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Hours of experimentation later, I decide to make the jump to multiplayer. Moments later another assault wave begins, all of my men run out of ammo, and everyone dies. At that moment, I learn that soldiers can run out of ammo and that every soldier in the game has his own inventory system full of grenades, bandages, and entrenching equipment. They've held off a counterattack, and I see one soldier has a red ammo clip over his head. My Marines are having a hell of a time taking this unnamed island back from the Japanese-even with my assistance in the form of a dead-shot sniper squad leader in Direct Control mode. Self-education takes time, so at this early stage I'm incompetent. On the downside, Assault Squad 2 isn't interested in teaching you much of anything, so your curriculum for self-education is vast. Put together, these elements paint a tactical picture more chaotic and deeply realized than Company of Heroes 2 or Close Combat. It's a deep, complex real-time strategy game set in various theaters of World War 2, with five distinct armies with their own multistage campaigns, hundreds of unique vehicles, dozens of personal weapons, melee combat, seasonal camouflage, fully destructible environments, and realistically modeled armor penetration. "Accidentally discovering something awesome" will soon become a four-word summary of my time with Assault Squad 2. Later, I learn that this mode is called "Direct Control," and I can trigger it with any unit at any time. No matter: I spend the next gleeful minute headshotting advancing Japanese soldiers in this surprise third-person shooter mini-game.
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Men of War: Assault Squad 2 is an RTS-so what the hell is going on? His rifle is following my cursor and WASD moves him around. Suddenly, I'm looking over the shoulder of a squad leader with the US Marine Corps. I'm just trying to pivot the camera around when I accidentally hit E.
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