Here's an abridged intro to the tacticular cancer review:
The First World War isn't a setting we hear too much about in gaming. Principally, because there is an almost unshakable stigma that the war was a pointless slaughter of “lions led by donkeys”. Culturally, it is solely held as a grim and depressing lesson in the futility of war and the idiocy of nationalism. (..)
Upon hearing of a strategy game using this setting, the reader likely wonders how on Earth could The Lordz Games Studio create an interesting, challenging and, well, fun turn-based strategy in a war known for its complete lack of mobility and dreary fortification-centric, attrition-based stalemate? Both the preceding Napoleonic era (..) and the following Second World War (..) seem far more exciting and brimming with strategic potential than ‘All Quiet on the Western Front: The Game’. After all, how many of us played ‘Trench Warfare’ with our toy soldiers?
Upon closer inspection the First World War is far more interesting than it seems. Unlike the Second which was virtually decided by 1942, the First World War could have swung either way even as late as 1918. By its end it had largely spelt the end of the grand imperial age of Western monarchy, as the long-decaying Austro-Hungarian and Ottoman empires finally dissolved, (..) the Tsar was murdered and Russia locked in a civil war. (..) All results that none would have predicted a mere four years earlier. (..)
The Great War gives you the chance to alter history. (..) The ‘what-ifs’ are plenty and ought to give the player a new-found respect for the strategic dilemmas that confronted the generals and politicians on both sides of the trenches.
Commander The Great War admirably succeeds in staying true to the nature of warfare in this era and being a fun, accessible game that keeps you on the edge of your seat cursing as your offensive peters out of steam and manpower shortages begin to cripple your industry.