War Front: Turning Point asks the interesting question of what would happen if Germany had invaded Great Britain during World War II. And then you play the game on your PC. And then X-Play gives you the review.
The Pros
- Solid gameplay
- Fun campaign
- Interesting units
The Cons
- Some balance issues
- First person view useless
For this review we’re going to skip the obligatory opening paragraph filled with snarky comments about the sheer number of World War II themed RTS games we have to play. That’s because despite the fact that War Front: Turning Point is yet another WWII themed RTS, the developers were nice enough to provide a different take on the whole affair.
The Rise of the Third Reich
War Front: Turning Point takes place in an alternate history where Germany managed to invade and occupy Great Britain. The game’s two campaign scenarios weave a tall tale of wartime espionage and intrigue. And unlike Digital Reality’s previous effort, Desert Rats vs. Afrika Korps, the brash, high-adventure attitude that permeates the game is actually entertaining.
In fact, it’s safe to say that nearly everything in War Front is better. The core RTS design here doesn’t stray very far from the formula we’ve seen in countless other games in the genre. You have three sides, each with different strengths and weaknesses. There are resources to gather, bases to build, and hero units with a range of special abilities.
The Best Defense
While none of this is terribly original, War Front manages to execute everything very well. Infantry, vehicles, and air all need to be used in combination to make an effective attack on the enemy. This is due in part to the level of importance War Front puts on the defensive game. Pillboxes, anti-tank, and anti-air emplacements are actually useful in stopping (or at least slowing down) an enemy advance. Interestingly, player can’t just spam the map with bunkers as there needs to be breathing room between them. And there are several effective counters to bunkers that have nothing to do with amassing a bunch of units with the hopes that they’ll punch through.
Players can even take control of bunkers from a first-person view to help with the defense. Taking direct control gives an attack bonus to the bunker, but we still found it easier to just play the game normally.
Kommand & Konquer
War Front doesn’t have the strategic depth of something like Company of Heroes. Things like cover and facing don’t come into play here. Instead, it plays a lot like a Command & Conquer style game. Base building and unit generation is quick and easy. Additionally, the interface makes things that are often tough to control in RTS games (like mustering your air force) pretty simple.
The game also doesn’t skimp on the bombast of war. Since the game already takes liberty with history, it was a hoot to start encountering strange new units were never used in WWII but were perhaps real experimental designs. Things like APCs that can burrow underground, tanks that spit out ice, and a Giant Zeppelin of Doom add lots of spice to an already good game. Our personal favorite was the Jump Pack enabled infantry that could hop nearly instantly from one part of the map to another.
When Panzers Attack
From our experience with the game, there appear to be some balance issues. The Allies have superior air power but it still appears to be no match for German tanks. In skirmish matches we never had any trouble winning as the Germans while it took some extremely nuanced play to pull a victory as the Allies.
Turning the Tide
War Front: Turning Point is a pleasant surprise. While the gameplay might not be terribly original, it’s all executed very well. The alternate history stuff keeps the stale setting interesting without getting completely wacky. Sure, it’s more burger and fries than filet mignon. But it’s a really good burger and fries.
Article by: Greg Bemis
Video produced by: Mark Fahey





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