Enjoyable, focused and fun.
The maps and units are well-designed, but fall apart upon scrutiny due to their dual nature as overhead and close-up content. The effects are well implemented, from a range of explosions to a subtle, undulating ripple on the water areas. These ambitious effects cause the frame rate to drag quite a bit during some of the transitional animation.
The audio is quite nice, though a bit repetitive. There's a tangible crunch and thud to explosions and gunfire, which is occasionally augmented by the environmental effects of a pouring rain or the hollow, breezy sound of a snowstorm.
My major complaint with the mechanics stems from one of the main features of the game. I'm not sure what the point of a free rotating camera is, when the game constantly resets your camera to a specific angle, for every single move. It should be able to pan to the point of interest, and keep your rotation. This makes the free rotation too annoying to be useful, and I only use it when waiting for the AI to think. Which leads us to the AI. The AI seems to employ the same heavy-handed tactics repeatedly, and it doesn't always make good decisions, which gives you a bit too much room for taking advantage of its mistakes. In spite of this, it does appear to be thinking, as shown by a "deploying forces" dialog. I've never written an AI system, but it does seem to be thinking a little too hard for the results you get.
And that takes us to multiplayer. Truth is, I'm really curious about playing online, finding some decent competition, but there are so many rude folks around who back out of games when they're losing (as this is not penalized by the back-end). It seems like a tremendous waste of time at this point, though the developers seem to be working on it. There is a wide range of replay-worthy features, from multiple types of online play to a custom mission creator. This adds a tremendous amount of replay value, and I'm sure I'll be playing this intermittently for quite a while, at least until Field Commander 2.