Compare Battlezone: Combat Commander prices across 50+ stores and find the best deal. Developed by Big Boat Interactive. Published by Rebellion. Released on 3/1/2018. Available on PC. Genres: Action, Strategy. Metacritic score: 68/100.

A remaster that respects the nostalgia but refuses to fix the friction: commander-seat FPS-RTS with real multiplayer modes and near-zero live player count.

My first honest reaction sitting down with Battlezone: Combat Commander was that the concept is still genuinely interesting, and the execution still genuinely frustrating. You pilot tanks, scout ships, and walkers across six alien worlds, running bio-metal scavenging runs to fund a base that you build and command from inside the cockpit in first person. That loop, commanding a battalion from the front lines rather than a top-down map, was novel in 1999 and still has no real successor today. The DX11 renderer and retextured terrain do give it a clean modern look at a glance, and the lighting across those desolate planetary surfaces holds up better than you might expect from something this old. The shooter side of the game is where my patience started fraying. Mouse acceleration that reviewers reported has no obvious off switch turns precision aiming into a guessing game, and for a genre hybrid that needs you to switch between piloting your own vehicle and issuing F-key orders to over 30 unit types, any input slop compounds fast. Weapon variety covers lasers, mini-guns, mortars, and shotgun-class arms, but only a handful are actually viable in practice. The command scheme is pure late-nineties keyboard overload: individual F-key assignments per unit, spacebar acting as your select button instead of the left mouse click you expect, right mouse button cycling weapons instead of a scroll wheel. You adapt, but it costs time and concentration that modern shooters never tax you for. The 24-mission campaign across six worlds runs a slow burn. Early missions are essentially escort duties that double as a drawn-out onboarding sequence, and the open planetary traversal between contacts gets quiet fast. When base building and unit production finally open up mid-campaign, the AI pathing problems surface: units snag on terrain geometry or walk straight into enemy formations ignoring threats that should trigger their combat routines. That was a known flaw in the 1999 original and the remaster left it untouched. The story itself has some genuine intrigue, with ISDF versus Scion conflict that takes darker turns than the premise suggests and offers branching endings, which is more than most games of that era bothered with. Multiplayer is where the concept has the most upside on paper. Up to 14 players, deathmatch, CTF, King of the Hill, a strategy mode that layers base building onto PvP combat, and a co-op MPI mode where teams manage offense, defense, and resource collection together. Cross-platform support is also present. The problem is population. Concurrent player counts are in the low double digits on a good day, which functionally kills the PvP ladder before it starts. Steam Workshop mod support exists and has kept a small community tinkering, but you are not finding a reliable ranked match here in 2026. If you have friends willing to commit to a session, the vehicle-based combat in multiplayer has more spark than the campaign, with scout ship agility trading off cleanly against tank firepower. This one lands squarely in the "preserved curiosity" category rather than active recommendation. The FPS-RTS hybrid concept deserves a proper modern successor that nobody has built yet. If you lived through Battlezone II originally and want to revisit it with sharper visuals and Workshop access, the package delivers that faithfully. If you are coming in cold expecting a shooter with functioning multiplayer queues and quality-of-life controls from the last decade, you will be frustrated inside an hour. Fred, Scout Team

Battlezone: Combat Commander
ActionStrategy

Battlezone: Combat Commander

Mar 1, 2018Big Boat InteractiveRebellion
GamerScout Says

A remaster that respects the nostalgia but refuses to fix the friction: commander-seat FPS-RTS with real multiplayer modes and near-zero live player count.

PC
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About Battlezone: Combat Commander

My first honest reaction sitting down with Battlezone: Combat Commander was that the concept is still genuinely interesting, and the execution still genuinely frustrating. You pilot tanks, scout ships, and walkers across six alien worlds, running bio-metal scavenging runs to fund a base that you build and command from inside the cockpit in first person. That loop, commanding a battalion from the front lines rather than a top-down map, was novel in 1999 and still has no real successor today. The DX11 renderer and retextured terrain do give it a clean modern look at a glance, and the lighting across those desolate planetary surfaces holds up better than you might expect from something this old. The shooter side of the game is where my patience started fraying. Mouse acceleration that reviewers reported has no obvious off switch turns precision aiming into a guessing game, and for a genre hybrid that needs you to switch between piloting your own vehicle and issuing F-key orders to over 30 unit types, any input slop compounds fast. Weapon variety covers lasers, mini-guns, mortars, and shotgun-class arms, but only a handful are actually viable in practice. The command scheme is pure late-nineties keyboard overload: individual F-key assignments per unit, spacebar acting as your select button instead of the left mouse click you expect, right mouse button cycling weapons instead of a scroll wheel. You adapt, but it costs time and concentration that modern shooters never tax you for. The 24-mission campaign across six worlds runs a slow burn. Early missions are essentially escort duties that double as a drawn-out onboarding sequence, and the open planetary traversal between contacts gets quiet fast. When base building and unit production finally open up mid-campaign, the AI pathing problems surface: units snag on terrain geometry or walk straight into enemy formations ignoring threats that should trigger their combat routines. That was a known flaw in the 1999 original and the remaster left it untouched. The story itself has some genuine intrigue, with ISDF versus Scion conflict that takes darker turns than the premise suggests and offers branching endings, which is more than most games of that era bothered with. Multiplayer is where the concept has the most upside on paper. Up to 14 players, deathmatch, CTF, King of the Hill, a strategy mode that layers base building onto PvP combat, and a co-op MPI mode where teams manage offense, defense, and resource collection together. Cross-platform support is also present. The problem is population. Concurrent player counts are in the low double digits on a good day, which functionally kills the PvP ladder before it starts. Steam Workshop mod support exists and has kept a small community tinkering, but you are not finding a reliable ranked match here in 2026. If you have friends willing to commit to a session, the vehicle-based combat in multiplayer has more spark than the campaign, with scout ship agility trading off cleanly against tank firepower. This one lands squarely in the "preserved curiosity" category rather than active recommendation. The FPS-RTS hybrid concept deserves a proper modern successor that nobody has built yet. If you lived through Battlezone II originally and want to revisit it with sharper visuals and Workshop access, the package delivers that faithfully. If you are coming in cold expecting a shooter with functioning multiplayer queues and quality-of-life controls from the last decade, you will be frustrated inside an hour. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercross-platformachievementstrading-cardsworkshopcloud-savestier:sub-5FPS-RTS HybridVehicle CombatBase BuildingFrontline CommandCo-op MPIBio-metal ScavengingRetro RemasterWorkshop ModdingDead Multiplayer

System Requirements

Minimum

OS
64-bit Windows 7, 64-bit Windows 8.1 or 64-bit Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
10 GB available space
Graphics
DirectX® 11.0 compatible graphics card with 1GB of memory
Processor
3.0 GHz Intel Core2 Duo/AMD Phenom II

Reviews & Ratings

Metacritic
68

Game Info

Developer
Big Boat Interactive
Publisher
Rebellion
Release Date
Mar 1, 2018

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