Sea Power: Naval Combat In The Missile Age – First Impressions

Well, here’s something you don’t see every day: me struggling to give my opinion on a game. That’s not because I don’t know if the game is good or bad, or if it’s worth your time. It is great, and it’s well worth looking into if you like the subject matter. My problem is that I’m not sure if I’m knowledgeable enough to give it a proper assessment. But that never stopped other gaming websites, so why should it stop me?

Game Overview: What is Sea Power?

Sea Power: Naval Combat In The Missile Age is an air and naval combat simulation strategy game set during the Cold War, developed by Triassic Games AB, and published by MicroProse. A glance at some screenshots might instill you with a sense of familiarity, and that’s because the game has the former lead designer of Killerfish Games (Cold Waters) at the helm.

Early Impressions: Gameplay, Graphics, and Scenarios

So, let’s start with getting things out of the way: I have been playing a pre-release version that comes with a dozen or so premade scenarios, each one showcasing different engagements. Some are big, some small, some can be done in 5 minutes, others can take an hour. It’s all fine, these are a great way of getting to know your way around the game, as the version I’m playing doesn’t have a tutorial. I also have a couple of hours in Cold Waters under my belt, so that also helped me a bit. But other than those scenarios, there’s nothing currently available, so you’ll have to get creative with the mission editor, but more on that later.

I’m not going to keep you on edge: Sea Power: Naval Combat In The Missile Age is shaping up to be a fantastic game. All the fundamentals are here:

Graphics and Visuals: Cold War Realism

First Impressions are everything, and Sea Power is one hell of a looker. The game’s graphics are really impressive. It follows the Cold Waters art style very closely, to the point I couldn’t distinguish the games if I was blind-tested. Unit models look sharp, and textures look stellar. Even the missiles and projectiles look equally as detailed. Every ship, plane, submarine, and sea, clouds, and weather effects also look good. The ground terrain, however, looks bad, but considering most of the time you’ll be looking at it from a distance, I don’t think it’s worth the performance impact it would have to completely render an entire city. The effects all look pretty realistic.

Realism and Unit Variety

Some games pack a lot of units, like the Wargame series, or Steel Division. But more often than not, those impressive numbers, which sometimes go well into the hundreds, tend to be highly inflated by just having a lot of the same units but with different stats. Sea Power is one game where that’s not the case, as there are dozens of fighter jets, bombers, submarines, destroyers, missile cruisers, aircraft carriers, transport ships, merchant ships, civilian aircraft, torpedo boats, and so much more. I haven’t counted all units, but the Steam page says there are over 150 naval units and 60 aircraft. The fact that each of these has its weapon systems meticulously recreated is impressive, to say the least, and I’m starting to see why the game has been in the oven for so long.

Gameplay Mechanics and Controls

Speaking of weapon systems, Sea Power recreates each weapon system of each ship to a tee, with weapon physics and sensor modeling. This ecosystem of complex weaponry is a tough one to navigate, even if you’re familiar with it. Prepare to get your instruction manuals out!

The controls are ok. The game uses the same control scheme as Cold Waters, meaning that you can control each unit individually, or you can use the map to move them around by setting waypoints. In more chaotic scenarios be prepared to constantly pause the game to issue orders.

Feature Wishlist: Improving the User Experience

For a game as complex as Sea Power: Naval Combat In The Missile Age, the mission editor is quite straightforward to work with. You choose a location, plop down a couple of unit groups, order them around, and then you can instantly boot up the scenario and try it out. This is fantastic for fine-tuning the scenario to your preferences. I wish a lot of other games would do this.

The game has a neat Encyclopedia where you can see each of the units, read about them, and study their equipment.

What I would love to see is a way to check each of my unit’s weapon systems during the game so I can see what each does, so I’m not guessing. This wasn’t a problem with Cold Waters because you only had one unit to control, when you’re dealing with dozens at the same time, it can be hard to keep track of what every single one of these systems does.

Final Thoughts: Is Sea Power Worth It?

Of course! But I think some expecting fans might be a bit disappointed at the lack of a campaign at release, but the team has already come out and said a dynamic campaign is set to come out sometime during the second quarter of 2025.

