
Almost everything can be done with the mouse, but there are shortcuts which can be employed to deploy the radio commands, which boil down to selecting the unit to contact, whether to request info or deliver orders, and then which orders and what info you want to get. There are nice period touches, map colours, jargon, and obviously storyline.Īt first glance there's a lot of UI to deal with, map, radio, transcript of radio chatter, HQ orders (nicely portrayed as teletype paper) and tutorial window in the intro mission, but once you get the basic idea it's reasonably intuitive.

The UI is nicely done, which is not surprising, as the development could be focused on the feel of the game rather than a real time 3D engine. The game is set during the Vietnam war, so there's American voice acting, with some banter included in the radio chatter. That said, it's not a completely new idea, plenty of games use the "fog of war" approach, showing only enemy units that can be seen by your own players, but that's still an immediate effect, allowing response as quickly as the player can click the mouse button. Interpreting the lay of the land at arms length, rather than the now more common real time mapping. Without the omnipotent maps showing enemy units, Radio Commander makes the player rely on radio reports and giving orders in the same way. this is an "innovative" approach to the RTS.

Reviews // 18th Dec 2019 - 3 years ago // By Benedict Daniels Radio Commander Reviewĭeveloped by Serious Sim, and published by Games Operators, PlayWay S.A.
