A lot has happened in the three days since I wrote part 1 of this review. I’ve led Nickel Company through the living hell that was Anzio. I’ve discovered that BoC’s combat system doesn’t always protect main characters from fatal wounds. I’ve realised there’s one aspect of the game’s core mechanics I really don’t like. I’ve experienced a crash. I’ve found myself pleasantly surprised by GTG’s approach to pricing. Most significantly, I’m now happy to use the word ‘unmissable’ in connection with Burden of Command.
The more I play BoC, the more minor bugs and design flaws I notice, yet the deeper my affection and respect for this improbably honest wargame gets. Constantly referencing Band of Brothers in early interviews and publicity material was a risky PR strategy, but, in the light of what I’ve experienced thus far, I now consider that name-checking wholly justified. Luke Hughes’ brainchild startles and confronts in a very similar manner to HBO’s groundbreaking miniseries. It de-glorifies war with the same grim vigour.
No computer game has ever communicated the brutality and mundanity of conflict this well before. No game has ever done a better job of illustrating the simultaneous solidification and enervation military units experience when exposed to combat for prolonged periods. Towards the end of the appropriately gruelling Anzio mission sequence, for the first time in the campaign, I found myself grabbing opportunities to cut short and avoid engagements, even if that meant hemorrhaging ‘prestige’, and questioning or disobeying direct orders. Because my depleted and traumatised squads and platoon leaders had plainly had enough. I asked them to do the bare minimum, sometimes not even that. Nickel Company survived their Italian ordeal, but, scanning a squad screen liberally dotted with red combat fatigue masks prior to their next test, I wonder if I’ve merely delayed a crisis.
While the German forces I’ve encountered since Tuesday have proved much tougher adversaries than the Italians and Vichy French, most of that increased challenge is down to the greater experience, higher morale, and better weaponry and leadership of their units rather than behavioral differences. As most pre-Dragoon missions understandably cast the Axis as either stubborn static defenders or disciplined retreaters – roles it copes with admirably – assessing the quality of BoC’s script-reliant* AI is a trifle tricky. Judging by the handful of counteroffensives I’ve faced thus far, given sufficient manpower, sympathetic terrain, and decent scripting, foes have what it takes to mount effective attacks.
* Presumably.
Ever-present personnel concerns, varied venues and victory conditions, and numerous scripted twists and IF interjections, ensure a campaign dominated by ‘push forward across map shrouded with FoW ’-type missions never becomes monotonous. For every ‘take this town’ or ‘silence those guns’ task, there’s usually at least one quirkier objective. For example, yesterday evening I found myself trying to figure out a way to safely dig-in two Sherman tanks under the noses of entrenched ‘krauts’ almost certainly equipped with Panzerschrecks.
When you reach the Italian mainland, the number of AFVs in scenarios tends to increase, and, in consequence, one of BoC’s less successful bits of tactical shorthand becomes more noticeable. Because units, be they infantry squads, weapon teams, or individual vehicles, can’t share hexes, and potentially, can be brought to unplanned halts by incoming fire, tanks must bypass hexes occupied by friendly units like MG and bazooka teams. Occasionally, this limitation creates annoying tile puzzle situations where you’re forced to waste order dots repositioning obstructive units.
And while I’m griping, build quality and performance could be better too. In addition to that one-off crash mentioned in the intro (which, happily, didn’t have serious repercussions), I’ve experienced several distracting if inconsequential bugs including a platoon leader briefly returning from the dead to participate in an IF conversation. It’s hard to know whether the slight delays during tactical play are intentional tension magnifiers or unintentional consequences of an over-stretched game engine (the sluggish way the game shuts down suggests it might be the latter). Either way, they contribute to an idiosyncratic vibe which, along with that heavy-handed tutorial, probably won’t help BoC turn fence-sitting trialists into paying customers.
