Anyone who fell in love with turn-based war in the "just one more turn and then I'll sleep" style will find their pocket ally in Field Commander on PSP. This strategy game brings classic hex — or rather square — warfare to a handheld console and bets on the best the genre has to offer: clear rules, deep decision-making and the satisfying feeling of a well-planned strike.
The principle is purely turn-based. You command units on a map divided into tiles, capture strategic points, accumulate resources and send ground, air and naval forces into battle. Each unit type has its strengths and weaknesses, so it's not just about superior numbers but about deploying the right unit in the right place. Terrain matters, positioning decides, and a rash move can cost you the whole campaign.
For the PSP, turn-based strategy was a natural choice — it requires no fast reflexes or complicated controls, so it fits both short and longer sessions on the go beautifully. You can put a match on hold at any time and come back to it, which makes the title an ideal companion for the tram and for long waits.
Alongside the campaign, which gradually teaches you the mechanics and puts you in ever more demanding situations, there's usually room for battles against another player, where the depth of the system comes fully into play. It's precisely in a direct clash of two tacticians that it becomes clear how important it is to anticipate the opponent's moves and protect your own positions.
At a time when handheld consoles were starving for proper strategy games, Field Commander was a welcome addition for anyone who enjoys thoughtful war without the stress of a timer. It's not a flashy spectacle, but honest turn-based fare that rewards patience and clever planning.
Why play: For lovers of turn-based strategy who want clear hex warfare in their pocket with the addictive "just one more turn" effect.
Game 39 of 122 for Sony PSP