
North Africa, 1942. Command a U.S. tank. Lead your men against the Axis powers. Learn the hard lessons of war. The odds are against you. A text-based historical novel, 900,000 words and hundreds of choices, without graphics or sound effects.
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About
Take the commander’s seat of an American tank. Plunge into the deserts of North Africa. Every decision counts as you battle Nazis, master logistics, and strive to keep your crew—and yourself—alive.
Every gallon of gas matters. Every round might be irreplaceable as your travels take you far from friendly lines and into a storm of secrets and maneuvers unknown to all but a handful of combatants.
World War II Armored Recon is an interactive novel of approximately 900,000 words by Allen Gies, the lead writer for Burden of Command. It's entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.
Play as male, female, or nonbinary, but don’t expect romance in the Army.
Experience exotic North Africa as a wide-eyed American soldier.
Fight in historical battles with all the chaos and improbability therein.
Shoot Nazis.
The Stuart tank you’ll command can be upgraded in numerous ways.
Three crewmen to bond with: Gunner, Driver, and Mechanic.
Personal stats, tank stats, activity stats, and relationship statuses
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
So far its been a really enjoyable and immersive experience. The author is clearly very knowledgeable about the subject matter and while WW2 isn't exactly my favorite time period or setting its refreshing to say the least and the author does a good job of setting stakes up very well, even including a primer of WW2 causes and leadup to the start of the game. I'll update this review more later but if you're a fan of Paul Wang's work like the infinity series I think you should seriously consider this. It's very clearly leaning into the gameplay elements of CYOA books which so many fail to do and its a very welcome style. Also if you bounced off the recent game Burden of Command I would really recommend this because it has all the great writing with less of the dense gameplay. Only issue I've really seen so far is that the choices aren't always signposted super well, it can be a bit jarring when I expect a stat to rise or lower from a choice only for it to go completely different direction. Still the writing is nice. Edit: After playing more I can say I enjoy this game but it definitely has shortcomings. Characters aren't thoroughly explored or detailed, there's not really any personal stakes or story. This is very much a "tank sergeant simulator" game with minimal fluff beyond that. Thats not inherently bad but I would've preferred some kind of story or personal stakes. As it is now it just feels like a series of combat engagements with no real purpose or stakes. Again this is fun from a tank simulator standpoint but it does leave a lot to be desired as a story. Still I'll keep reading, maybe I'm being too hasty.
Reviewing (mostly) every game (or DLC) in my library, part 567: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆ (7/10) So, let me set some expectations. This is not a sequel to [i]Tin Star[/i], one of the greatest ChoiceScript games ever published. No, [i]World War II Armored Recon[/i] (WWIIAR) is a pure tank simulator, with all the connotations that it carries. Allen Gies has done an excellent job focusing on mechanics and setting, emphasizing your tank that you will upgrade and care for. There are also quite a few battles where you are guiding your tank on where to go, what weapon to shoot, who to shoot at, etc. You can also name your tank! Mine was called [i]The Peacemaker,[/i] heh. This mechanic was fantastic. However, I do have to criticize the, well, [i]writing[/i] portion of the game, mainly the characters, stat clarity, and prose. There are also some small bugs and no romance options. If I sound extra disappointed, it's only because I know how well Gies can juggle all aspects of choice-based games. Sadly, WWIIAR is a step back from [i]Tin Star.[/i] However, I know there is an audience for historical/military games, so I'm giving this a thumbs up anyway (and to support him)! Thank you to the staff for giving me a review copy :D [b][h2]Pros:[/h2][/b] ✅[b] Mechanics.[/b] Gies has really outdone himself here. Your tank is the pride and joy of the game. You will have to consider your fuel, medical supplies, tank armour, ammo, tank condition, your own health, sights, and your men's skills. It's a difficult balance to juggle them all, but I was delighted to play around in an RPG-ish hub. You also get to take souvenirs from your downed enemies (which I see nothing wrong with!) and sometimes choose when to engage with an enemy or when to roll away. ✅[b] Ending slides.[/b] No one does epilogues better than Gies. Like in [i]Tin Star[/i], the epilogue is enormous. There's a summary of your whole saga, endings for each character—American, British. French, Italian, and German—perhaps totalling around 15. There's also information about the souvenirs you picked up, any ribbons or medals, and what happened to your character. The detail here is wonderful. [b][h2]Mixed:[/h2][/b] 🟨[b] No romance.[/b] Do I think a WWII game needs romance? No. Do I think it would be [i]nice?[/i] Yes. Do I think Gies could do the topic justice? Of course. Still, the game is already 900,000 words; I'm sure he wanted to publish this thing! 