


I did marvel every time one of these brutes walked straight into a house an enemy unit was using as cover, and just demolished it. The scale is played with well, Anna Kos and her trusty bear are dwarfed by the smoking metal hulks that stand building high. Likewise, knowing when to retreat and when to push an advantage is important. Maintaining the squad’s orientation and laying down suppressing fire become vital to keeping a team alive. Human squads are expected to use cover, and hide in buildings or bunkers, as their mechanised counterparts stomp over the terrain. Mobilising huge platoons of mecha is less important than building a robust team of units that can support each other, and judiciously use each of the units’ skills. Iron Harvest is an RTS that leans into more low-level squad-skirmishes instead of Total War levels of combat. With that in mind Anna takes up a trusty sniper rifle and goes to war. They are caught between two warring factions of the Saxonians and Russviets while Anna is still a young child but soon it is the Russviets that threaten Polania’s autonomy. The story focuses on Anna Kos and her faithful bear Wojtek who are citizens of the fictional country of Polania. Set in an alternative history where Tesla had more of an impact on the tech world, giant mechanical bipeds are in place over traditional tanks. There have been some controversies about the artist himself, but it is undeniable that the video game it inspired has some solid chops to it. The washed-out colours and pseudo-soviet iconography hit a chord. Bleak, Eastern European scenery overshadowed by hulking mechs. When the first images that would inspire Iron Harvest started appearing on the internet I was immediately struck by the imagery.
