Three Moves Ahead 323: Company of Heroes
Three Moves Ahead
Idle Thumbs
4.8 • 532 Ratings
🗓️ 25 September 2015
⏱️ 74 minutes
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| 0:00.0 | Good evening. You are listening to Three Moves Ahead, and I'm your host, Rob Zackney. |
| 0:04.0 | On today's show, we welcome back our friend Shane Neville, indie developer, currently working on BunkerPunks, and the producer of Company of Heroes opposing fronts. |
| 0:12.0 | Shane, welcome to the show. |
| 0:13.3 | Thanks a lot. Great to be here. |
| 0:15.1 | We also welcome, welcome back, Blendo Games, Brendan Chung. Brendan, welcome to the show. |
| 0:21.1 | Hey, thanks. |
| 0:22.7 | So today we're revisiting Company of Heroes and Company of Heroes 2, but in particular, I want |
| 0:28.6 | to talk about faction design over the course of this series. |
| 0:32.2 | The British Forces expansion just came out for Company of Heroes 2, and that brings the British forces into a game that |
| 0:40.5 | already had two German armies, the U.S. Army, and the Red Army. You would think at a certain |
| 0:45.6 | point, having a bunch of different World War II armies would start to feel like an exercise |
| 0:50.1 | in model and texture swapping. But one of the things that I've started to appreciate lately |
| 0:55.7 | is just how much variety relic have managed to find and create |
| 0:59.5 | in the Company of Heroes series. |
| 1:02.1 | Shane, you actually worked on this series, |
| 1:04.0 | so I'm going to put you on the spot first. |
| 1:06.3 | Yeah, for sure. |
| 1:07.4 | I feel like a lot of other RTS games seem to have a lot more room for asymmetry built in, either because of setting or, you know, because of theme. |
| 1:18.4 | And they're not really tied to this really specific time and place of the eastern western fronts of World War II. |
| 1:25.1 | Company of Heroes, too, on the other hand, has to at least have a |
| 1:29.0 | nodding acquaintance with reality. How did Relic get around these limitations in the first |
| 1:35.1 | game, and do you think their approach has evolved since then? |
... |
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