Company of Heroes 2
Fetching store pricesVoir le prix →

Company of Heroes 2 — TestAn Eastern Front RTS that builds tactics out of sightlines, weather and cover — brilliant to play, merely passable to watch

Notes externes80%Évaluations Steam68,9 k évaluations80Metacritic/100
Testé par: Old K · Publié le: ·review.views: 2,849 Commentaires
DéveloppeurRelic Entertainment, Feral Interactive (Mac), Feral Interactive (Linux)|Sortie2013-06-25|ActionAventureSimulationStratégie|
8.0
Note globale

“An Eastern Front RTS that builds tactics out of sightlines, weather and cover — brilliant to play, merely passable to watch”

Graphismes
8.5
Audio
8
Gameplay
9
Scénario
6
Contenu
8

Verdict

A point on the timeline: one of 2013's most ambitious WWII strategy games

Eastern Front panorama

Placed back on the 2013 timeline, Company of Heroes 2 was one of the most technically ambitious WWII strategy games of its year. Behind that 80-point critical average is a clear report card: play, visuals and multiplayer drew broad high marks, while the single-player staging and launch-era optimization were docked again and again. It is not a flawless game, and it never tries to pass as one. But where it cared most — tactical depth — it reached a level almost nobody of its era touched, and that is the lens through which it should be judged. The campaign and the cutscenes are the price of admission; the systems are the reason you stay. A decade of competitive play has sanded the rough edges off and left the core intact, and the result is a game that reads very differently in hindsight than it did on a launch-day scorecard. The 80 was fair for what reviewers met in 2013; the systems underneath have aged better than the number suggests, because mechanics this sturdy do not date the way a cutscene does.

The card it cannot be dealt out of

Tactical match recommendation

Look back now and that pairing of TrueSight and dynamic weather still has not been truly reproduced. Imitators borrow the skin of capture-and-cover, or the shape of weather, but very few drive the information gap this far — the moment-to-moment terror of not knowing what waits behind the next treeline. That is its hardest card to replace, and even StarCraft II, running the symmetrical-macro road, cannot reach it; they are two species of RTS, one measured in macro and ceiling, the other in position, vision and judgement. Neither is better, but only one of them makes you afraid of an empty field.

When Iron Harvest arrived in 2020 it rebuilt this company-level cover framework almost wholesale and was widely called its spiritual successor, which only underlines the weight of the design. It became a benchmark later games had to either dodge or salute, and most of them quietly chose to salute — proof that what Relic built on the Eastern Front was not just enjoyable, but structurally hard to improve upon.

Who should buy it, who should not, and which version

Cover-based tactical play

Who is it for? Players who want a slower tempo, who prize flanking and footwork over click speed, who weigh tactics above hands — they will find a depth here that nothing else quite offers, especially anyone willing to live in the multiplayer where a single squad decides a match. Who should steer clear? Anyone chasing high-APM, big-army symmetrical macro will find it too slow and too sparse; anyone here for a top-tier single-player story will most likely walk away let down, because the narrative only clears the passing line; and players with no taste for the East's heavy subject matter need not force it.

As for the version, hold out for the base game plus all three expansions. Only with The Western Front Armies, Ardennes Assault and The British Forces in hand do you unlock every faction's full competitive content; buy the base alone and you miss most of the multiplayer and the entire western single-player run, which is the real shame. As the true successor to the 2006 original, this is a solid evolution rather than an outright revolution — but for that still-uncopied dance of sightlines and weather, it remains, all these years on, one book a tactical-RTS lover cannot leave off the shelf.

Points forts

  • TrueSight line-of-sight turns scouting, ambushes and flanking into a real information war no rival has matched
  • ColdTech weather makes blizzards and cracking ice into live tactical variables, a series-first environmental layer
  • Capture-point economy, cover suppression and tank facing give it more company-level depth than any WWII RTS of its era
  • Mud-churned snow and collapsing buildings set the 2013 visual bar, with a dense, layered battlefield soundscape
  • Five factions, Theater of War and three expansions keep multiplayer alive for years on the coh2.org ladder

Points faibles

  • The 14-mission campaign is wrapped in dated cutscenes and off-key voice acting that never match the missions' intensity
  • Large engagements layered with weather particles and heavy destruction cause camera-pan stutter, a launch-era optimization weak spot
  • Its harsh portrayal of Soviet command sparked outrage in Russia, where 1C-Softclub pulled distribution

Opening

Most real-time strategy games ask how fast your hands are. Company of Heroes 2 asks a stranger question: can you actually see the enemy?

