Call Of Duty: Heroes review
Heroes is a town-building freemium game. It might dress it up in the urban camouflage of modern warfare, but it’s basically Clash of Clans reskinned.
That’s not a bad thing, and the core gameplay that makes Clash of Clans so playable is kept intact in Heroes, but unless you’re a fan of the recent Call of Duty games, you’re probably better off with the former.
As per the template, you begin by establishing a base – a command centre, various resource gathering instalments, barracks on so on – before being urged to South America to take back some MacGuffin of an objective (don’t play this for any kind of CoD-based story: there is none). You’re guided in softly, given over-powered units and taught to attack with the game’s functional, if sparse, touch-and-slide interface.
As with Clans, actually getting anywhere will require you breaking through a paywall or waiting up to eight hours at a time for various buildings to recharge. This time can be thwarted somewhat by fighting through the campaign missions – the difficulty curve of which is precisely one extra gun to tackle per round – and looting resources to level up your eponymous heroes: recurring faces from the CoD mother-brand like Soap McTavish or Captain Price. These heroes are the only units you can directly command, too – just drag and drop them onto targets and they’ll attack. Use their individual abilities (usually touch-based support weapons: helicopters, drone strikes, mortar fire and so on) to rack up kill-streaks and reap additional rewards.
This is the one genuine element that helps Heroes get its head above the freemium town-builidng pack – everything else is as formulaic as you’d expect. It’s not bad, it’s just not new. The hero mechanic would be this game’s saving grace if it didn’t feel so unapologetically crow-barred in.
A safe genre game: if you like micro-management and Call Of Duty, you’ll like this, otherwise you’ll probably have more fun elsewhere.
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