Version Reviewed: 2.0.3
Device Reviewed On: iPhone 5
Graphics / Sound Rating:
Replay Value Rating:
The handy thing about having the Star Wars franchise under your belt is that it’s essentially a free pass. I want to mutter about how Star Wars: Commander is a Clash of Clans clone in many ways because it kind of is. But it also captures the magic of controlling the Empire or Rebel Forces quite well and even throws in a decent narrative, meaning you’ll most likely end up forgiving it. At least, assuming you’re a Star Wars fan.
Starting out, you can choose whether to go to the Light or Dark side with that choice affecting what heroes you can use (for a time, at least). It’s a neat move in making you feel like Star Wars: Commander is a different game from Clash of Clans and it does a fine job of using the Force to keep the illusion real.
Structure is offered through a series of missions that combine building objectives, defensive phases, and attack-focused tasks. A slim narrative provides the reasoning behind it all and ensures that Star Wars: Commander feels more well-rounded than most base building games. It’s certainly more enjoyable than the usual flurry of tedious busy-work that other games of this ilk force upon you, and feels more varied.
In reality, it kind of isn’t. It’s fantastic at keeping the illusion up and quite enjoyable, but you’ll still hit that paywall a little too often for anyone’s liking. There’s the usual bevy of in-app purchases to tempt you into speeding up your buildings or offering you protection from enemy forces.
Still, if you’re a Star Wars fan you’re going to forgive Star Wars: Commander much like I did. At least until things turn too sluggish and long-winded, and you remember you’ve played this game before. A lot.
Tagged with: Base Building, Clash of Clans, free, free to play, in-app purchases, lucasarts, review, Star Wars, star wars commander