Close Combat: Cross of Iron

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Description

Close Combat: Cross of Iron is an enhanced remake of the critically acclaimed Close Combat III, set during World War II on the Russian Front. The game features realistic troop AI where soldiers may refuse orders or panic under heavy fire. Players command either German or Russian forces through a campaign that spans five years, with RPG-like elements allowing troop upgrades and experience gains between battles. New graphics, sounds, and an expanded campaign enhance this tactical strategy experience.

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Close Combat: Cross of Iron Reviews & Reception

metacritic.com (78/100): Some games just don’t seem to get tired with age. Chess and Close Combat are among them.

forums.matrixgames.com (87.5/100): If you’ve never played the Close Combat series, you’re really missing out on a great tactical strategy game.

gamereviewsbox.blogspot.com (87.5/100): A tremendous updated version of Close Combat III is filled to the brim with improved AI, a new scenario, community modifications, and engine tweaks.

Close Combat: Cross of Iron: Review

Introduction

In the pantheon of tactical wargames, few series command the reverence of Close Combat. Born from the ashes of Avalon Hill’s Advanced Squad Leader and refined by Atomic Games, it defined squad-level WWII realism through its unflinching simulation of psychological toll and logistical constraints. Close Combat: Cross of Iron (2007), developed by CSO Simtek for Matrix Games, stands as both a technological resurrection and a masterclass in iterative design. It revitalizes the beloved Close Combat III: The Russian Front (1998)—widely considered the series’ zenith—while addressing its legacy flaws. This review argues that Cross of Iron transcends mere remastering; it refines the series’ core ethos into a timeless tactical experience, embedding modern accessibility without sacrificing the brutal authenticity that made the franchise legendary. Through meticulous enhancements to AI, unit mechanics, and multiplayer infrastructure, it remains not just a relic of its era but a benchmark for historical wargaming.

Development History & Context

Cross of Iron emerged from a confluence of corporate upheaval and community-driven evolution. Atomic Games, the original creator of Close Combat, had been acquired by Destineer in 2005, which licensed the franchise to Matrix Games for remakes. CSO Simtek, a studio with a background in wargaming modding, was tasked with reimagining Close Combat III, the series’ most complex installment set on the Eastern Front. The developers faced twin challenges: preserving Atomic Games’ signature morale system while overhauling the game’s aging DirectX 6 engine for Windows XP/7 compatibility. Technologically, the 2007 landscape was dominated by RTS giants like Company of Heroes, which prioritized spectacle over simulation. Cross of Iron defiantly bucked this trend, doubling down on granular realism. The team collaborated with historian John Fuger (Misfit) to craft the new “Fuger’s Eastern Fury” campaign, ensuring historical authenticity permeated every scenario. Crucially, Matrix Games integrated community feedback—fixing pathfinding AI, balancing unit rosters, and incorporating fan-made tools—creating a rare example of developer-player symbiosis in pre-social-media wargaming.

Narrative & Thematic Deep Dive

While Cross of Iron eschews traditional narrative cutscenes, its storytelling emerges organically through gameplay. The Eastern Front setting provides a canvas for unflinching thematic exploration: the mechanized horror of war, the fragility of human endurance, and the ideological chasm between the Wehrmacht and Red Army. The “Fuger’s Eastern Fury” campaign (1943–1944) is a masterclass in environmental storytelling, with battles unfolding across mud-choked fields, snow-swept forests, and urban ruins that mirror historical turning points like the Battle of Kursk. Dialogue is sparse but potent—soldiers bark terrified pleas in German or Russian, officers issue terse commands, and radio reports convey mounting casualties. Underlying these mechanics are profound themes: dehumanization (soldiers reduced to morale stats), futility (retreat or surrender as valid outcomes), and sacrifice (experienced units as irreplaceable assets). The game avoids glorification, instead forcing players to confront the cost of command, where victory is measured in survival, not annihilation.

