Recommended, but ONLY if, like me, you played Ports of Call on a dodgy DOS computer and couldn't get enough of expanding your fleet. As that is not likely to be the majority, I am not recommending it.
This game IS Ports of Call, there are a few additions and subtractions but the core of it is simple: Get the most out of your fleet. However, where PoC offered depth and complexity, in this it isn't difficult to achieve what you want to achieve, it is a fun(ish) time-waster for a few hours before you realise it is severely hampered by lack of depth. It is PoC but done half-hearted at points where it matters. I've just sent two ships off from New York to Algiers, loaded with medicine, to finish a contract off. Both ships for some mysterious reason left without their loads. In PoC I would turn them round and ignore the bug, here you can't: You cast-off, that is it.
In PoC part of the minigames was that you would manoeuver the ship in tricky situations, ice, reefs, castaways. Here you either damage your ship or have to wait for an unknown time. I am fine with the minigame element being gone, but now I haven't got a clue what determines how long you wait, it doesn't tell you (unlike PoC), but having a ship sail "round a reef" just of the Galician coast and it taking 12 days... It could have been in the Antarctic by that time. Some of these aspects feel like they've just been put in to slow down the player for no apparent reason.
The game is a lot easier. The upgrades to ships are a potentially nice addition, but instead are a sure-fire way to rolling in cash in no time. Once you unlock radioactive goods and weapons, you rake in the cash. I feel there is a massive missed opportunity here. They've introduced a reputation system, why not link it to that? Other goods are already linked to it, also - gaining rep should be A LOT harder, now it is linked to being on time a lot, which is the easiest thing to achieve, it should be linked to the state of your ships, quality of your crew-training, quality and quantity of subsidiaries, average cost per TEU. Reputation in turn should determine the quality of the contracts you can achieve, you begin hauling fish from Iceland to Germany for a few years, after demonstrating you can do that and keep your ship in good condition, you might get the opportunity to bid for another contract and so on.
This game COULD have been a brilliant and legit successor to the PoC throne, what it should have done was offer MORE depth, not less. The new additions really don't help and the fact that management of the fleet is now so simplified reduces its value even more. Instead of putting different goods-types central it should have gone down the route of: Container-ships/Bulk-carriers and contract-work only, you know, like the real world? It should have an AI, also bidding on contracts. Real life margins in this business are cut-throat, yet after playing a few hours in the sandbox on medium difficulty I have 15 top of the range ships and billions of dollars to instantly expand my fleet - but there is no reason to. All I do now is send ships from one radio-active port to another and rake in the cash.
Real shame as it is a huge missed opportunity. Sims become great when they have more depth, not less. Look at Paradox games for an example of how to get that right.