That sounds like a throwaway line until you watch a fire team go dark the moment it slips behind a ruined wall. When Relic dragged the series east in 2013, it tore up the twenty-year-old convention of the lifted fog of war and bolted on something called TrueSight — your soldiers see only what they can physically see, and a hedgerow, a collapsed gable, a low ridge will sever a line of sight clean in two. Scouting stops being a click on the map. An ambush stops being a scripted set piece and becomes a trap you laid with your own hands. Stack a blizzard that freezes infantry to death and a frozen lake that shatters under shellfire on top of that, and you get an Eastern Front RTS that turned information and environment into a tactical core nobody has fully copied since.

It is not flawless, and it never pretends to be. The fourteen-mission campaign is dragged down by dated cutscenes and off-key voice work, and its grim portrayal of Soviet command lit a genuine firestorm in Russia. But sit down for one multiplayer match, pin a charging squad face-down in the snow with a fire team perched in a second-storey window, and the weight of that 80-point average suddenly makes sense. The play is where it lives.

Story | 6.0/10

Scénario: 6/10

A veteran's memory, marched from Stalingrad to Berlin

Soviet Eastern Front campaign

The campaign hands the camera to the Red Army. All fourteen missions unfold as the recollections of a commander being interrogated after the war, threading from the panicked rout of Operation Barbarossa to the final reckoning at the Battle of Berlin. It is a smart frame on paper. The Eastern Front was the most brutal theatre of the war, and routing its horror through one man who lived it should have landed every gut-punch.

The missions themselves honour that ambition. House-to-house fighting in Stalingrad, a forced march across open snow that the cold itself tries to kill, the grinding push into German soil — each one stands up on pacing and intensity alone, and in the thick of them you genuinely feel the weight the premise promised. The trouble is everything wrapped around them. The cutscenes already looked old in 2013, and the connective tissue between battles never carries the charge the battles earn. You bleed for a hard-won position, then cut to a scene that yanks you straight back out of it, the spell broken by stilted staging that belongs to an earlier console generation. The raw material is here for a devastating war story; the presentation keeps tripping over its own feet on the way to telling it.

That gap is exactly why this dimension lands at a 6. The subject matter has all the weight in the world; the telling simply does not match it. GameSpot went so far as to advise players to ignore the dated cinematics and just enjoy the missions — which sounds like praise until you realise it is a quiet indictment. When a game's best argument is "don't watch its story," the story has lost the round.

The Russia controversy that the script could not outrun

Eastern Front battlefield atmosphere

The writing also collided with the real world. The campaign's depiction of Soviet leadership is harsh — soldiers shoved into battle without rifles, blocking detachments firing on anyone who retreats — and across Russia and the post-Soviet states it was read as one giant, offensive caricature of the Red Army.

The backlash was not small. After a prominent Russian blogger tore into it on video, thousands signed a petition demanding the storefront block the game across the region, and the local distributor 1C-Softclub pulled it from sale on 26 July 2013. Relic stood its ground, insisting the scenes rest on historical research and the testimony of soldiers rather than invention. Wherever you come down, it remains an unavoidable case study in how a war game handles history — where the line sits, and who gets to define the memory of a war. Those questions were dragged into the open by this campaign, and a reminder rode along with them: the cost of those scenes was paid, very literally, in a core market's sales.

Theater of War, and a sequel that evolves rather than reinvents

Theater of War missions

Beyond the main line, the Theater of War mode slices the Eastern Front into standalone missions seen from both German and Soviet sides, co-op included. It does not chase a single character arc; it works more like a stack of historical vignettes for players who want to dig into the front without needing a strong narrative wrapper, and for a certain kind of history-minded player that trade is a fair one — less drama, more battlefield. The fragmentation cuts both ways — it loses the pull of an emotional throughline, but it also sidesteps the dated staging that drags the campaign down, serving its "re-stage the battle" purpose more cleanly and, in its own quiet way, doing right by the history it depicts.

Set against the lineage, the second game's storytelling reads as an evolution of the 2006 original, not a revolution. It changed the theatre and bolted on weather and sightlines, but the narrative ambition never travels much further than its predecessor's — the bones are the same, only the backdrop is new. The campaign itself holds; the staging stumbles; the controversy adds a further layer of friction on top. Story is the most visible soft spot on an otherwise sharp tactical machine, and the one place where the sequel's reach plainly exceeded its grasp.