Gameplay Mechanics & Systems

Cross of Iron’s genius lies in its synthesis of real-time pressure and tactical depth. The core loop revolves around managing infantry squads, armored vehicles, and artillery in pausable real-time, with every action governed by physics-adjacent mechanics.

  • Morale System: The series’ backbone, now refined. Individual soldiers exhibit states—Stable, Cowering, Panicked, Berserk—based on proximity to officers, casualties, and firepower. A squad pinned by MG-42 fire may break and flee, refusing suicidal orders. This renders “rush” tactics suicidal, demanding combined-arms coordination: infantry suppress enemies, tanks exploit flanks, and artillery softens positions.
  • Resource & Experience: Units gain experience through survival, enhancing accuracy and morale. Requisition points allow refitting between battles—upgrading a Panzer IV with armor-piercing shells or equipping Soviet conscripts with PPSh-41 submachineguns. Ammunition is finite; running dry forces units into ineffectual melee or desperate scavenging from corpses.
  • AI and Tactics: The AI adapts dynamically, using cover, flanking, and ambushes. German troops employ defensive depth; Soviets favor human-wave assaults. Flaws persist—pathing issues in dense urban maps—but these are mitigated by improved modding support.
  • Multiplayer & Modding: Cross of Iron includes BattleHQ for matchmaking and MMCCIII for dynamic, server-driven campaigns. The modding scene thrives, with community additions like the “Western Front” and “Vietnam” plugins expanding the game’s scope exponentially.

World-Building, Art & Sound

The Eastern Front is rendered with palpable dread. Top-down 2D sprites depict soldiers, tanks, and terrain with functional clarity—dust, snow, and mud dynamically alter unit visibility and movement. Buildings feature multi-level interiors, while forests and hedgerows become killing zones. The audio design is exceptional: the bark of a T-34’s engine, the shriek of Nebelwerfer rockets, and the visceral crack of sniper fire immers players in sensory chaos. Voice acting, though limited, conveys terror and stoicism authentically. While dated by modern standards, the art direction prioritizes readability over spectacle, ensuring tactical clarity. The soundtrack—ominous strings and martial drums—underscores the relentless grind of war, while environmental sounds like wind across steppe or rain on rubble ground the conflict in reality.

Reception & Legacy

Cross of Iron launched to critical acclaim, with 88% from Out of Eight praising its “meaningful tweaks” and “high replay value,” while PC Zone UK lauded it as “cleverer than today’s bells-and-whistles RTSs.” Commercially, it capitalized on the series’ cult following, driving renewed interest in historical wargaming. Its legacy, however, lies in its influence. It redefined the “remake” genre by prioritizing systemic upgrades over graphical facelifts—a model later adopted by Ultimate General and Panzer Corps. The series continued with Wacht am Rhein (2008) and The Longest Day (2009), but Cross of Iron remains the apex of its remakes. Modding communities preserved and expanded its framework, while its AI philosophy informed titles like Steel Division: Normandy 44. By 2023, the Close Combat series surpassed 5 million sales globally, with Cross of Iron acting as a gateway for new players into its demanding yet rewarding world.

Conclusion

Close Combat: Cross of Iron is more than a remaster; it is a testament to the enduring power of design integrity. By refining Atomic Games’ groundbreaking systems while embracing community collaboration, CSO Simtek and Matrix Games created a wargame that feels both timeless and vital. Its unflinching simulation of the Eastern Front’s horrors—where a single panicked soldier can unravel a meticulously planned assault—elevates it above mere entertainment into a meditation on war’s psychological cost. Though its graphics show their age, the game’s depth, AI, and modding potential ensure it remains a benchmark for tactical realism. In an era of increasingly homogenized strategy games, Cross of Iron stands as a masterclass in historical veracity: a brutal, beautiful, and unforgettable journey through the crucible of WWII. Verdict: An essential artifact of wargaming history, proving that tactical depth never goes out of style.

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