Burden of Command

I’m as surprised as you are that Burden of Command is finally seeing the light of day. After spending so much time in development, expectations are high. So, what do I think about Burden of Command by playing this brief snippet of tutorials and scenarios?

But, before you go: I would love for Strategy and Wargaming to go ad-free, and if you would like to support me with that, you can subscribe to my Patreon for a measly 3 dollars a month, or buy me a coffee for a dollar or a couple if you’re feeling generous. If you can’t, no worries, Strategy and Wargaming will always be free!

  • It is an innovative title, I’ll give it that much. The idea of merging a turn-and-hex-based tactics wargame with leadership RPG elements is a very nice foundation to build a game.
  • The tutorial is very in-depth, but it can be a bit overwhelming for newcomers. It goes over a lot of stuff at once.
  • It operates on a multiple-phase per-turn system, which can be confusing at first but starts to make sense after a while. Each phase is led by an officer, controlling the squads under his command, when that officer and squads are out of moves, the phase ends and you hand control over to the enemy. This goes back and forth until you either don’t want to move any of your units, or you’re out of action in every officer.
  • The system makes some sense, by making the enemy less static and keeping the gameplay cycles a lot shorter and more intense.
  • From the looks of it, most battles will take place at relatively closer ranges, as the game forces you to use the 4Fs to find, fix, flank, and finish your enemies with a charge. It’s realistic.
  • The leadership RPG aspect of it isn’t on full display in this demo, but what’s here is enough to lead me to believe we might have something special in our hands. I just want to see how consequential my actions are in the full campaign.
  • In battles officers take the central stage, they’ll direct fire more effectively, rally demoralized units, bolster their spirits, and conduct artillery missions. Be ready to have them constantly shift between squads if you want to make the most of each one.
  • There are a lot of options and not enough time to do everything perfectly, just like in war. Burden of Command isn’t afraid of making that abundantly clear from the get-go.
  • There’s a lot of love put into the amount of well-written text, the colorized pictures of World War 2, and the videos of veterans are impeccably presented.

All and all, I only see see Burden of Command being one of two things: either falling into obscurity due to the complexity of its mechanics. Or rising up to become an instant classic that pushed the wargaming genre forward in ways no other game attempted. I personally rooting for it to be the latter.

Most importantly, just by looking at the sheer amount of resources Burden of Command has, and how it’s attempting to realistically portray World War 2, every time I look at Burden of Command, it’s like looking at a video game version of an Antony Beevor book.

7 responses to “Burden of Command”

  1. […] of all time, World War 2 Burden of Command has a live demo if you want to give it a go. After being impressed by what’s trying to do, I’m equally baffled as to why Green Tree Games would release the demo out of nowhere, […]

  2. “it’s like looking at a video game version of an Antony Beevor book.”

    I love this line! I’m also curious about this game, after so long, and I’ve love it to be a good one! We shall see

  3. […] recently written about Burden of Command and how impressed I was by the attempt at capturing the human aspect of leadership in war, a topic […]

  4. […] before my review. Instead, of just writing a couple of basic first impressions (you can read those here), I have compiled a list of 10 tips that might help you make the most of the game, and save you […]

  5. Well, I did not play the game, but I was quite surprised by “the love” you found in the pictures. Looking at the videos, it’s evident there are a lot of IA involved. With very strange mixing, bad rendering and, overall, a poor sensation. I’m an old guy who played a lot of WWII games and looked at pictures from this area and it’s shocking to see something changed unnaturally by IA.

    1. To be honest, I might have not noticed the AI involved in colorizing the images, but I have nothing against AI in principle, as long as it’s used to increase the quality of the product, and not a lazy way to shortcut people and work. There are some inconsistencies on the quality of the colorized photos, but I think that’s to be expected since photos have widely different qualities and a lot of different people worked on the game

      1. I’m quite sure I saw some mixed photographies with civilians wearing irrelevant clothes. Globally, I don’t like the rendering. You think “wait, it looks like an actor I know and I’ve seen in a war movie”. Very disturbing.

Leave a Reply to Strategy Games To Try At Steam Next Fest – Strategy and WargamingCancel reply

Trending

Discover more from Strategy and Wargaming

Subscribe now to keep reading and get access to the full archive.

Continue reading

Discover more from Strategy and Wargaming

Subscribe now to keep reading and get access to the full archive.

Continue reading