
After more than ten years of development, Task Force Admiral is almost ready for release. The game’s creator, Amiral Crapaud, first began conceptualizing it in 2015 and even sold an apartment to fund the project. I recently had an extensive interview with Amiral in 2024, where we discussed the game’s development and mechanics in detail. I highly recommend reading the full interview (part 1 is linked above, with parts 2 and 3 available here and here, respectively) to gain a deep understanding of the creative process behind Task Force Admiral.
I remember when I first played Task Force Admiral, I immediately said it felt like something truly exceptional. But even I didn’t anticipate how stunning the initial demo would be. The quality of the gameplay, visuals, and incredibly realistic depiction of World War 2 naval battles were enough for me to confidently call it a next-generation wargame.
What is Task Force Admiral?
Task Force Admiral is a realistic World War II wargame set in the Pacific in 1942. Players command an American carrier task force and battle the Imperial Japanese Navy in historically-based scenarios or custom battles. What really sets this game apart is its incredible detail – it recreates each battle at a 1:1 scale, simulating every plane, ship, and second with stunning 3D graphics.
Given the game’s intricate details and complexity, you might expect it to be difficult to master. After all, running an aircraft carrier during World War II was a massive undertaking, requiring the effort of thousands of sailors. Translating that into a playable video game, and then adding the management of the entire supporting fleet, seems like it would appeal only to hardcore strategy gamers – those comfortable with complicated interfaces like in Graviteam Tactics or Close Combat, or those who actually enjoy reading lengthy manuals. However, that assumption would be incorrect. The game is surprisingly accessible, despite its depth.
Easy Controls = Easy to Play
When I started installing Task Force Admiral, my first thought was, “Please don’t mess with the controls!” Thankfully, they didn’t. The game plays exactly as you’d hope. You’ll see several information windows, but giving orders is incredibly straightforward. You just choose a mission type, select a target if needed, assign aircraft, set a time, and launch it. Setting up patrols is just as easy – draw a cone on the map for reconnaissance or a circle for defensive routes, and the game handles the rest. It’s remarkably simple.
Don’t expect to just sit back and watch – there’s a lot to actively manage. You’ll need to locate and avoid enemies, scout for their patrols, and eliminate them before they can report back. Things like designing flight paths, splitting your fleet for better movement, and adjusting your plans based on enemy actions are all crucial. Plus, you’ll need to protect your main ship from attacks.
Unprecedented Decision Making In Naval Warfare
The game is filled with constant action, pressure, and tough choices. It realistically portrays the difficult decisions faced by commanders in World War II. Players constantly grapple with dilemmas: do they risk sending a small force to a potential enemy location, or wait for definitive proof? What if the enemy escapes before reinforcements arrive? They must also decide whether to strike carefully, protecting their fleet but potentially causing minimal damage, or launch a full-scale attack and risk being overrun if the enemy discovers them first.
Beyond larger strategic choices, the game requires constant, moment-to-moment tactical decisions. Simply moving planes around takes time, as multiple air wings are always in the air needing to land, refuel, or launch. You’re also managing your ships – deciding whether to split your forces to attack, use them to scout for the enemy, or keep them close to defend the carrier. All of this happens simultaneously, and what’s impressive is that the game doesn’t dictate these choices; you have to think them through and implement them yourself, which really highlights how well-designed it is.
The demo includes two missions based on the final moments of the Battle of the Coral Sea – the first time aircraft carriers fought each other without actually seeing each other. You’ll command the Yorktown and Lexington carriers, and these missions (the second is a ‘what if’ scenario of the first) should provide hours of gameplay. The developers have done a great job making each mission replayable with different outcomes. Plus, there’s a simple mission generator to give you a good feel for the game. To top it off, the mission briefings are voiced with a fantastic 1940s style, which is a really nice touch.
Final Thoughts
Having played the demo a second time, I’m even more confident that Task Force Admiral will set a new standard for wargames. It uniquely combines realistic gameplay with a user-friendly interface, impressive scope, and high production quality – a combination we don’t often see in this genre.
I’ll share my complete review once I’ve had a chance to play the full game, as I’m eager to see how certain features play out, like the land-based missions. I’ve seen screenshots hinting at a Midway setting, and I’m excited to check that out. Before I finalize my thoughts, I also want to test the AI’s behavior over multiple playthroughs, which I haven’t been able to do yet. It would be great if the game also supported modding. While Task Force Admiral has a lot of potential, it will launch in Early Access, so we’ll see how development progresses from there.
Now, if you don’t mind, I’m going back to play the Task Force Admiral demo.
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2026-01-06 15:43