🟨[b] Gender selectable MC.[/b] Usually, I love inclusion and playing as a woman. But I admit, I found the choice to have a gender selectable MC a bit strange. There are a couple of comments about being the first woman in the army, but for the most part, I didn't feel like playing as a woman mattered, like in [i]Tin Star[/i]. It was just a bit mindboggling that your crew would have no issue taking orders from a woman, or that other armies were okay with speaking to a woman. [b][h2]Cons:[/h2][/b] 🟥[b] Stat opaqueness.[/b] You will have tank combat, and the biggest issue is that I have [i]no[/i] idea how the battle mechanics work. The thing is: Gies has a brief explanation, about five paragraphs long, on how tank combat works. But this is sandwiched between background information and context on your stats that, after I clicked Next, I immediately wished I could read it again. It's baffling that the explanation of warfare only comes up once. It appears that there's a complex formula; numerous variables are taken into account. For example, trying to down a tank with light machine gun ammo versus explosive rounds is a pretty big decision. Or how close/far you are to a target. It's also difficult to tell spatially where the ally tanks are versus the enemy, as movement also factors into your hit chance. A glossary would have helped, too. 🟥[b] Stat opaqueness, part 2.[/b] In [i]Tin Star[/i], you had about 10 various skills, and I knew exactly what each of them did and when they appeared in the narrative. But after completing the game, I still wasn't sure what a couple of stats were used for, if anything, like Logistics or Zeal. Does it do anything, or is it just flavor text? Similarly, I thought the radio parts, rations, and padding you could pick up would give you a boost, but it didn't seem to go anywhere. 🟥[b] Character development.[/b] I'm wondering if Gies purposely did not include any character building. In [i]Tin Star[/i], the cast was larger but much more fleshed out and alive. Here, I struggled with names and knowing the difference between American Sergeant 1 and 2. Even our three crew members just felt ... so bland. All I know about Owens is that he likes to read, and that the Mechanics doesn't like to talk. To give Gies credit, he does try to have conversations with the crew during interludes, but their reactions are so bland and infrequent that I honestly didn't care if they lived or died. 🟥[b] Prose.[/b] While I wouldn't describe Gies' prose as lyrical in [i]Tin Star[/i], I admired all the detail he put into the setting. He was straightforward without being dry. However, WWIIAR is pretty lifeless imo. The action scenes were dramatic enough for me to be invested, but the setting and lore dump were perhaps textbookish. Or stiff. YMMV, of course. 🟥[b] Some bugs.[/b] I had the achievement "Practice Imperfect" pop up multiple times, which was odd. I also noticed that there were times a dialogue choice would still be available instead of greyed out after asking the question. A couple of typos and strange paragraph breaks, as well. [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our YouTube channel for more reviews like this one. [/hr]
Not your typical war game but an immersive read instead. Unfortunately a little short.
*dont be put off by the gender crap, I think that is something the publisher forces. It has nothing to do with the story. Not a brilliant title like Sabres of infinity (If you like this kind of military text game, go check that out), but competently done. Could use a second pass of writing to flesh out the scenes, but I am no game maker. It's enjoyable, if text games are your jam or WW2 is your hobby, its worth looking into.
Really enjoying the game so far. The storytelling is very well done. This game is engaging, even without sound and very little in the way of pictures. As a player of Burden of Command, the style is similar, which is a good thing. Well worth the asking price.
我自认为是杂食玩家,但是这个也太无聊了。真的必须要热爱硬核军事的人才会喜欢,光是一个fire的选择就要反复按个四五次😑
Fun game but short. There are some pretty intense battles where I felt I didn't have a lot of direction as to what would work and what wouldn't, but I still enjoyed it. Since it is an "interactive novel," there is some melodrama with spies and other stuff, so don't go into this expecting some kind of hard-core simulation of tank warfare.
A WW2 showing that must be inspired by the infinity series. Seemed to lack the same sense of heart that the other contains however, more of a fanfic al la Fury than it's own entity. Code jank is pretty consistent and awkward, sometimes the railroading of decisions despite your stats or choices etc. Decent, not worth the 9 bucks its listed at. Also, ends awkwardly; without a satisfying epilouge or really a conclusion to the story as a whole. Something like this should end at you know..the end of the war, not two years before it with a last minute macguffin.
A great adventure as a tank commander in North Africa. Well-written and interesting. A bit buggy, but with little impact on actual play. I enjoyed my time amidst the sand, heat and wind. Oh, and some people were shooting at us. Pretty unfriendly of them, that.
Another great entry from Paul Wang. I especially enjoyed the tie-ins to Burden of Command - felt almost like a sequel.
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