Star Wars: Force Commander (Jewel Case) Review

Star Wars: Force Commander  (Jewel Case)
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Of all the early Star Wars games sporting improved graphics (compared to polygonal gems such as X-Wing Alliance) Force Commander ranks among the most fun to play. Like its modern twin (Galactic Battlegrounds) Force Commander requires the player to think strategically and be able to keep track of many battlefield units during multiple real-time conflicts over variable terrain. This game is for the more intellectual Star Wars fan so it isn't full of flashy lightsaber fights, alien shoot-outs, or fast-paced fly-bys in Incom T-65 X-wings; you'll actually have to use your noodle to enjoy it! And for these reasons the game often gets poor reviews, with "unengaging gameplay," "dated graphics," and "poor AI" among the common remarks. But nothing could be further from the truth. If you go into the game knowing what it is, you'll find Force Commander enjoyable and engaging with a high replay.
In short, Force Commander is Lucasarts' version of extreme battle-chess: it is an interactive 3rd person set of real-time 3D strategic missions that span the original Star Wars Trilogy. You can play in either Campaign mode, Skirmish mode, or Scenario mode and depending on the mode (and your progress), you play either as an Imperial or Rebel commanding officer Brenn Tantor, a hero with a dark past. Using a unique tactical screen that Lucasarts calls the 'Battlefield Holographic Control Interface' (BHCI), you control up to 60 seperate battle units, including Imperial ATSTs, ATATs, Mobile Artillery Units, and TIE Bombers, as well as Rebel Hover Tanks, Mobile Proton Torpedo Launchers that lay mines, Mobile Missle Launchers, and Rebel Troops with grenades. There are tons of other units available. You requisition additional units with your command tenure using a system of "command points" which work as currency. You earn tenure/points by controlling the battlefield, destroying or capturing enemy units, keeping your units alive, and preventing the capture/overrun of your planetary base. The max command point total is 5000.
On worlds including Tatooine, Serapin, Abridon, Endor, and Coruscant, you control your central base, ground, and air forces via the BHCI from your Star Destroyer or Rebel Command ship, orbiting the planet. Half-way through the campaign, or at any time in a skirmish, you have the option to leave your command ship and go to the planets' surfaces in a Tracked Mobile Base (TRMB). What you see on the screen for most of the game is intended to be a "holographic 3D representation of the battlefield" and not the actual battlefield, thus the battlefield units are *supposed* to look like 3D models.
Frequent cutscenes with a few dramatic twists provide excellent backstory and keep the player engaged throughout the campaign mode. You start the campaign as Lt. Brenn Tantor of the Empire, commanding a team of sand-troopers on a search for an all-to-familiar escape pod on Tatooine and (without spoiling the details) end up with the Rebellion by the end of the Campaign, storming the Imperial Palaces of Coruscant following the destruction of the Death Star II which you directly have a hand in. The Scenario Mode gives you a chance to go back and replay cutscenes or missions that you've already completed in the campaign.
In Skirmish Mode, you choose from a wide variety of worlds and environmental conditions in which to battle, you choose your side, and you start out with at most 2000 command points. The skirmish is over when you succesfully control the enemy's base and command bunkers and then mop up all additional enemy units on the battlefield. A skirmish is basically an annihilation exercise.
In all modes, the game is designed to limit available units & command points to force you to use strategy to win and not brute force. Each world/terrain presents specific tactical advantages & disadvantages which you must balance in your strategy, and each side (Empire/Alliance) has advantages over the other for different battlefield units. For example, Imperial units are inexpensive but have no shields, so most opening Imperial moves must be won by numbers. On the other hand, while Rebel units are a bit more expensive, they have shields which regenerate and so they last longer in head-to-head combat. Prior to each mission in the campaign, you load your battle units in the command ship's landing bay where you have the option to store and save critical units for later missions.
There are some disadvantages to this game: the AI has only one setting, making the harder campaign missions almost impossible to win on the first try. The BHCI, which you can toggle on/off, takes up a full 1/3 of the screen. If you fully use the tactical advantages of the BHCI this is not a problem, but if you rely solely on the view of the battlefield then you'll choke in a fight. Also, manipulating the camera takes some practice but if you combine camera manipulation with the weapon-grouping feature (shift + 1-9), you will actually have a tactical advantage over the AI. In addition, there are several shortcut keys which make quick work of frequently used features.
Going into any Force Commander battle requires strategy and if you combine the features of the BHCI with the tactical advantages of the particular battlefield terrain, this game is lots of fun. P.S. In a skirmish, the Empire always uses the same set of battle units for its opening move. Good luck and enjoy!

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