Audio | 8.0/10

Audio: 8/10

Cris Velasco's score, pressing the Eastern Front into every bar

Battlefield audio and score

The score, written by Cris Velasco, runs heavy and orchestral. It does not hog the spotlight; it arrives exactly when it should — low strings under a forced march through a blizzard, brass erupting after a hard assault finally breaks through. This is music that understands restraint, that knows when to stand down and let the battlefield speak for itself. It exists to underline the grim solemnity of the East, not to perform over it.

And the battlefield speaks loudly. The crack of small arms, the metallic grind of tank tracks chewing across frozen ground, the half-beat of layering between a shell leaving the barrel and landing — all of it is rendered with care. The native-language shouts of soldiers are the real tell: you can hear in a voice which side is suppressing and which is breaking, often before you can see it. Close your eyes mid-match and you could still call the shape of the fight from sound alone — the panic in a pinned squad, the confidence in an advancing one. Few strategy games of any era reach that kind of audio fidelity, and fewer still bother to make it tactically useful.

Sound that bites into the weather system

Blizzard weather environment

There is an easily missed cleverness here: the sound design is interlocked with the dynamic weather. When a blizzard kicks up, the wind swallows part of the battlefield mix, and paired with the collapsing field of view it doubles down on that "can't see, can't hear" fog. Audio is not just atmosphere; alongside the cold that can freeze a squad to death, it makes the pressure of the environment real and physical.

You stop relying on your eyes alone. A distant muffled boom is artillery walking toward you; a tight cluster of cracks nearby is a fire team opening up; a sudden silence usually means a unit is creeping around your flank. The mix turns into a second layer of intelligence, feeding you reads the camera cannot — which is exactly the kind of immersion a great many peers never reach, because they treat sound as garnish rather than as a working part of the play. Here it earns its keep, the same way the smoke and the snow do.

Where the seams show

Cinematic narration audio

The seam, predictably, is the narration. The top-tier battlefield soundscape has no answer for the cutscenes, where that off-key voice acting drags down both the story and the overall listening experience. You spend a mission with your adrenaline pinned by sound, then a stilted line of dialogue throws you out of it in a heartbeat.

Stack it against the era's benchmark and the divergence is clear. StarCraft II's voice and music are clean readouts built for high-tempo competition, every callout shaped to feed the player information fast and unambiguously. The sound of this game is built for immersion and dread — it wants to press you down into the snow, not brief you across it. Two roads, neither one wrong, just aimed at different ends. The combat audio earns the word top-tier without an asterisk; the narrative wrapper is plainly the part that stumbles, dragged down by the same off-key voice work that hurts the campaign. That split — superb in battle, shaky in the cutscene — is exactly why this dimension settles at an 8 rather than climbing higher.

Visuals | 8.5/10

Graphismes: 8.5/10

Snow, mud and rubble — the visual ceiling of its class in 2013

Dynamic weather snow scene

Company of Heroes 2 runs on Relic's in-house Essence 3.0 engine, riding the then-fresh DirectX 11 feature set. But what sticks in the memory is not pixel count — it is the credibility of the battlefield. Tracks and shellfire churn snow into mud, a few rounds turn a house into rubble with its guts hanging open, and the dust kicked up by an explosion drifts and obscures with real physicality.

GamerSky's review at the time put it bluntly: the visuals were top-tier for the genre, and the dynamic weather, environmental destruction and smoke were beyond anything its peers could match. That was no exaggeration for 2013. Pile a blizzard, blowing snow, sun glaring off a snowfield and the debris of a collapsing building onto a single RTS battlefield, and almost nobody else was hitting that density.

What is rarer still is that none of it shows off in isolation. Snow, fire, smoke and debris bleed into one another in the same frame — a shell bursts, firelight catches the falling snow, dust drifts on the wind and is then scattered again by the next round. The battlefield is alive, mutating frame to frame, and that motion is something no static texture, however fine, can buy. It is the difference between a painting of a war and a war you are standing inside of, and more than a decade later that distinction still holds up. Many sharper-looking games since have felt more like dioramas; this one always felt like weather you could die in.

Not wallpaper — destruction feeds the play

Building destruction urban combat

The bigger point is that none of this stays merely pretty. Once a building is shelled into ruin, the remaining walls are occupiable — your infantry can climb into a second-storey window and fight from it. The smoke is not just a particle effect; it talks directly to the TrueSight system and genuinely blocks line of sight for both sides. What you see and what you play are one and the same: every patch of cover, every drifting cloud, might be the lifeline or the blind spot that decides the next second.

