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It's not a pleasant feeling to have your own backside handed to
you on a silver platter, when that once smug grimace is wiped clean
off your face after what you thought was a glorious unstoppable
army, so powerful that surely there was absolutely no possibility
of its defeat, is handed back to you in a piles of twisted burning
metal as the computer AI casually asks "Is this yours?" and then
promptly proceeds to plunge its own gloriously unstoppable army
into that rather large base of yours, trampling through the monuments
of your success unopposed. The hours go up in smoke as your enemy's
triumphant march lays waste to everything you built. Not pleasant,
but still strangely quite an impressive sight to bear witness to.
Supreme
Commander isn't a conventional strategy game, as conventional strategy
games are a predictable sort; they shuttle you around small sandbox
maps with samey objectives to complete while pitting you against
rather unspectacular AI opposition who don't often put up much of
a fight. SC differs from this preset - and not just in the smarts
of its computer controlled adversaries; this is a game that's out
to challenge what it is to be a strategy game, and one with very
grand ideas about how you should be fighting wars.
SC
has recognisable ambitions, as it's a game with a rich heritage,
being the spiritual successor to the ten-year-old Total Annihilation,
a game that itself strived for the same goals that SC now sets its
sights upon. It was a game quite ahead of its time, using a scale
that few games managed to emulate at the time and only a few now
are beginning to match. However, while it was a game that acquired
a great amount of critical acclaim, a less than spectacular sequel
and the downfall of developers Cavedog saw it falling into relative
obscurity beyond its dedicated fan base. It wasn't a game easily
forgotten by those who came to love it, or by its creator Chris
Taylor, who is the driving force behind this long awaited and unofficial
follow up.
Similarities
between the two games are more than a little obvious, but the differences
are equally as noticeable. TA was a game famed more for its virtual
war than for the story that was cobbled together and dropped in
to string the game together, so in an attempt to address this, SC
comes packed with its own grand space opera. It's a tale that takes
place in a distant future where, in time honoured tradition, humanity
is caught in a long bloody war with itself, splitting into three
factions that are hell bent on annihilating one another.
The
staunch United Earth Federation (UEF) are the most easily recognisable;
human through and through, the UEF were once responsible for colonising
all of known space with their massive galactic empire, before they
got a little too big for their own boots and things began to fall
apart. Now they seek to reclaim that once glorious empire by building
a giant cannon that will allow them to destroy entire planets. The
Cybran Nations on the other hand have different goals; half-machine
and half-human, they were once slaves to humans but now seek to
isolate themselves from the watchful eyes of their enemies by spreading
a nasty computer virus through the massive Quantum Gateway Network,
the means that allows deep space travel. The Aeon Illuminate are
religions zealots who are using the highly advanced technology of
a long dead alien civilisation, and they have absolutely no qualms
about using force to convert people to "The Way", the religion they
follow.
It's
all pure sci-fi nonsense, told primarily through a succession of
pre-mission briefing screens in which your illustrious leaders shout,
moan and very rarely thank your efforts to lead them to victory.
However, there has at least been some attempt to avoid the usual
plot pitfalls that so many strategy games tend to fall into, as
none of the factions are conveniently painted as black or white
- they are each as guilty at committing atrocities and are all in
danger of annihilation, so choosing who ultimately wins is simply
a case of deciding who you think deserves it the most.
Supreme
Commander's three armies are uniquely diverse in both they way they
look and the types of technology they employ, but despite the visual
differences, one common and very important unit, the Commander,
is what binds each one. The Commander is the only living unit in
the entire game, a giant lumbering metallic behemoth that houses
its living operator inside. Commanders form the basis for every
army and for many of the levels it's also the only unit you begin
with, teleporting alone onto whatever planet you've been sent to
conquer. The Commander can use his many abilities to raise the first
production facilities, help assist in the construction of new units
and is more than capable of fending off attacks from nosey enemy
scouts, although it pays to keep your commander as far away from
incidents such as that as is possible.
There's
a reason for this, because the Commander isn't just an integral
part of your army; he's the singular most important unit in the
entire game - mission critical, in fact. Success always hinges on
the destruction of the enemy commander; conversely, the loss of
your own always results in instant mission failure. Just a quick
word on exploding commanders; they don't go down quietly, and when
destroyed they do tend to go out in a nuclear sized mushroom cloud
that destroys everything in its path. Veteran Total Annihilation
players will recognise the last ditch efforts used by players in
the multiplayer mode by sending their commander as close to a rival's
base as they can, in an attempt to take as many units with them
as possible.
Although
victory may hang in the balance, the commanders are not alone in
their efforts to purge the galaxy of their troublesome enemies -
it's safe to say that they're in quite good company, with a roster
of units so vast that it's almost intimidating. It's with these
units you start to gain some sense of the scale this game is aiming
for. If you can think of it, chances are you can command it; tanks,
mobile artillery, cruisers, submarines, fighter aircraft, bombers
- this is one of the few strategy games where sea and air based
units play as important a role as those on the land.
As
if that wasn't enough, all of these unit types are one mere step
on a huge technology ladder. It begins relatively slowly with the
early Tech Phase 1, where weapons and buildings are the most cost
efficient and consume the least power but are often too weak to
afford you any significant amount of protection in the long haul.
