Tales of Valor is the newest addition to the Company of Heroes family. It is quite trivial compared to the original and features only minuscule campaigns consisting of nine curtailed missions, three new multiplayer modes, and a few game twists that aren’t necessary.
The hub of the three Tales of Valor solo campaigns is the battle. These new campaigns don’t feel like those in the original, or the ones in the 2007’s Opposing Fronts. It also includes three new game modes, Assault, Stonewall, and Panzerkrieg. Most of the missions have been leveled down. This enhances combat relationship well, giving you a cause to care about individual troops. You’re mostly always going solo. Only the Falaise Pocket campaign develops the scope of the add-on, forcing you to confine territories, erect defenses and so on.
In Tales of Valor, the average difficulty only lasts for a couple of hours. Both Tiger Ace and Causeway modes involve little more effort, defenses, and counterattacks. Even this isn’t quite challenging. The direct fire shooting option that helps you manually guide weapons is surplus. Your goal is to resist the enemy ambush by alerting garrisons of the attack and constructing 88 antitank guns. Although, at first, the game takes off well, it soon goes downhill. Before you know it, the game is over.
The adequate Company of Heroes action is better than what other franchises may offer. Although the game-play is still stunning, both the single-player campaigns and the multiplayer modes offered here aren’t really inspiring.
On the plus side, the Core Company of Heroes game-play still stands out. The action is chaotic and exciting. However, the solo campaigns can be finished in no time and the new game modes do little to increase action.
Despite, its shortcomings, Tales of Valor is surely worth a try.
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