
If you've ever purchased a Jane's game, usually you'll find a very heavy box with a very thick manual. The ease of use in these commands may explain the terrible manual that was shipped with the game. The game also has intelligent cursors to help facilitate common commands, such as identify or attack a contact. It's through use of this map window and right-click menus that the units in the game are controlled. This includes the target's information, orders and messages. The other two windows contain information that will be necessary to the player. There's a map window and a 3D-view window, both of which may be switched to take up a larger portion of the screen. The main gameplay screen is divided into four windows. How do all these options translate to gameplay? I'm glad you asked. The game also includes a mission builder, so almost any conflict anywhere in the world is possible. It not only comes with four tutorial missions but with a plethora of single missions and a campaign module as well, plus many multi-player options. JFC has a lot of playability right out of the box. JFC is a lighter, easier to use wargame then Harpoon but it also has some features Harpoon doesn't have, like 3D accelerated graphics and quicker gameplay. If you're expecting the complexity or depth of Harpoon, however, you'll be in for a rude awakening.

Given their knowledge of naval platforms displayed in 688I, one would expect this game to be flowing with high-end detail and realism and, for the most part, you would be correct. Jane's Fleet Command (JFC) is a naval based real time wargame developed with the help of Sonalysts, Inc., who also developed Jane's 668I Attack Sub simulation.
