Supreme Commander Website
Supreme Commander, by Gas Powered Games, is a reasonably recent RTS for PC. Gas Powered Games, previously known as Cavedog, were the producers of the old classic Total Annihilation, and while Supreme Commander does not follow the storyline set by TA, it is described by Chris Taylor as “a spiritual successor” to their original RTS. So what’s it all about?
Set in the future, the recently colonised (by earth) galaxy has fallen into chaos. Humans have split into 3 factions: The UEF (United Earth Federation) who represent what is left of those still loyal to Earth, the Aeon, who worship a species of aliens called ‘The Seraphim’ who were wiped out by the UEF, and the Cybran, a race of cyborgs who the UEF also declared war on simply because they wanted to be independent. The player can control any one of these factions, and apart from looking totally different, they all have some unique strategic options available to them. Players start each game with an ACU (Armoured Command Unit), from which they will build their factories and other structures, and get their war going. Your ACU represents you, and if it dies, you lose the game; every unit in the game (apart from support ACUs) is a robot and depends on the ACU to be controlled. Now you know the basics, let’s talk about the 3 factions.
UEF
The UEF represent what is left after Earth went to war with both the Aeon and the Cybran at the same time. Their units use convention ballistics for weaponry, and in appearance resemble the military machines of today. Their vehicles generally have pretty decent armour but their weapons are generally slightly less effective compared to the other factions (the main reason for this is that they use slow moving ballistics instead of energy weapons). Their only exception to this is their mobile rocket launcher, which has the least health but does the most damage compared to the other factions’ versions. Their most useful experimental unit is the ‘Fatboy’ mobile factory, which has the most powerful shield in the game, long range and powerful artillery, and air repair pads.
Cybran Nation
The Cybran race is the most balanced in the game, tending to have units which have pretty average damage and health. They use laser weaponry in general, which means that they have the least problem with hitting moving targets. The Cybran also have some tricks up their sleeves, for example they are the only race that has a mobile Stealth Field generator, and their cruisers can unfold legs and walk on land should the need arise. They do however have the weakest shields in the game, and do not have any access to mobile shield generators or shielded units; unlike the other 2 factions. They also have the best point-defence towers in the game. Their most notable experimental unit is the ‘Monkeylord’, a huge spider-bot with a microwave laser and the ability to use stealth. They also have access to mobile, a rapid fire artillery vehicle.
Aeon Illuminate
The Aeon race tends to forgo armour for high damage weaponry and hover technology. They use energy weapons, meaning that they are quite accurate, though they have a lower rate of fire than the Cybran lasers. They are the most unusual looking army in the game, since all their buildings are based on Seraphim technology. Their experimental units are unrivalled, having access to the CZAR flying fortress and the highly feared Galactic Colossus, both of which make use of a super-powerful beam weapon.
Maps and Graphics
Graphically, the game is pretty good. The water, props and textures are not only very good for an RTS, but the general graphics are better than some other genre games I’ve seen earlier this year. There is a good use of polygons on the units too, so everything looks quite smooth and round. Obviously all these graphical wonders make Supreme Commander quite laggy on anything but the latest technology computers, especially on the larger maps (some of the maps are literally huge, the biggest I’ve ever seen on an RTS). The only beef I have with the maps is that there are only 3 1v1 maps, but there are loads of team based scenarios, which is a bit of a shame for one such as I who largely prefers 1v1 battles. Going back to the units, they all have plenty of polygons and good quality textures to make them look good. The only downside is that, since they are all machines, one might find them looking a little boring after a while. They do tend to lack character a little, although they all do at least look distinct from each other. The explosions are very realistic, opting for bright white lighting effects and realistic generated smoke as opposed to animated explosion sprites. The shading is also pretty good, and it’s nice to see the shadow of a tree gently sway over your huge army of tanks hidden in the forest. Of course, once those tanks start moving, most of those trees will get knocked down under their grinding (and visibly turning) caterpillar tracks. On a side note, the physics are also quite realistic. Very large units will crush smaller ones to death if they drive over them. Planes fall out of the sky and crash into the landscape with realistic plummeting. Projectiles fired will hit an enemy unit or some terrain that is blocked their expected path, and missiles that miss will curve back round to try for another go until they run out of petrol. The processing power required is immense, but every bullet, laser and missile fired is not a guaranteed hit or miss the second it leaves the barrel or it’s gun, it all depends on what happens in the time that it is flying through the air towards its intended victim.
Gameplay
The game tries its best to be very strategic. Giving you a full compliment of land, sea and air units, as well as plenty of defensive and offensive structures, you often have the option to change your ways, or counter enemy attack. There are plenty of little tactical additions for you to explore, like radar jamming or stealth, cloaking your units, using shields, having your Cybran cruisers walk on land, air transports, tactical and strategic missiles, artillery, EMP, teleport, or just a good old fashioned peon rush. Many of the units in the game have special abilities that give them an advantage in certain situations, such as the UEF tech 2 gunship has the ability to transport a single bot or tank into battle, making it even more useful at attacking groups of enemy units, or the Cybran tech 3 assault bot’s EMP-on-death ability, just to even the odds if one of your little beasties does go offline. Something else that is good is that although the experimental units are by far the most powerful in the game, they are not unbeatable. A base well defended with artillery, point defense and missiles and using an omni sensor will usually defeat a Galactic Colossus or a Monkeylord before they get their beam guns in range to annihilate you. The old ‘race to get the first hero’ isn’t so applicable here as it is to make a properly defended base.
But I won’t get carried away; this game does have its downsides. Managing resources is the hardest skill to master in this game, and is also the most important. Someone who does not know when to upgrade their mass extractors is almost certainly likely to lose if they do not secure an early victory, because the first person to get artillery in range of the enemy or to get an experimental online has a very good (but counterable – just) advantage. Also, the factions’ units do not always obey the general rules set down by that factions’ theme, for example the UEF usually have the best armour, yet their mobile rocket launcher has the least health and does the most damage compared to the other factions’ versions. Their Fatboy also has the least health out of all of the land based experimentals, and it has the best shield in the game, yet the Aeon are supposed to have the best shielding. Likewise, the Cybran are supposed to be masters of stealth and radar trickery, yet they, unlike the Aeon, do not have access to any mobile units fitted with omni sensors. They also have the weakest shields, and their missile launchers hold the least warheads, yet having the best point defense suggests that they are supposed to be played defensively. The Aeon on the other hand usually have the weakest units but the best firepower, although their Galactic Colossus is the unit with the most health in the game (and still retains immense weapon strength).
Overall, I give SupCom 9/10. It’s a game that I can play every day and not get bored of, and I will probably do just that for a long time to come. I haven’t yet tried to play online, but I hear that it makes the game even better. The only downside is that with lack of blood and voices*, some players may feel the game boring. The game also requires an exquisite PC to run on, so many people won’t be able to enjoy it to the full for years to come. I won’t say that legions of robots duking it out across the desert is rubbish, because if you’d prefer to be killing men or aliens instead then you’re playing the wrong game anyway.
*in campaign mode the pilot of the enemy commander, as well as your allied commanders and/or operations HQ will video talk to/insult you.
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