By the end of a match a village that opened lush and green can be a scorched ruin, the woods that hid your men burned away, the bridge that carried them blown. Those changes are not cosmetic — they rewrite the tactical possibilities of the second half, closing one approach and opening another, all without a word from a menu. The map remembers everything you did to it.

That is why the visuals carry real weight in a way most RTS art never does. The budget went where it counts: every piece of destruction, every cloud of smoke, is both good-looking and useful, doing double duty as spectacle and as information. Plenty of games chasing nothing but fidelity never manage that trick, because they treat the picture as decoration rather than as a system the player reads and exploits.

The price tag, and where it lands

Large engagement spectacle

Beauty has a bill. With a large engagement, full weather particles and heavy destruction all at once, a fast camera pan stutters — GamerSky said as much, that the optimization had problems and panning the view brought hitching. It was the launch's most criticised technical weak spot, and older hardware felt it worst. Even on a capable rig the frame-time wobbles during the biggest brawls, which ties straight back to an engine asked to compute sightline occlusion, weather particles and structural destruction all at the same instant — the more real the picture wants to be, the heavier the optimization load it carries. On PC at launch, with later macOS and Linux ports handled by Feral, the picture shifts across platforms.

Against the clean, legible look of StarCraft II, this game chases realism and heft — one is built to be read at a glance, the other to pull you in, and the goals were never the same. The visuals are a genuine strength; most of that 8.5 goes to a battlefield that still does not look cheap a decade on, and the handful of points docked sit squarely on the optimization ledger rather than the art's.

Combat | 9.0/10

Gameplay: 9/10

TrueSight turns a contest of speed into a war of information

Line-of-sight scouting

If one sentence has to explain why Company of Heroes 2 is different, it is TrueSight. In a conventional RTS, clearing the fog reveals everything in the area; here, vision is welded to a unit's actual facing and to the obstacles around it — a row of trees, a broken wall, a low rise will cut your line of sight clean off. That single change drags the centre of gravity from hands to information.

You cannot see the anti-tank emplacement set up around the corner, and a tank that barrels into it loses its tracks for the trouble. So scouting, feints, and slipping around a flank into a blind spot all become genuine skills. An ambush is no longer a scripted show but a trap you spring yourself. The best part is how it makes the information gap a resource you fight over: push a scout onto high ground and you read his deployment a beat early; tuck a weapon team into the blind of a treeline and the enemy only learns of it at point-blank range. Every match is a tug-of-war over sight, and nobody has fully copied it since. It is the top pillar of a 9-point game.

Cold, capture points and suppression — three systems locked together

Extreme cold tactics

The second pillar is ColdTech. The Eastern blizzard is no backdrop: temperature drops as a mission runs, infantry left in the open stiffen and freeze to death, and you have to walk squads toward bonfires and captured buildings — warmth becomes a hard need, like supplies. Nastier still is the frozen lake, which shellfire or the weight of a heavy tank will crack, dropping a whole squad or a vehicle into the water.

Flesh hangs on that skeleton. Resources come not from mining but from holding ground — manpower, munitions and fuel are pinned to different strategic points, and whoever holds them keeps the reinforcements and upgrades flowing. Infantry stepping into sandbags, a crater or a broken wall auto-enter cover; green heavy cover all but shrugs off frontal fire, while an automatic weapon team, once it sets up and opens fire, pins exposed infantry flat where they cannot move or shoot back. Breaking that pin has exactly two answers: throw smoke to sever the line of sight and rush through, or flank around to its rear and silence the crew. That loop of suppression and envelopment is the soul of every fight.

Tank facing, commanders, and a road opposite to StarCraft

Tank armour duel

Vehicles and infantry play rock-paper-scissors, and the whole craft of the tank war lives in facing. Armour differs across front, side and rear — a Tiger that shrugs off a heavy cannon head-on is cracked by a single round once you get behind it. So tank duels are not a test of who has more health but of who can angle a hull to expose the other's weak plate. Above that sits the commander system: every faction fields multiple commanders that unlock different call-in units, air support, artillery and special abilities, and your pre-game pick all but decides whether you run infantry swarms, armoured punches or fire suppression. It hands a symmetrical map an asymmetrical mind-game, and it is where strong players pull away.

