Company of Heroes 3 has changed a lot thanks to player feedback, from its interface to its major features

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Between the alpha tests and my previews, I’ve played quite a bit of Company of Heroes 3 (opens in new tab) over the last year and a bit, so I wasn’t expecting too many surprises when I popped down to London to check it out again, ahead of the February launch. But thanks to the large amount of feedback Relic has received from testers and its community council, it hasn’t stopped tinkering, and there have been some notable changes as a result. 

The most obvious one is the removal of controllable detachments. Given that they were one of the big new additions to Company of Heroes 3, it’s a significant change. Detachments featured on the turn-based campaign map and could be used to heal other units or clear mines, among other handy abilities. They could also be attached to companies—which you send into the real-time battles—to augment them. A medic detachment, for instance, let you use a truck that passively healed nearby troops, and as an incredibly reckless commander I used this a lot when I dabbled in the campaign last year. My troops constantly needed medical attention.  

(Image credit: Sega)

All the things you could do with detachments persist, but you no longer have a second type of unit to worry about. Instead, they’re more like an upgrade that gives your companies more utility after they’ve been requisitioned from the company menu. This was, executive producer David Littman tells me, all down to player feedback.