They're enough to get you on your feet, but not reliable in sustained
encounters. Head to Tech Phase 2 and you are in the mid range territory,
where resource gathering facilities are more efficient and vehicles
are twice as powerful as those in Tech Phase 1.
Reach
Tech Phase 3 and you'll hit the elite; buildings and units in this
particular brand of technology aren't as numerous but are the most
powerful technology you'll come to build. Units in particular are
at their strongest in this phase, be it the utterly devastating
effects of the artillery that shakes the screen wherever its shell
lands while leaving behind small craters, to the awesome size of
the battleships, one of the largest units in the game - so big that
its turrets are about the same size as a tank! Although climbing
through each tech phase may be quite easy, the cost incurred for
each tech increases as you climb the ladder.
But
just when you think you've reached the cusp of what Supreme Commander's
massive list of units can reach, you'll discover the fourth Experimental
Phase. This is the end of the technology tree, featuring the very
best of what you can construct - it's here that you gain access
to units so awesome in size and power that when used correctly they
can swing an entire battle into your favour. However, these are
not units that come cheap, costing as much in time (some take an
hour to build) as they do in resources.
Each
army has three unique experimental units. Picking just one as an
example, the UEF "Fatboy" (I honestly don't make these names up)
is a colossal mobile tank factory that can traverse the deeps of
the ocean and contains so many mounted turrets that it can level
entire bases to their foundations long before it reaches its borders,
all the while rolling out its own army of tanks as it slowly crawls
across the map. The Cybran "Monkeylord" on the other hand is a more
direct unit, a giant six-legged insectoid machine that carries a
huge laser spewing weapon on its back, which sweeps across the ground
like a giant flamethrower, killing anything caught in its way. I've
not even made mention of the huge UFO that launches its own personal
air squadron, or the huge underwater aircraft carrier, or the "Iron
Man" walking humanoid machine that shoots lasers from its eyes -
all great fun to use, but also extremely costly.
Like
any other strategy game, resources are the core to any successful
empire builder. Here however they have been stripped of their monotony;
there are only two resources to worry about - metal and power -
both of which are renewable, so as long as you have the facilities
needed to gather the two, you'll very rarely get to a stage where
you find yourself interrupted due to a resource crisis. This is
a good thing too, as Supreme Commander is a game dominated by war
that's fought on a scale like no other.
Progress
is something of an unpredictable beast in Supreme Commander, as
early objectives hide the true extent to the real mission you're
on, because their completion always reveals new objectives and expands
the map beyond the borders you've just been fighting within. To
help you grasp the size of each map - and they can be stupendously
large - you get the rather nifty command map. This is not, as you
might imagine, a separate viewing map for you to look at, but rather
an extension of the battlefield you fight upon. Pull the mouse wheel
back and the screen gradually zooms out; soon landmasses become
peninsulas, continents crop into view separated by vast oceans,
then continue to zoom out and you get a complete overview of the
entire map - every river, canyon and mountain are all visible, while
every single unit and building is represented by small icons.
This
becomes an important tool when fighting off the marauding hordes
of enemy armies, because due to the scale on which battles are fought,
you really will need to keep an eye on everything. The maps are
such a size that protecting your own borders can become a bit of
a struggle; the AI in particular is relentless in its pursuit to
annihilate you, constantly adapting to your strategies and seeking
out weak spots to exploit. I had one level almost grind to a halt
when one section of my base that I stupidly left unguarded came
under severe attack - waves of gunships poured through this gap
in my defences and ground my production to a halt while systematically
destroying many of my buildings.
The
fact that the game also simulates its world can also greatly impede
progress - this is a game where tank shells can bust apart four
or five units that have been clumped together and bullets don't
flow in a predetermined path, meaning that any projectile shot from
a weapon can fall wherever gravity tells it to. Supreme Commander
can be an extremely difficult game at times, and I lost count of
the number of occasions where an army I had spent the last hour
building was torn to shreds when I eventually met up with the enemy's
defences, then had to sit back and watch as their weapons tore through
my units with such an ease that my army was utterly defeated within
minutes.
Without
doubt this is a game that'll test the skills of even the sturdiest
of strategy gaming fanatics, especially when the later missions
of the campaign come into play and you have the added threat of
nuclear warfare to contend with. It's also a very demanding game,
whose system requirements are as unforgiving on your computer as
the enemy AI is to upon you. Developed for dual core processors,
there are occasions where battles in SC can get so intense that
the action grinds to a halt. For all its merits at producing such
awe inspiring vistas for you to fight across, it can be difficult
to appreciate such scale with such performance hits.
Of
course, how these things determine whether or not you feel the game
is worth investing in will depend on how willing you are to overlook
such problems; the game is far from unplayable and with the right
amount of tweaking with the options, large battles can work marginally
well with less in-tuned systems, as long as you're prepared to do
without what limited graphical niceties the game had to begin with.
Supreme
Commander is a colossal giant on the strategy gaming scene; there
are few games that have managed to provide war on a scale such as
that witnessed here. It's not a game for the faint of heart though;
eschewing challenges that will keep hardened genre fans more than
occupied for a long while to come, this isn't a game that's going
to welcome newcomers to the world of RTS. Not that easing new players
into the genre seems to have been its intent though, as this is
a game geared towards those who crave a challenge, and in that regard
there are very few titles that can match the aptly named Supreme
Commander.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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