If you’re someone who loves the Cold War, and the naval scuffles that could have been if it ever went hot, you don’t have a lot of options. Fortunately, the one you’re about to have when Sea Power: Naval Combat In The Missile Age hits Steam Early Access on the 12th of November.

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13 responses to “Sea Power: Naval Combat In The Missile Age – First Impressions”

  1. edholzman6375f23d60 Avatar
    edholzman6375f23d60

    I’ve wateched some gameplay streams on YouTube and this gives me a strong Cold Waters vibe (which is expected and a good thing!). I still break out Cold Waters every once in a while (especially with the Epic mod). I’ve seen comparisons to CMO and I think that’s an apples and oranges thing. CMO (Command: Modern Operations, another great game) is all about operational level activities (mission planning and execution from a higher level with some game sessions covering several days of combat operations). Sea Power is very much a tactical experience. Both have a detailed modeling of various units in their database, but CMO is a very spartan game, graphics-wise, while SP has gorgrous graphics. Do you want to command a task force? Then Sea Power is for you. Do you want to command multiple groups of units. Then CMO is for you. I have an appreciation for both of them.

  2. gregorylove17285b5911 Avatar
    gregorylove17285b5911


    A great preview/ review, thank you. Can’t wait to play this game!

  3. edholzman6375f23d60 Avatar
    edholzman6375f23d60

    This one has been on my Steam wishlist for 4 years. I definitely get a Cold Waters vibe from it and that’s a good thing. I still fire up Cold Waters (with the Epic mod) every now and again and relive my old days of Red Storm Rising on my C64 with superior graphics and game play. I can see Sea Power taking that to the next level. Some want to compare it to Command: Modern Operations but I think that’s an apples and oranges thing. CMO is an operational game that is all about planning and then watching your plans be executed by what may be whole fleets and air forces. Sea Power is a much more tactical game where you will have a smaller task force to command. I absolutely love CMO (I even have all of the DLC) but Sea Power is going to be a companion to it and not a replacement.

    1. Thanks for your comment, Ed. I will say that Sea Power is way closer to Cold Waters than CMO, for the exact reasons you have stated. CMO is on another (bigger) scale. Sea Power is more action focused as a whole. A great companion for CMO no doubt!

  4. […] in case you haven’t checked out my assessment of Sea Power: Naval Combat In The Missile Age you should give it a […]

  5. ye blokes have goot me goink crazy wit theese game!!!!! Me wife keek me out dee house and poot a hotdog bun on me cock!!!!

  6. Would love to play this but if it is only on steam i wont be able to. I stopped using steam a few years ago. I would rather be able to buy the game from the developer and use their installer and launcher. Just git tired of steam controlling me having to be online for steam to be able to play a solo player game. Good luck folks and have a great time. looks really fun to play.

    1. ‘Just git tired of steam controlling me having to be online for steam to be able to play a solo player game’

      https://help.steampowered.com/en/faqs/view/0E18-319B-E34B-B2C8

      This has been a thing since 2004!

      https://arstechnica.com/civis/threads/half-life-2-single-player-no-internet.446819/

  7. […] in terms of units and weapon systems details, paired up with a simple (but complex) mission editor convinced me that Sea Power: Naval Combat In The Missile Age has enough meat in its bones to be featured here. […]

  8. guys you don’t own games, but a license. Steam is reiterating this enforceable now. Devs are not allowed to say “your buying a game” they must state on the buying page “license” now.

    There’s no physical games like before. So it’s either steam or absolutely nothing apart from GoGs pitiful milsim catalogue.

    check out the steam California law coming in in the new year.

  9. […] pick up this astonishing title, this might be it. The game It’s pretty much on its merry way to becoming one of the best wargames ever made, and certainly one of the best naval-focused videogames ever put to code. The graphics are […]

  10. […] of Flight Deck Mechanics, new units, more scenarios, improvements to the AI, and the mission editor. Sea Power landed with one amazing first impression. It’s a game I cannot wait to jump back into as soon as I get the […]

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