Star Wars: Commander Is Slow-Going Unless You Pay Up

4 minute read

Disney’s new freemium real-time strategy game Star Wars: Commander just arrived on Apple’s App Store in the U.S. as a time-limited exclusive for iOS devices (there’s an Android version coming shortly).

Don’t confuse it with Star Wars: Force Commander, another real-time strategy game released back in 2000 for Windows by now-Disney-owned studio LucasArts. It was a mess of a game–one of several failed attempts to give players a thoughtful, strategic window into the iconic Star Wars universe. To this day, no one’s succeeded.

So Commander is interesting because it’s the closest thing we’ve had to a thoughtful, strategy-minded Star Wars game–boardgames notwithstanding–in years. The only downer: it’s a free-to-play-slow, pay-to-play-faster game.

I’ve been noodling with it this morning, and it’s your garden variety real-time strategy game: kit out a base, build and upgrade structures, then deploy troops to slug it out in Star Wars-ian locales. After stepping through a few tutorial exercises that illustrate where to tap to buy things and how to tap to deploy units in combat, you’re allowed to throw in with either the Rebellion or the Empire, the difference between the two a matter of campaign storyline and playable unit types. Choose the Empire and you can trot out AT-ATs and Tie Fighters. Favor the Rebellion and you’ll have access to individuals like Han Solo, Chewbacca and Princess Leia.

Underlying the economy are crystals, credits and alloy. Refineries and credit markets produce alloy and credits respectively. You purchase structures and units with the latter two, though these accrue at ridiculously slow speeds (as in “go-do-something-else-for-several-hours” slow), and which you have to harvest manually by tapping on the producing structures. Automation is apparently beyond warring factions with ultra-high-tech weaponry, but then that’s how the developers get you to pay attention to just how little your factories are generating at a given interval.

If you want to speed things up, you can pay real money for greenish “crystals” at price intervals of $100, $50, $20, $10 or $5, which in turn let you buy oodles of credits or alloy, as well as pay for protection (presumably against hostile incursions by other players, since the game also supports PvP battles). Fairly warned: if you dislike freemium games that lock most of their gameplay behind punitively slow resource generation clocks, you’re not going to like Commander at all.

What makes it feel like a Star Wars game? The retro gliding yellow-letter intro, of course. The character likenesses, with voice work not by the original actors but plausible analogues. Mostly John William’s unforgettable musical motifs, with signature flourishes from flutes, french horns and trumpets ebbing or swelling in the background obligingly. If you want some insight into the nerd-lore propping up the game’s logistics, GamesBeat interviewed one of the game’s producers about that (preview: it sounds like the Rebels are scavenging Clone Wars tech).

But since Star Wars was never about the battlefield minutia or the specifics of this or that piece of Separatist technology, it does start to feel a little like a generic real-time strategy template overlaid with a Star Wars-ian one. On the other hand, that sums up most Star Wars games: vanilla ice cream with dollops of Star Wars sauce. It’s also clearly Disney spooling up its Star Wars turbolaser in advance of Star Wars: Rebels, its animated Clone Wars TV series followup set half a decade before the events of the original Star Wars movie.

I should caution that Commander has launch quirks, in particular one where I minimized the game, then reloaded it, only to have it claim I’d launched a second instance on a second device, thus squelching the first one (in general, the game seems to hate minimization). It’s also arguably a poor fit, visually speaking, for a 4-inch iPhone: while you can zoom on the maps, the interface panels and text are just too small to use comfortably (like 22Cans’ Godus, Commander probably should have been tablet-only). Assuming Apple’s next iPhone has a significantly bigger screen, I’d reconsider that position. Barring that, I wouldn’t bother unless you have at least an iPad Mini.

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Write to Matt Peckham at matt.peckham@time.com