Set the whole thing beside its era and it walks the opposite road from StarCraft II. StarCraft is the summit of high-APM, big-army, symmetrical competition, measured in macro and ceiling of execution. This game runs few units, slow tempo, high drama, every squad precious — what it measures is position, facing and the judgement of a single instant. Lean toward simulation and it is far friendlier than the Men of War series; you never micromanage each soldier's supplies or hand-drive every vehicle, which shaves off the most punishing part of hardcore realism while keeping the tactical depth intact. It hits a sweet spot that is genuinely hard to find: deep enough that veterans can spend years mining it, friendly enough that a newcomer is not bounced out in the first hour. You can simply enjoy the punch of suppression and tank duels, or you can fall headfirst into the abyss of flank timing, commander matchups and vision control — the game has the depth to reward either. Deep but not fiddly, with both a floor and a very high ceiling — that balance is why this play is worth its 9.

Content | 8.0/10

Contenu: 8/10

The single-player body: fourteen missions, then Theater of War

Single-player campaign mission

On the main line alone, Company of Heroes 2 is a fourteen-mission, roughly fifteen-hour affair — solid for a tactical RTS. The difficulty curve is laid with some care, too, climbing from a panicked opening rout to late-game counter-attacks while teaching you sightlines, weather and suppression one at a time rather than drowning you up front.

Its real single-player legs, though, come from Theater of War: standalone missions cut from both German and Soviet angles across different phases of the Eastern Front, co-op supported. It does not chase a whole character arc; it plays more like a deck of historical slices for players who want to dig into the East without demanding a strong narrative wrapper. The same history reads differently from each side, and some missions bolt on constraint-based challenge goals that force unorthodox tactics out of you — hold a line with no armour, win before the cold kills your men, take an objective under a fixed time limit.

That mode is also where the base game's thinness shows. At launch the single-player content leaned light, and the western theatre was effectively absent — none of Normandy, none of the Ardennes, none of the campaigns most players associate with the Second World War's western half. That gap was patched back, piece by piece, only by the expansions that followed, which is why the content map kept growing across the two or three years after release rather than arriving whole.

Three expansions push the roster to five factions

Multiplayer faction battle

The first big move was The Western Front Armies (2014), which added two fresh multiplayer factions — the US Forces and the western German Oberkommando West — though it was a purely multiplayer pack with no new campaign. Hard on its heels, Ardennes Assault (2014) repaired the single-player side: set in the Battle of the Bulge, starring the Americans, and built as a non-linear dynamic campaign where the attrition your company suffers persists between missions. Play sloppily and the back half punishes you for it, which forces you to value every last man.

The British Forces (2015) then added one more, pushing the playable roster to five: Soviets, eastern Germans, Americans, western Germans and the British. Each runs a wholly different tech tree, commander stable and resource rhythm — Soviets lean on cheap mass, the western Germans on fragile elites, the British on entrenched defence and heavy fire — and the cross-faction counters alone keep competitive players busy for a long time. Worth flagging, too, is the clever non-linear structure of the Ardennes campaign: company attrition carrying between missions means you cannot throw bodies away, and every fight becomes a question of whether the cost is worth it. That managed, almost economic single-player design is rare in a tactical RTS, and it gives the expansion more staying power than one that merely stacks more levels.

What stays evergreen — and where the number lands

Ranked multiplayer match

If single-player is the ticket in, multiplayer is the main course. From 1v1 duels to 4v4 brawls, five factions plus the information gap TrueSight creates mean no match is ever just an execution contest. You are reading deployments through severed sightlines, baiting a commander into committing to armour and then punishing it, holding a fuel point against a push you can hear but cannot yet see. The community site coh2.org has kept ladders, replays and custom lobbies running for years, automatch finds newcomers opponents near their own level, and balance patches kept landing for years more.

It is that ecosystem that keeps a 2013 strategy game holding a steady population. A title this old still has people climbing the ladder, trading replays and theory-crafting faction pairings, and that alone is the most honest proof of content depth there is — nobody keeps showing up for a game that has run dry.

Set against StarCraft II's purely symmetrical competitive body, this game wins on the tactical variety its factions and maps generate — five distinct armies, dozens of commanders, sightlines and weather layered on top, combining into board states that almost never repeat. Two players can fight the same map a hundred times and never play the same match twice. That is the bedrock of a content score that sits comfortably at 8. The single-player may run thin on its own, but count the three expansions and the multiplayer in, and its long-haul weight is anything but light.

Commentaires 0

Votre avis nous intéresse

Épinglé
GameGeeker

Participez à la discussion et partagez votre avis sur ce jeu.

Aucun commentaire pour l'instant. Partagez votre avis sur ce test.