![]() There is a chess board's worth of these bots to choose from, and each faction has a different list. From there it just gets more impressive and terrifying - mobile mortar platforms, mech hunting bots that fire steel rods. The second crawls on spider legs, sporting two machine guns on each side of its cylindrical body. For Polania, the first mech available is bipedal and wields a massive bolt action rifle. ![]() They range from basic to super-advanced weapons platforms, excruciatingly close to just being Metal Gears. Mech troops are also where you'll find a whole lot more unit variance, not just in terms of what options are available in commanding them, but also visually. Like tanks, they're resistant to the munitions that prove fatal to basic infantry troops, so to combat them you'll either need a bigger gun or a mech of your own. Mechs in Iron Harvest are close cousins to armored units in most other RTS titles. ![]() For example, if your army is getting blasted by enemy mechs and all you have are riflemen, getting some extra firepower is as simple as finding enemy cannoneers and taking their gear. This kind of class fluidity plays a huge part in Iron Harvest, where situations can change quickly. Instead of producing units that you specifically want-say, machine gunners-you can command a group of riflemen to take out enemy machine gunners, then pick up their weapons. While this all sounds par for the course, Iron Harvest does have an interesting way of giving players more options with their infantry units. For the most part, all infantry troops are the same, and consist of classes you would expect from an RTS riflemen, grenadiers, medics and engineers among them. At first, there aren't many differences between these three nations during play. Regardless of their ideals, the fighters in Iron Harvest represent one of three factions - Polania, Rusvia and Saxony, each with their own pretty blatant real-world counterpart. in favor of a more fluid classpath and giant, diesel-fueled robots." " mixes up the rote experience of building units, getting resources, building better units, etc. The best part though: all of this is only in one of the game's campaign stories - there are two more focusing on the game's other factions. While the suits of metal these characters used helped them carry out their ideals, I can't help but think it also insulated them from the reality of it, similar to the way a drone pilot doesn't really know the damage they're causing. They are by far the most ruthless in the game, causing the most violence whether it be for their own country or for some greater movement. I also couldn't help but find symbolism in the characters that were always found in mechs. In cutscenes only, it asks players to question what war is worth and who should be fighting them. It's clearly anti-war, unlike so many other games that center around the subject. ![]() Along the way though, the game does manage to get its messages across. Most of the story isn't gracefully told it inches forward like rusted gears, grinding and clanking. As neighboring Rusvia begins to occupy her homeland, Anna stumbles backward into the resistance movement trying to reclaim Polania and the scientists that originally created the mechs. Set after the war has ended, its story revolves around Anna Kos, a young, idealistic woman with a massive bear as a best friend. Like other RTS games, you have a couple of options for how to play the game, but I recommend everyone start at its natural beginning, the campaign. ![]()
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