republic, Russviet Tsardom, and Saxony Empire. Iron Harvest has three main modes: single-player campaign, single-player missions, and multiplayer missions. Visually and aesthetically, Iron Harvest is impressive with its excellent art direction, though its systems are too similar to Relic’s series with minimal innovation, significant unrealized potential, and a lack of depth in almost every facet. ![]() Its three main sources of inspiration are the board game Scythe created by Stonemaier Games, Polish artist Jakub Rozalski’s work, and Relic Entertainment’s critically-acclaimed Company of Heroes series, which serves as the foundation of Iron Harvest’s features and mechanics. ![]() Iron Harvest is a real-time tactics game developed by King Art Games and published by Deep Silver set in an alternate history post-World War I Eastern Europe. Iron Harvest has taken inspiration a bit too literally and the game suffers for it as a result. It can be an excellent guide and tool for innovation, but it can also be a trap that dampens and stagnates creative work and evolution.
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