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Description
UNRELEASED GAME – UNAVAILABLE
This game has officially been announced by the publisher or developer, and remains in development. Therefore, some of the game information may change in the future. Until this game is released, please do not submit images for it, nor add new releases. Press Kits are an exception.
Can you lead? Burden of Command is an emotionally authentic tactical leadership RPG. You’re a company Captain in the historical Cottonbalers. Fighting psychology as much as bullets, you must build respect, trust, and battlefield experience to bring your brothers safely home.Source: The Game Press Kit.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 2 ·
mix 2 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video iw1oAyiUXbc
Zilla Blitz Review at 0:02 sentiment: mixed
video_pk 82376 · mention_pk 283347
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Unique take on tactical combat
- Integration of RPG elements like troop progression
- Focus on command, control, and realistic military doctrine
- Compelling campaign structure
- Morale system adds strategic depth
Cons
- Some narrative choices feel arbitrary or unclear
- Can be slow to start (first scenario had only one platoon)
- Sudden changes in victory conditions (e.g., turn limit)
Thematic elements
- Tactical combat, command and control, troop experience and development
- World War II, Morocco, November 1942
- Choose your own adventure decision trees, story elements between scenarios
Comparison games
- PC tactical combat games
Mechanics (from transcript analysis)
- campaign system — The game features a massive campaign that starts in training camp and progresses through various stages of World War II.
- Combat doctrine (4 F's) — Combat emphasizes finding, fixing, flanking, and finishing enemies, with a focus on suppressive fire and assault.
- Dual victory conditions — Players balance mission objectives with minimizing casualties, with conditions for major defeat or victory on both 'mission' and 'men' levels.
- experience and progression — Troops and leaders gain experience, trust, and prestige, while also accumulating combat fatigue.
- fog of war — The game includes fog of war, meaning enemy positions are not always known.
- Morale system — Troop morale is a key element, affecting their performance and ability to execute actions, with mechanics like 'rally' and 'bolster'.
- order system — Actions are based on orders given by leaders, with the number of orders depending on leader experience.
- Story elements / Decision trees — Narrative choices and events occur during gameplay, influencing the campaign and troop morale.
- Turn-based hex combat — Gameplay involves tactical turn-based hex encounters with alternating phases where leaders activate and perform orders.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The biggest thing to say about these elements of gameplay, the story-based elements and the tactical combat, is that they sit within this massive campaign.
- This game focuses very much on elements of gameplay that historic military doctrine, which is basically the four F's.
- The choices to me at least feel a little bit arbitrary.
References (from this video)
No references stored for this video.
Video hS7qS0NArWQ
Zilla Blitz Review at 0:03 sentiment: positive
video_pk 82201 · mention_pk 283346
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Really like the combat model.
- The command and control system works well.
- There's an emotional and human feel to the combat system.
- The story mode interjects itself nicely between scenarios.
- The RPG elements with leadership mindsets and unit experience are fantastic.
- The game really grows on you and becomes an exceptional experience.
Cons
- The graphics are okay, not eye candy.
- The interface was a struggle, felt clunky.
- The tutorial is long and felt clunky and disjointed.
- Still had questions after the tutorial.
- The save system is restrictive.
- Units don't seem to retreat or flee, which feels awkward.
- Early experience was frustrating, almost quit the game.
Thematic elements
- Leadership RPG / combat game
- World War II
Comparison games
- Second Front
- Advanced Squad Leader
- Lock 'n Load
- Old School Tactical
Mechanics (from transcript analysis)
- Command and Control — The game features a system of orders and leading men, with the possibility of orders failing, and includes bolstering and rallying troops.
- Four Fs combat system — The game models combat using the 'find, fix, flank, and finish' system, emphasizing realistic combat tactics.
- Leadership RPG elements — Leaders and squads gain experience, and leaders develop 'mindsets' that provide specific skills in combat, impacting gameplay and replayability.
- Restrictive saving — The game has a limited save system, only allowing saves at the beginning of the current turn or scenario.
- Story mode integration — Story elements are interspersed between scenarios, creating circumstances and narrative choices that impact gameplay.
