Navarone

geniasis
Review by Geniasis
25 Apr 2024
Terrible
6th percentile
60
Clausewitz teaches us that war is the continuation of politics by other means. In Navarone, battle becomes the continuation of arcade logic by other means. The player is fixed in place, commanding a gun against unending enemies. The premise evokes siege warfare: a static bastion subjected to relentless assault, where success is measured not by conquest, but by how long the position can be held.

Though the setup promises tactical depth, repetition soon reveals its limits. The player fires, the enemy advances, and the pattern loops. True strategy—manipulating terrain, deceiving the foe, adapting to evolving conditions—remains absent. Instead, the player reenacts the same skirmish endlessly, like a commander ordered to fight identical battles until exhaustion consumes both sides.

The emotional tone is one of weary competence. The player feels neither triumph nor disaster, but the dull grind of attrition. There are flashes of excitement in the opening volleys, but no enduring escalation, no decisive turning point that transforms struggle into glory. Like a campaign fought without a unifying aim, the experience becomes routine rather than inspiring.

Navarone embodies the paradox Clausewitz warned of: battle without direction degenerates into ritual. It is not failure, for the mechanics function and the challenge is real. Yet it is not victory, for it inspires no lasting fire. The game stands as a curiosity of its time—an arcade siege where the player, like a general without vision, fights on simply because the war does not end.
Mini Review: The field of battle here is a fixed screen, where the player wages war against endless waves with limited means. Yet the conflict lacks the weight of true strategy, repeating maneuvers until attrition sets in. Like a campaign fought without vision, it is not disastrous, but neither does it inspire—the struggle becomes routine rather than decisive.