
#Close combat 3 series#
At first they might seem like a gimmick or some sort of attempt to make the Close Combat series appeal to a wider audience. Several new features are borrowed from resource-gathering real-time strategy games such as group numbering, drag selecting, and status bars above the unit. Your units can be assigned to move via a series of waypoints, allowing you to pick the most advantageous route. No longer do you have to worry about your troops choosing the most open terrain when you order them to move. Several new gameplay elements have been added. This is also helpful in positioning idle tanks so they don't expose their weak sides to the enemy. Drag the arc to where you want the unit to face and click again. Click on a unit with the ambush or defend command, and a circle appears around it, with an arc highlighting its facing. Changing directional facing is handled well. This command and the "defend" command are direction sensitive - a feature that is new to the series. Ambush sets your troops to hide and come out only if the enemy is extremely close. Right clicking on a unit brings up the command list, which now includes the "ambush" command. There is also an option to expand the bar to include all your forces. Instead, a single bar informs you of everything you need to know, though it only concentrates on one unit at a time. No longer is a quarter of the screen taken up by the status bar. The interface hasn't changed drastically but has been improved. This opens up a huge array of weapon platforms and troops for dealing death, and hey, variety is always a good thing in a game. Instead of focusing on one operation, Close Combat III focuses on the entire Eastern Front from 1941 to 1945.

The first general difference you'll notice is the enormous scale of the game. They give you more room for maneuvering but at the expense of a lot of hurrying up and waiting. The size of the maps, which are three times the size of Close Combat II's battlefields, is the first real gameplay difference you'll notice.

It could be because the fighting is more spread out, thanks to the larger maps. They still sound great, but Close Combat III doesn't have quite the symphony of death as the previous installment. The sound effects seem a tad bit weaker than in previous games.

Graphically it looks just like Close Combat II with photo-realistic terrain and smoothly animated units. The game runs comfortably on older hardware, and thankfully Atomic hasn't jumped on the "every game needs to be 3D" bandwagon that has become so pervasive in the industry. At first glance, Close Combat IIII seems a lot like Close Combat II, which in itself is not a terrible thing.
