
I’m an avid enthusiast of naval combat simulations. My journey began in the spring of 1987, when my uncle Sixto gifted me my very first computer, an Apple IIe. The first game I eagerly added to my collection was Destroyer, a 1986 single-player simulation of a Fletcher-class destroyer crafted by Epyx Games. Set in the immersive world of the Pacific Theater during World War II, Destroyer placed players in command of a robust “tin can” across diverse missions, from anti-submarine warfare and ship-to-ship battles to escort duties and anti-aircraft defenses. Balancing shipboard management, players faced the critical task of damage control, adding layers of strategic depth.
Destroyer, like many games of its era, boasted relatively simple mechanics. Though its mid-1980s graphics were rudimentary by today’s standards, it delivered engaging gameplay without the burden of extreme difficulty or realism. It was a delightful experience for those who weren’t seeking an exhaustive simulation of 1940s naval warfare.
As years passed, my collection expanded to include more sophisticated and realistic naval warfare simulations, especially after I transitioned from my Apple IIe to MS-DOS and Microsoft Windows systems. On my trusty Apple, I explored the depths with MicroProse Software’s Silent Service and commanded fleets in Lucasfilm Games/Electronic Arts’ Strike Fleet. The switch to a PC in 1992 unlocked access to even more thrilling titles like Silent Service II, Red Storm Rising, Fleet Defender: The F-14 Simulation, Harpoon Classic ’97, and Tom Clancy’s SSN.
In those days, gamers purchased complete, play-tested games in physical form. Silent Service II, released in 1990, arrived in an attractive box containing floppy disks for installation, a comprehensive manual with historical information on the U.S. submarine campaign against Japan, a keyboard overlay to assist in gameplay, and a vibrant strategic map of the Pacific Theater of Operations. There was no downloadable content (DLC), Steam, or “early access” back then.
Switching from Discs to Steam…and My First Experience with “Early Access”
Since 2016, my gaming habits have undergone a remarkable transformation with the rise of platforms like Steam. I fondly recall the days when I would purchase games on DVD-ROM, a practice I abandoned in 2015 with the release of Sid Meier’s Civilization V by 2K/Firaxis Games. Despite buying the game in its physical form, I had to set up a Steam account to access patches and DLCs. This moment marked the beginning of my transition to digital gaming.
Today, digital distribution is the norm. According to a report by SuperData, 90% of PC game sales in 2020 were digital. Platforms like Steam and GOG.com offer a vast array of titles at competitive prices. However, I generally steer clear of brand-new releases due to their higher cost, despite the modest 10% discount publishers often offer during a game’s first week of release. I find it more economical to wait for sales or bundle deals, which can significantly reduce the price.
(Steam has revolutionized my gaming experience by providing a centralized platform for purchasing, downloading, and updating games. Having all my games in one place, accessible anywhere, has been a game-changer. Additionally, Steam’s user reviews and community features offer valuable insights into the quality and longevity of games, helping me make informed decisions.
In contrast to the physical copies of the past, digital games come with a host of benefits. They are environmentally friendly, reducing the need for packaging and shipping, and offer instant access upon release. Furthermore, digital platforms often host seasonal sales, offering substantial discounts on a wide range of games. This shift has made gaming more accessible and affordable for me, creating a vibrant and diverse gaming community that I am proud to be a part of.)
As I mentioned earlier, I rarely purchase games at launch…unless it’s a title that excites me, especially one I’ve been eagerly awaiting for years. This was the case with Regiments in 2022, a thrilling tactical warfare game by Bird’s Eye Games/MicroProse that perfectly captures the intensity of Cold War-era battles. And it happened again with Sea Power: Naval Combat in the Missile Age in 2024, a remarkable simulation by Triassic Games/MicroProse that immerses players in the strategic and tactical complexities of modern naval warfare. Both games are masterfully crafted, each offering a unique and exhilarating experience that rekindles my passion for the genre.

My experience with Sea Power: Naval Combat in the Missile Age stands out as it was not only a rare “Day One” purchase for me, but also the first time I bought a game in “Early Access.”
Early Access allows gamers to purchase and play a game while it is still in development. This means players can experience the game early, provide feedback to the developers, and often witness the game’s evolution firsthand as updates and new features are rolled out. This approach fosters a collaborative environment where the community’s input can shape the final product.
While Early Access offers players the unique opportunity to engage with a game during its development, it also comes with its own set of drawbacks. Games in Early Access are often rife with bugs and technical issues, such as occasional crashes and performance problems. Additionally, there can be inaccuracies and mistakes that need correction, like the wrong missiles assigned to the MiG-25 Foxbat or other mismatches that disrupt the authenticity and gameplay experience. These challenges can frustrate players who expect a polished product, even as they contribute valuable feedback for future updates.
So far, my experiences with Sea Power in its Early Access form have been positive. The game features more realistic and visually striking graphics, and the user interface has seen significant improvements. Despite these advancements, Sea Power, created (in part) by one of the developers behind Killerfish Games’ Cold Waters, retains several similarities to Sonalyst Combat Simulations’ Fleet Command, which was originally published in 1999 as Jane’s Fleet Command. Both games concentrate on late 20th-century conflicts, showcasing historical engagements and hypothetical scenarios set during the Cold War.
One notable feature of Sea Power is the player mod titled Jane’s Redux. Although the creator of Jane’s Redux has not adapted all scenarios from the older game, he occasionally adds new ones, sometimes altering the titles to fit the ships available in Sea Power. This ongoing adaptation process ensures that the mod remains fresh and engaging, paying homage to its predecessor while leveraging the advanced capabilities of modern gaming technology.
The developers at Triassic Games are diligently focused on delivering bug fixes and upgrades. Although a “grand campaign” akin to those in other naval warfare games like Cold Waters isn’t available yet, its expected release in early 2025 has the community eagerly awaiting it. The improvements to AI, game mechanics, defense statuses, aerial combat tactics, and weapons system performance are set to enhance the gameplay experience significantly.

One much-anticipated update is the Save/Load Game functionality, which is especially needed for Sea Power’s lengthy scenarios. Currently, my playthroughs are limited to shorter missions, each taking between one to two hours to complete. Missions like Dong Hoi, Norwegian Sea CVBG, Shore Bombardment, Hair Trigger, and Hormuz have been exhilarating, yet managing these without the ability to save and resume can be challenging for players with limited free time.
However, the dedication of the Sea Power team to continuous improvement and community engagement ensures that each update brings a fresh wave of excitement and engagement. This commitment to evolving gameplay promises a vibrant future for Sea Power, keeping players on the edge of their seats as they navigate the strategic and tactical complexities of modern naval warfare.

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