

It is admittedly fun to steamroll the enemy with massive machines, but it’s also often painfully slow, as the most powerful mechs also tend to be the slowest-moving. Polania, for example, has lightweight speedy mechs that can fire a slow-loading but powerful bolt rifle, up to massive walking fortresses that infantry units can load into. Each of the three factions has their own designs and utilities. The highlight of the game is, obviously, the mech units. Gather resources, spend them on infantry units to defend your resources and gather more, eventually start producing mechs, then gather everything up and rush the enemy. Once it becomes time to rush the enemy base, though, the flow of the game does begin to get more formulaic.
#IRON HARVEST REVIEWS SERIES#
Ranging from saving civilians in the middle of a battle to guiding a train through a series of enemy checkpoints, these little additional missions add just enough variety to keep missions from getting stale and repetitive. The goal of most maps is to take over your opponent’s base, although the little tasks along the way to the ultimate goal vary depending on the specific campaign mission. Bases are only made up of three buildings (a headquarters, barracks to produce infantry, and workshops to produce mechs) and can only be built in specific areas. There’s only two resources to worry about (iron and oil), which can be gathered by capturing resource production points or looting caches on each map. Iron Harvest is an RTS that puts much more focus on combat than base-building and resource-collection. With that out of the way, let’s go into the basic rundown. Secondly, I have to admit, I’m not what one would call the biggest fan of RTS games, although I do have experience with games such as Starcraft and Majesty. First, the focus here is on the single-player campaign experience. There’s nothing here I’ve never seen before, but the weight and emotion in the way its told made the story much more enthralling than I expected. However, clichés aren’t always necessarily bad, and Iron Harvest manages to weave them together into an entertaining romp.

Hell, “steampunk machinery in the early 20s” isn’t exactly a new idea either. Many of the plot points here read like a string of clichés in war stories: an unlikely leader who has to prove themself to get soldiers to follow them, mysterious splinter groups trying to encourage conflict, “can I really trust you?” drama between main characters, it’s all here. What starts off as a small skirmish to keep Rusviet forces from antagonizing Polania develops into a full-blown war, mostly thanks to a new technological innovation: steampunk mechs. The story here plays out across a set of missions for each country, kicking off with Polania. The tale revolves around the countries of Polania, Rusviet, and Saxony (guess what countries each of these represent), and the tension amongst them after the war. Iron Harvest takes place in an alternate history Europe, directly after World War I. The game we’re looking at today is the end result of a Kickstarter campaign, one that ended up raising over $1 Million.ĭeveloped by KING Art Games and published by Deep Silver, Iron Harvest was released on September 1st, 2020, for PC. Thus when a new RTS title hits the scene, it instantly catches the attention of the genre’s fanbase. Unfortunately, while turn-based titles seems to still be going strong, RTS games seem to have been mostly displaced by MOBAs (i.e. It’s a much more…hectic…genre, but with some die-hard dedicated fans, especially on PC. In that case, you’re probably diving into the real-time strategy (RTS) pool, with the Starcrafts and Warcrafts and what have you.

Which flavor do you like your strategy game in? Do you lean on the turn-based side, with the Fire Emblems and Disgaeas of the world? Or perhaps you like something a bit more…active?
