Heroes & Generals Review: First Look

Date: Mar 13 2012 06:23:36 Source: Views:
KeyWord: Heroes & Generals, Heroes & Generals Review, Heroes & Generals Preview, Heroes & Generals First Look, Shooter, World War II
Heroes & Generals

By Mike Nelson from

To say Heroes & Generals is ambitious would be an understatement. Reto-Moto -- a new development studio made up of IO Interactive veterans -- wants to do for World War II shooters what EVE Online has done for space combat: create a persistent, living and breathing battlefield across 1940s Europe. By mixing in ideas from tabletop strategy games like RISK and a control and capture gametype from Battlefield, H&G looks to create a type of gameplay I've never seen before. Right now it's very early, but it's hard to deny how much promise it has.

Heroic Action

Assuming you don't want math to dictate the winner through auto-resolve, the first-person shooter portion of H&G will start up, much like how Battlefield 3's battlelog launches BF3. And like Battlefield, these maps have a series of control points that also work as spawn locations which must be captured in a specific order, depending on your approach to the battlefield.

Heroes & Generals Screenshot

This design allows the defensive side to fortify positions of interest, knowing the location of the next attack. But if you have your buddy approach the map from the north while you attack from the south, now the enemy will have to split their forces in two. As the battle rages, both the Allies and the Axis troops could bring in reinforcements (assuming the supply lines are open), so if you manage to break their lines they'll be forced to retreat or suffer a defeat.

Designing the Future

With so many other plans in place, like integrated Android and iOS apps that work in tandem with the PC game (for example, calling in airstrikes on your iPhone while your compatriots are fighting in the trenches) sound like novel ideas. Even so, there are other questions, like how easy will it be for players to hop into a battle if they're not RTS pros? How long (potentially) can one battle take? Will it be necessary to guide players to a certain region of Europe?

Heroes & Generals Screenshot

Reto-Moto's goal for Heroes & Generals, I'm told, is to simply let the war carryout as natural as can be, citing EVE Online's practice of letting its players dictate the rules of space as a perfect example. I just hope they can pull it off.

You can read full review here.



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