The best thing about Order of War's singleplayer is that it has a dual campaign, allowing you to choose between the Germans and the Americans, while the Russians are only available in skirmishes and multiplayer. Despite the lengthy campaign set, I strongly advice you to play both sides and try to complete all missions, since it gets better and better with each scenario. Overall this title requires up to 20 hours of gameplay to fulfill even on moderate difficulty, while the hard mode is really unforgiving.
Order of War offers a compelling narrative, capturing the intensity and ruthlessness of the final months of World War 2, with the Third Reich fighting for its very existence. The Allies are pushing forward from the West, following the Normandy landings while the Russian war machine is steamrolling in the Eastern Europe. Playing with the Americans requires you to make haste and reach Berlin fast, while choosing the Wehrmacht means you are struggling to hold back the invasion and strike deadly blows on the counterattack.
There is a huge variety in terms of units, as both sides own a diverse and powerful arsenal, giving plenty of options for each mission and providing the player with different methods of wagering war. Basic troops are available from the very start of the mission, while more advanced and potent weapons are being unlocked as you progress with the scenario and control more command points. As a matter of fact, these strategic areas are the cornerstone of the economy and also represent the ultimate goal of each mission.
Owning a control point means you'll receive a steady flow of resources and although they are not infinite, these funds are more than enough to accomplish victory. In the unlikely event that they will run out, one will find himself in the awkward position of having to deal with the enemy forces without being able to reinforce his position. Since it's only possible to face this kind of nightmarish situation when playing on high difficulty and against an equally depleted foe, it's not a serious reason to worry about.
Failing to conquer these key position fast or allowing the opponent to reclaim them by launching a surprise airborne assault, will ultimately lead to defeat and should be avoided at all costs. Given the diversity of the arsenal it is easy to quickly dispatch a squad of AA guns and a couple of tanks to defend control points, but sometimes temptation to direct the war effort toward the offensive is irresistible. More than once I've fell victim to the overwhelming urge of deploying a tanks division to claim an enemy base, instead of reinforcing the recently acquired control point and the effects were devastating.
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In theory there should be enough time to prepare an adequate defensive since there is no fog of war and enemy troops are visible at all time. Overconfidence is the worst enemy though, because large scaled battles between armored vehicles are highly unpredictable and a wrong maneuver grounds disaster. Tables can be turned in a matter of seconds and when the enemy tanks are flooding the plains toward your light defenses there is little you can to do save the day. An overlooked unit which is in fact a great addition to the game is the AA gun, devastating against both planes and tanks at long range.
Before rushing to build and effective defensive system, one should focus on conquering those control points and in order to do that, a clear mind and straightforward strategy is required. Tanks are the spearhead of your offensive and organizing them properly is the cornerstone of any successful attack, but supporting units play an equally important role. Artillery barrage and precise bombing runs will make the difference between triumph and collapse, since storming into a heavily fortified position means certain death.
Airstrikes and paratroopers drops usually require a lot of resources, so detaining a couple of control points is paramount, but in the early stages you can rely only on the artillery. They are very vulnerable to enemy attacks and will be wiped out in a second if they come under heavy fire, so it's unwise to send them unescorted. Add to this, the fact that these units move extremely slow and calling trucks to transport artillery faster takes a lot of time and you've got an accurate picture about the support they require.
On the other hand when you manage to establish a strong offensive position and you've got the artillery barrage unleashed, the damage they inflict is overwhelming. Furthermore it is possible to check the range of each unit so you know at all time how far they can shoot, and when they are vulnerable to enemy fire. Except for the short and intense tank battles, Order of War is centered mostly on strategic and static clashes that require planning and coordination instead of micromanagement.
While you don't need to bother about the flow of resources, knowing how to spend them and purchasing the proper units at the right time is the key for success. Each time you complete a mission you receive medals and a short praise for your effort, but more important are experience points which can be spent on enduring bonuses as increased armor, firepower or better range. Depending on your style you can choose those upgrades that suit you better and maximize the role of certain units, increasing their ability of annihilating enemy forces.
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Conclusion:
It's been a while since I've got the chance to play a game that is equally challenging and fun to such a degree as Order of War. Strategy games revolving around the second world war are not a novelty, but few manage to deliver such a persuasive narration and absorbing visual effects. What this game lacks in terms of innovation it compensates through solid gameplay and it's one title no strategy game enthusiast should miss.
Gameplay: 85
Order of War features a comprehensive campaign set that can intimidate the less experienced players, but thanks to the mild learning curve and addictive gameplay, few people will give it up fast. Frantic battles between armored divisions alternate with grueling position fights, compelling the player to plan a couple of moves in advance and try to anticipate the enemy's. Controls are responsive, the interface is very friendly and intuitive, while the AI on both sides is competent enough not to ruin the mood.
Graphics: 88
This is one impressive title in terms of visual effects, with units and structures being nicely detailed and convincing explosion during the most intense tank fights. The highlight of the game though remains the cinematic view, available when switching camera mode on, which provides a whole different perspective over the battlefield. If you issue an order and then enable the camera, the game with take a more cinematic approach, revealing the actions of individual units, zooming in and out with a lot of grace.
Sounds: 80
I can't think of a more appropriate theme for Order of War, and although there are just a couple of tracks available, the music is awesome and creates the perfect atmosphere. Furthermore, during the most intense clashes, the roaring cannons and the distinctive sound of diving Stukas are greatly enhancing the gaming experience.
Multiplayer: 86
The multiplayer is in many ways similar to the singleplayer campaign, with control points to be conquered and units being deployed, but the rhythm is much more alert. Since there is no fog of war, one can no longer afford to defend, build a strike force and then take one base at a time, so the battle for each flag is fierce. Choosing the perfect unit to counter the enemy and taking full advantage of terrain makes the whole game much more exciting and demanding.
Hardware: 81
Apart from a few crashes caused by the exaggerated Alt+tab mashing, the game ran smoothly despite setting the video details on the absolute high. It requires a powerful machine, but frankly this is the only way Order of War should be played, since the rewards of choosing high quality visuals are tremendous.