Things We Love About Heroes & Generals

Heroes and Generals - Op-ed headlogo - EN


We’re heading onto the battlefields of Heroes & Generals, muscling in with the Heroes in the trenches and pilots of armoured vehicles and planes, or heading over to HQ to monitor supply lines and form strategies to try and push our forces through the European theatre of war. In this FPS meets strategy free to play MMO players can switch between the leaders of war and the bodies on the ground.

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  • A Dual Concept - The game allows for two styles of gameplay. Though this is essentially the core feature of the game, allowing players to play as Heroes or Generals, it has to be at the top of this list as it is the primary reason that the game is so unique and the way they have been implemented with each other is extremely well done. Players have the choice of playing the FPS portion of the game as Heroes, infantry, tanks and planes, fighting it out in objective based battles, or they can play the Strategy side of the game as a General, monitoring the map of Europe, pushing resources into different battlefields, and moving troops around, giving players two games rolled into one.

  • Cause and Effect - Heroes directly affect the war and the war affects Heroes. With the above concept there is a real time repercussion to the actions of both Heroes and Generals, having an impact on each other’s game and the War effort in general. In its simplest form it is the Generals that create new battles by trying to capture locations, opening up a battle map they decide how many Soldiers to send into a battle and then the Heroes can fight this battle in the FPS game mode. The number of Soldiers a General sends into a battle zone determined how many collective lives/respawns that the team has in the FPS game. Generals can keep pumping resources into a battle to try and help the FPS players win (if they run out of lives then they lose the match), but equally if the FPS Heroes are playing extremely well then the General isn’t forced to put more resources into the match and can instead try to start a battle elsewhere. There are various resources that Generals can move around their strategic map, moving them from interconnecting towns and cities, Generals can only supply a battlefield if the supply line isn’t broken, if it is then FPS Heroes in the middle of battle could suddenly find themselves cut off and lacking reinforcements.

  • Ultimate Victory - A faction can win the war. There are three factions in the game vying for ultimate control; the German Axis, the Soviets and the United States Allies. Each fight over an ultimate objective: to control number of the maps key cities, a constant shift of territories won and lost means that with a tangible victory condition Wars can take around 3 weeks before one faction is victorious. This end game means that instead of the same endless FPS matches over and over for the fun of playing, there is also a reason for fighting and making every battle more meaningful where the losses hurt even more and the victories are all the more sweeter.

  • New Player Restrictions - You must earn your position before going to War. The game is divided into two main games, the War effort and casual games, players can play casual battles for fun, practice, XP and currency, without having an impact on the War effort with Heroes and Generals. To join the War effort players must have a rank 5 character before they are able to play, whilst we’re not generally fond of player restrictions, in this case we think it’s great as it means that players who are new to Heroes & Generals and inexperienced can’t upset the flow of the War. Every player death in a battle uses up a Soldier/Respawn, so every death has an impact on both the fellow Heroes and the Generals using their reinforcement supplies; individual players have too great an impact to simply allow new players to ruin it. Unfortunately it would seem players can purchase an Academy Recruit with premium currency, which buys their way into the War, in effect letting new players join pre-level 5 as long as they pay… that we’re not quite as happy with.

  • Spotting Enemies - Players can really hide from each other. One thing that really adds to the level of realism and the anticipation of battle is the spotting system; enemy players aren’t flagged up until they are spotted, done by a few mechanics, and when they are then they are tagged with a red arrow for allies to see. However, getting a good position in a building, hiding in bush, crouching in a rocky outcrop, players can take cover and camouflage themselves against the scenery; where playing cautious and strategic in the FPS (instead of running in and jumping around like an idiot) is a more successful form of fighting.

  • Various Vehicles - Players have access to a wide variety of vehicles. As players level up their character they unlock various chains to become pilots of planes or drivers of tanks, jeeps and other vehicles; throwing vehicles into the mix (and anti-vehicle weapons to even things out!) makes the battle more fun, challenging and strategic. Planes often gun with secondary gunners, Jeeps can have mounted machine guns, and vehicles in general are more than just transportation to get to the front lines of the battle as quickly as possible. For those who don’t have new vehicles unlocked then they even get the chance of using bicycles to ride around and there’s nothing quite so brilliant as riding around as a German Wehrmacht on your bicycle in the middle of the battlefield, ringing your bell, as bullets and explosions erupt around you.

So that’s what we love with Heroes & Generals, but more importantly what are some of your favourite things? What do you think could/should be added to our list that makes the game great? Let us know what you think in the comments below!

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