- Trust system — There is a system for 'trust earned' between men and their leaders.
- Unit experience and fatigue — Units and leaders gain experience, and units can accumulate fatigue, affecting their performance.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The very first thing, after about three to four hours with this game, I did not like this game at all. I was about ready to quit.
- Then, about seven eight hours in, it really started to grab me. Things started to come together nicely, and now I'm at the point where I'm 10 12 hours into the game. I am really thoroughly enjoying the game.
- There's a very emotional and human feel to the combat system as a whole, and I want to come back to this concept of humanity as I talk more about the game, because that I think is really where Burden of Command shines and stands out from a lot of the other tactical combat systems on PCs today.
- So, all these things together, I am absolutely having a marvelous time. This game really grows on you.
- It's really hard, I think, to bring humanity and this emotion and this feeling of story and RPG into a tactical combat experience. I've not played a game that does it this well.
- Big thumbs up for me for Burden of Command.
References (from this video)
No references stored for this video.
Video xdHD1bQJYpg
Zilla Blitz Other at 1:43 sentiment: positive
video_pk 82023 · mention_pk 283345
Click to watch at 1:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Captures the human side of tactical combat exceptionally well
- Marvelous experience once past the tutorial
- Still thinking about the game when not playing
Cons
- Tutorial is long
- Some interface issues
- Issues with the save system
Thematic elements
- World War tactical combat
- Normandy
- Band of Brothers-like campaign
Comparison games
none
Mechanics (from transcript analysis)
- Campaign — Takes you through a Band of Brothers-like campaign.
- Leadership RPG — Calls itself a leadership RPG.
- Story elements — It's got story elements.
- Tactical combat — World War tactical combat.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This was so much fun to revisit.
- I'm not sure I've played a game that's captured the human side of tactical combat in the way this does so clearly.
- when you're not playing them, you're still thinking about them. And that always, to me, is a mark of a game that's really captured you as a player.
- it's a game that plays a lot better than it looks, which sounds like an insult, but it's not.
References (from this video)
No references stored for this video.
Video QjhzP9qi1HQ
Zilla Blitz Playthrough at 0:00 sentiment: mixed
video_pk 33229 · mention_pk 98664
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- strong leadership and morale dynamics
- historical feel and grounded combat depiction
- story-driven decisions add narrative depth
- artillery and smoke mechanics enrich tactical play
- potential for campaign linkage and leader development
Cons
- demo is limited; unclear how full campaign plays out
- some UI/UX feedback gaps in demo (targeting, order allocation)
- unclear designer/campaign progression in current build
Thematic elements
- leadership under pressure, morale management, unit cohesion
- World War II European Theater, US-led platoon operations
- branching campaign with player decisions and story elements
Comparison games
none
Mechanics (from transcript analysis)
- Artillery and smoke support — call in artillery and smoke to influence engagements and provide tactical advantages.
- Casualty/victory tracking on two tracks — two victory tracks: mission success and casualties; outcomes defined by both.
- Line of Sight — movement and firing influenced by cover and line-of-sight; use of smoke and artillery.
- line of sight and cover — movement and firing influenced by cover and line-of-sight; use of smoke and artillery.
- Morale tracking — squads have morale levels (green/yellow/red) affecting performance.
- Narrative Choice — storyboard choices during scenarios influence outcomes and potentially campaign progression.
- Rescue/medic narrative choices — in-scenario narrative choices about wounded units with potential morale consequences.
- Resource Management — managing morale, movement points, and action expenditure to achieve objectives.
- Resource management of actions and morale — managing morale, movement points, and action expenditure to achieve objectives.
- Story-based branching decisions — storyboard choices during scenarios influence outcomes and potentially campaign progression.
- Turn-based leader actions — leaders have a set number of actions per turn; different leaders control different squads.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this game labels itself as a tactical leadership RPG
- it really fits like it feels like to me that it fits in this PC War Games category subg genre of PC games
- find fix flank and finish
- there is also an RPG element to this game a very subtle RPG element
- you can gain um characteristics like trust and loyalty
- Prestige that are really going to help you as your units fight
- Band of Brothers
- the game has a very historical feel to it
- story will continue
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4