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5 January 2009

Commander: Napoleon At War
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PC Game Review: Commander: Napoleon At War

At what point do developers cross the line between simple and simplistic? Jim Cobb looks at Commander: Napoleon at War with an eye measuring history versus accessibility.

Published 10 NOV 2008

  1. Slitherine Strategies
  2. Matrix Games
  3. turn-based, strategic, napoleonics, europe

Developers have always had to choose between two goals: make a game light for fun and money or make it historically accurate for accolades. Few have ever reached a balance between these two goals. Reviewers should give high marks for honesty when a game openly claims that ease of play is more important to it rather than detail. Commander: Napoleon at War makes no claims to the depth and intricacy of the likes of AGEOD’s Napoleon’s Campaigns or Western Civilization Software’s Crown of Glory. Instead, this game offers the general public who might not know Marmont from a marmoset a nice overview of the main points of Napoleonic warfare. The question arises, however, as to whether too much detail was sacrificed to accessibility.

Dull Epaulettes

The 44-page manual and the context-driven tutorial get basic concepts and mechanics across to players. However, the manual has two major omissions. The effects of the technological achievements are not explained so players have no idea what they are really buying. Also, sea transportation as described suggests that troops must board existing ships. In fact, soldiers in Commander: Napoleon at War carry a ship’s spar in their knapsack along with a marshal’s baton. Any land unit starting adjacent to a port can be transformed into a ship with a click and a few production points. Moreover, that ship can move its full allowance that turn. Knowing this feature changes the whole complexion of the game.

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A zoomed out shot of thee entire map showing units with NATO counters

The graphics of Commander: Napoleon at War are useful but not anywhere near state of the art.  The zoomable main map shows the area of Europe, the Russian steppes, the Middle East, North Africa, and North America. Hills appear to be lumps but mountains are spiky and gray. The trees representing forests vary from sparse to thick. Rivers and primary roads are shown clearly but cities are all the same with the exception of walls around fortified cities. Although each hex may have resources, the only resources specifically named on the map are horse farms. The mini-map is useful with several overlays showing things lings like units and resources. The only animation is clouds represent bad weather drifting over the map; a nice touch but this can obscure friendly units.

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The map with a closer view.

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French troops, fresh from Moscow, form an invasion fleet.

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The French approaching London.

Units are represented either by 2D icons or NATO symbols by choice or when the main map is zoomed out. The icons show stylized troop types such as different infantry, artillery, and cavalry. Different nationalities have slightly different styles and each unit has a national flag with a number represent strength. The color of the number changes with unit status. Ships are either ships of the line, frigates, merchantmen, or privateers. Only the privateer icon is clearly different from the other types. Larger views of the icons are seen in the dynamic information box. A unit’s five basic values such as experience and strength are show here as are eighteen special attributes including spotting, looting, survivability, and combat prowess. These values fluctuate from combat, reinforcement, and technological updates. Attached commanders increase efficiency for units within their radius. Resources in terms of production points for a specific hex are also shown here; otherwise, the nations’ stockpiles of men, horses, wagons, production, and will to fight are exhibited.

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