It's certainly something SEGA seems to be aware of. Again, not to mention that in the original Company of Heroes and Company of Heroes 2, the battle experience could simply be on a separate screen; it doesn't make so much sense to make the overworld encroach on it, even if it's just for easy visibility. It's something that isn't covered in the manual, but I picked up on and I'm pretty sure some SEGA staff have as well. But it also raises the question of why it isn't treated as a more important feature, or at least as integral to a proper Company of Heroes experience. That's especially true as some exploits that some people are using in Company of Heroes 3 have made the overworld much less important, and if the overworld is a less important part of the battle experience, why is it being left floundering for the most part?
With every new Company of Heroes game, I've got a few favorite moments that take place in previous games, or in particular in the last one, and this felt great. There may be a glimmer of hope that this level of pay-to-win that nobody ever really realised was ever even in the game - our best-selling "commanders" from Company of Heroes 2, Richardo and Anders, were both 40 dollars at launch - but it's slightly worrying nevertheless. But as many people in the community reward people for intelligent use of the commander roster, one way around that, and one other thing that Littman mentions, is simply that the only way round RTSes being pay-to-win in the long run is to ensure that every single game comes with a free-to-play option. And that's just not how the games industry works.
As mentioned earlier, Littman and Co. have really gone to town with this remaster, but online play is the only multiplayer feature available at launch - and that's simply likely to be how this is going to be rolled out. So this is, at its core, a singleplayer game. If you want multiplayer, you'll have to download it at some point. But that should allow for a reasonably even battle experience. d2c66b5586