Broken Arrow – I Played Two New Exclusive Missions, Here’s What I Think About It

Hello everyone! In this post, I’ll be sharing my initial thoughts about Broken Arrow. You can find them detailed here, as I delve a bit into some of its gameplay mechanics and potential areas for improvement before the game officially launches on the 19th of June – that’s less than two months from now!

Lately, my colleagues and I were granted exclusive access to another Broken Arrow build by Slitherine, which consisted of three individual single-player missions. The initial one, a tutorial, was previously encountered during my last playthrough, and I believe it adequately familiarizes players with the game’s mechanics. The remaining two missions were entirely new. In the first mission, we assumed the US role, aiming to capture a Russian-controlled airport by deploying airborne troops tactically. The second mission flipped perspectives, having us defend and maintain control of enemy infrastructure as long as possible before retreating once the counterattack became too intense from the Russian standpoint.

Before diving into what I didn’t like about Broken Arrow, let me first express my appreciation for aspects of the game that I enjoyed beforehand. The team has certainly made an effort in designing the Broken Arrow campaign, as it is divided into distinct segments with pre-determined objectives and actions. This structure, however, initially led me to fear that the campaign might just be a series of generic skirmishes, but my concerns have been alleviated.

The missions themselves are crafted thoughtfully, keeping the player engaged due to their unpredictable nature. Each mission presents new challenges, such as capturing an objective, defending, finding intel, preparing for a counter-attack, or repositioning, all of which make for a fun and exciting gameplay experience.

It’s understandable that some people might find these linear experiences less appealing, and it’s true the campaign may not provide much repeat value. However, if the core gameplay is strong and we can customize our own skirmishes with unique armies, I believe the lack of extensive replayability won’t be an issue. Not every campaign needs to offer endless replayability, as even when they do, they often come with their own set of challenges, most notably being overly generic and lacking a unique touch.

In contrast to other real-time strategy games resembling Eugen, I had hoped Broken Arrow would emphasize ground troop tactics, incorporating aspects like a cover system and troop morale. This expectation arises from early previews mentioning the urban environments as a key feature intended to distinguish Broken Arrow from its competitors. However, in the two missions I’ve played so far, which primarily focus on infantry combat, the battles mainly revolved around capturing buildings and using them for offensive fire. Regrettably, it appears that this is not the case with Broken Arrow at present, as the game seems to prioritize its complex mechanics in vehicular combat. In a previous preview mission where I was assigned to secure a highway with an armored force, the gameplay felt smoother. It’s clear that Broken Arrow shines when using combined operations, encouraging players to consider the broader strategic picture rather than getting bogged down in street-by-street skirmishes.

Currently, what makes Broken Arrow stand out among games like Wargame, Regiments, and WARNO could be attributed to its contemporary setting, engaging single-player campaign, and visually impressive graphics that compete with top-tier real-time strategy (RTS) games.

It’s clear that my issues with infantry might be unique to me, but I suspect others may share similar concerns, given that we seem to be in a minority. Notably, the Head of Communications for Slitherine announced on LinkedIn that Broken Arrow has become the 15th best-selling game on Steam and the 16th most wishlisted title. It’s safe to say that anticipation for this game is immense.

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2025-05-06 23:01