Metal Harvesting is a real-time strategy game that tries the same tactic 1917, which is to ease the drama of the WWI era, and to find entertainment in a muddy world of machine guns, barbed wire, and sandals.
Based on the fictional world of 1920+, created by Polish painter Jakub Rozalski. It is the same medieval European agricultural and industrial environment that serves as the basis for a well-loved board game Scythe.
The visual-fighting gameplay over King Art Games is much more in the mode of the Computer of Heroes series, which was set to the most compact kinetic frameworks of World War II. However Metal HarvestingThe use of movement, a variety of units, and light objects also heightens the experience of a necklace war. It's a scene-based game where I have to use cover, a way to get closer, to despair, and to feel down to defeat my enemies.
Rozalski's mid-WWI route in Europe includes hulking, diesel-punk mechs. These wheel bridges are an expensive unit that provides enough historical adjustment of an anchor to overcome the game's limitations of WWI. Mechanisms bring movement into a conflict that is often remembered as the breadth of stasis.
The Fighting Nations
Metal Harvesting it accepts the harsh, hard reality of the war of attraction by fighting against various groups of people, accomplishing proper college careers, such as engineers, bombers, and prostitutes.
Hero units are available, which serve as vehicles for a narrative campaign that includes a medal for the warring nations, based mainly on Germany, Poland and Russia.
In another campaign campaign, I play as a Polanian freedom fighter leading the attack on a Russian train depot. Success can only be achieved through the classic RTS line of building foundations; protecting resources (in this case, iron, and oil); producing squads; expanding space; and finally defeat the diminished enemy.
The mission, which I have played several times, has a busy feel for the management of the battlefield, where I am always extinguishing the fire. My squads are a bit stretched as I try to create a cordon around my source documents in the center of my residence. I filter resources and reduce enemy units to maximize them, so that I can protect my profits while delving deeper into enemy territory.
The squares fit my specific needs. Engineers can be bombers, simply to take out the enemy's abandoned weapons. The units can also be upgraded during each mission. Heroes use special attack moves to deal damage damage.
All the while, my foundations are working on getting rid of a lot of people connecting spaces and safe depots. More often than not, I find myself throwing punches at the points of disaster, and that's where the game is won or lost.
Units will take a lot of damage while being open, but can survive longer under cover protection. As is often the case in RTS games, a smart combination of types of units, supporting each other properly, is the key to unlocking victory. Either the phalanx of the mechs can be set down, if it doesn't have the oppressive support it needs, or if it doesn't have the average person who knows when the military can turn into a melee emergency.
Covering is usually rejected by enemy artillery fire, or by mech-attack. This means I need to find a different path or rebuild the defenses. Barbed wire, sandbags, bunkers, and canals can be built, and they are often much more useful than a new army.
Like any good RTS, Metal Harvesting takes the formula and uses it to create possibilities of sorts. Maps are lined with roads, cover and buildings that provide many ways to win. Metal Harvesting will be launched on PlayStation 4, Windows PC, and Xbox One on September 1. In the meantime, here is a gallery of Rozalski's beloved art, which inspired the game.