PC GAMER (US)

Hearts of Iron IV

Doing the Führer’s dirty work, grand-strategy style.

- Tom Senior

What would Hitler do?” I murmur to myself after re-militarizi­ng the Rhineland. I could go right into Poland and menace Lithuania, but Austria is such a juicy target, and my improved artillery is rolling off production lines near Berlin with nothing to point at.

Hearts of Iron IV requires cold thinking, and an ability to divorce yourself from the intentions of the regime you’re controllin­g. Wade past that huge issue and there are plenty of interestin­g logistical decisions to be made controllin­g the Nazi war machine. Should I tell a significan­t portion of my research staff to invent night-vision goggles years ahead of the date they historical­ly arrived? I mean, yes, obviously, but I could just as easily develop bigger tanks or advanced planes or faster factories if I wanted to.

Actually, for all the technologi­cal options at hand, I feel oddly straitjack­eted. Hearts of Iron IV takes after Paradox’s real-timewith-a-pause-button strategy games, such as Crusader Kings II and Europa Universali­s IV. As in those games, you need a good reason to start a war, and in Hearts of Iron IV that’s limited by a trim list of national missions. In Crusader Kings, you can get creative with your casus belli, whereas here I’m limited to just a few targets that Germany had its sights on in 1939.

Devoted fans of the Hearts of Iron series might be glad of the restrictio­n. It’s always been a series about recreating history rather than reinventin­g it, but I want to leave the Rhineland alone, manufactur­e some arbitrary grievance with the Soviets and carry the war in an entirely different direction. Never mind—if this is a game about creative execution of World War II’s story beats, the challenge is to eke some fun out of Hearts of Iron IV’s complicate­d gray production menus.

Austria seems vulnerable, so I start lining up forces on its borders. You tailor the makeup of each division by filling a grid of slots with troops of your choice. You can buy new slots with combat experience, which eventually lets me add artillery and tank support to my infantry divisions. All this needs to be backed up with production lines, which means creating jobs and assigning factories.

This is snore-worthy stuff, even for someone who gets a quiet thrill from knowing that he’s producing 1.5 extra Tiger tanks a week thanks to reforming production infrastruc­ture near Berlin. The problem is Paradox’s chronic tendency to build interfaces that overcompli­cate simple concepts. To start a war, I give Germany a mission to stir up trouble in Austria on one screen, then click on Austria and locate the diplomacy screen, where I can eventually formally declare war. The action happens away from the gorgeous brushed-metal strategy map, where toy-soldier figures cluster on the Austrian border.

I could go right into Poland and menace Lithuania, but Austria is such a juicy target

When I stand up after my session, it’s hard to feel good about my achievemen­ts

War is a little better. You can arrange divisions into armies under the command of a general, and then give the commander loose orders to enact. You draw an offensive line in the middle of the enemy’s territory where you’d like your new national borders to be. The general then tries his best to make that happen.

In Austria, he draws a swarm of attack arrows across enemy territory. It looks like someone’s dumped a dead octopus on the map. I speed up time and watch my minifascis­ts dart from province to province, dispatchin­g enemy troops with a spray of flashing casualty numbers. Austrian soldiers try to encircle and cut off German troops who charge too far ahead of their support, so I deploy a fresh swarm of infantry at the border. With no way to add them to my general’s command, I micromanag­e, moving them individual­ly from province to province, deleting all resistance. You can micromanag­e the entire war effort if you prefer, and, based on the AI’s relatively slow performanc­e, you should.

Before long, I’m pushing into Poland. The rest of Europe doesn’t seem to care at all. Hopefully, diplomacy will have a bigger role in the final release, though it’s possible the dice rolls determinin­g other nations’ behavior created an unusually docile setting for my demo. Other journalist­s attempting similar conquests found themselves blindsided by a large French force in the middle of their campaigns.

With no such worry, my armies press on, meeting a little more resistance than the Austrians offered, but not enough to cause concern. I simply drop more troops into the border and push them in to assist again. At this stage, conquest is trivial.

What would Hitler do next? Just keep on killing, I suppose. There’s an undeniable pleasure in swallowing up new territory, even using HoI4’ s clunky, unfinished systems. But when I stand up after my twohour session, it’s hard to feel especially good about my achievemen­ts. I look forward to having another go with a tuned-up version, ideally with a less troubling faction.

 ??  ?? It’s not a WWII game if it doesn’t have the Wiggly Arrows.
It’s not a WWII game if it doesn’t have the Wiggly Arrows.
 ??  ?? I’m fairly sure that’s India.
I’m fairly sure that’s India.
 ??  ?? Guarding the Lego village was never a popular duty.
Guarding the Lego village was never a popular duty.
 ??  ?? Follow the yellow brick border.
Follow the yellow brick border.
 ??  ?? Dare you take on the mightof the Royal Air Force?
Dare you take on the mightof the Royal Air Force?

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