I get the impression some Cornerites tried the demo and thought ‘Interesting concept, but I’m not sure this is for me’. To such doubters I’d say this. Over the last couple of weeks, Burden of Command has got under my skin and into my head in a way no wargame (or war game for that matter) has ever managed. Despite being an incorrigible campaign abandoner, it’s inconceivable I’ll turn my back on Nickel Company before VE Day.
(to be continued)
This has been a really great review and has caused at least one new sale.
Morale +1. Thanks!
Think I made it to the third paragraph before hopping over to Steam to buy my copy!
Same here. Bought after the first review.
Wow. Humble thanks. Team is going to love this.
And you cut to the heart of what we have hoped to achieve in that last part. Makes me a bit emotional. Again thank you. And think of the real Cottonbalers whom we can only palely point to.
Luke (lead, Burden)
Just posted on. Though since you are always clever with a bit of a UK nip I have to nip back just slightly LOL (see my intro text)
Late in day so may not get much coverage but we will put out in all our channels:
https://x.com/BurdenOfCommand/status/1910784796282032544
p.s. and thanks Rochrist. Hope it works for you.
Critiques all good. Want to spend more time on performance. Also for next campaign we plan to allow friendly units to move through each other. Very tricky, but needed.
And yeah work on next campaign as started. Which will not be US .
It is such a fine thing to get a thought pros and cons review from such a thoughtful person. You do right by your audience. Of which, of course, I am one.
Luke
“Work on next campaign has started. Which will not be US .”
Exciting news!
“I get the impression some Cornerites tried the demo and thought ‘Interesting concept, but I’m not sure this is for me’”
Indeed that has been my experience. I came out of the demo burned heavily, by three things:
1. Technical issues
2. Unclear UI, as is somehow the tradition of strategy games, especially wargames
3. Tutorial, which repeated the same things over and over again, but then still left some things unclear, expected me to click the very exact things in the very exact order, without sometimes specifying that, and without blocking me from messing things up.
4. Game mechanics itself, which felt too much boardgamey. I want to play computer games that do not follow some limitations of board games just for the sake of it. I don’t know why it is like that, but it seems really a lot of tactical level turned based wargames copy boardgame design (or are heavily inspired by it). But this point might not be fair to Burden of Command, I haven’t experienced much of it in the demo.
And well, looking at the list, 1 is probably going to be improved, 2 maybe as well or I could get used to it, 3 I could probably survive through, and 4 maybe I’m not right. So, I don’t know now. Maybe I should give it another chance. But the price is not cheap, and the demo is gone now. And I really don’t know if I’ll like the game proper. Perhaps I should check if there are any let’s plays out there to get a better feeling if this is for me (but then again I get the point about not getting spoilers…).
Perhaps it’s also that the setting doesn’t grab me as much as it seems to a lot of people playing the game. I recently rewatched Band of Brothers, after being reminded about it on this blog. And, well, it’s fine series, starts great, but somewhere around the middle point it becomes a slave to the formula that demands filling an hour with content that would fit 20 minutes. Which I imagine sounds like a blasphemy to some here :D.
I like the pacing in Band of Brothers, but watching it again recently, some of the combat and pre-combat sequences did strike me as slightly Hollywood. The director’s understandable desire to cram as many combatants/stars into a frame as possible means there are times when experienced soldiers bunch-up improbably and engagement distances feel rather compressed.
I’ll be picking up BoC regardless, but my main concern is replay-ability — as in, is there any? I find with scripted games this is often a weakness. But then again, maybe replay-ability is something we all assume must feature, but isn’t always necessary. Like a good book or film, maybe once should suffice?
If a) enemy deployment hexes are fixed*, and b) you’ve got a good memory, then, yes, subsequent playthroughs aren’t going to be as powerful or challenging. But even if you only shoulder the Burden of Command once, I’d be surprised if you ended up feeling short-changed. Judging by my current rate of progress, it could take me around 50 hours to finish the campaign. £17 for a unique/engrossing game experience this substantial, represents good value for money to me.
* I suspect they are.