Supreme Commander Review

With the advent of Total Annihilation, a cult classic was born that gamers either loved or hated. The ability to field gigantic weapons of mass destruction followed with a humongous army that would follow the shockwave from the original impact was instantly embraced by the gaming community. Lets not forget that Total Annihilation spawned one expansion by the name of The Core Contingency and a plethora of user made mods.

Supreme Commander has to fight against some insurmountable odds as it has some ever so large shoes to fill. I personally will go into the game with a little bias since I enjoyed the previous incarnation of said game and bought into the hype once the first screens were released. So, the question on everyone’s mind is if Supreme Commander truly is the spiritual successor to Total Annihilation? Read on to figure out the truth…

When the first screenshots of the game were leaked, I could only stare at the gigantic units crushing their foes beneath their feet. Fleets of airplanes were filling the sky with their metal, darkening the ground with their shadows. Yes, all of these awesome effects did make it into the game and definitely shaped the game to an awesome sight. As was mentioned previously, I was excited to see that the game was shaping up to be just like Total Annihilation but with an increase of polygons per unit. I do miss the handpainted backgrounds that were prevalent in the original, but the three dimensional backgrounds in this game are definitely pleasing to the eye. Even during the beginning of a battle, it is possible to see how much attention was paid to the detail of the units and the environment. The commander warps in with a shockwave leaving a crater on the ground and decimating the surrounding flora. Such small touches definitely add to the eye candy that is present in this game.

Each side has a distinct look to their structures and units, with my personal favorite, at least aesthetically speaking, being the Aeon Illuminate. Due to their contact with an alien civilization, most of their units either hover, are very futuristic looking, or/and have a distinct alien feel to them. When their units are constructed they seem to rise from organic matter into being. The United Earth Federation is radically different in design, clinging to traditional military designs to almost all of their units. Their construction units use lasers that seem to scan a blueprint as the structure or unit is built. The Cybrans could possibly be compared to units from Quake. Their units consist of humans that have implants placed in them for augmenting their skills or providing control over them. You will see lots of spikes and laser weaponry in their arsenal and their nature is very mechanical. Their construction units shoot out small drones that are very reminiscent of nanites, only they are much larger.

The graphics of the game are also the games biggest flaw right now. The requirements to render this game properly has given more than one player a headache. We have had numerous complaints on our forums of issues with the game and some players even quit the game over the aggravation this has caused. This game recommends a dual core processor and a high end video card to render Supreme Commander properly. It seems that Supreme Commander also requires a supreme rig to run it.

The music in this game is flat out amazing! My fondest memories of Total Annihilation was the orchestrated music that evolved during a mission from relatively calm to more upbeat as enemies pounded into your defensive lines. The music actually has an emotional effect on the player: Either he rallies his troops and pushes the enemy out or they will crush the base underneath their treads and the music can push you in either direction.

The environmental sounds range from the grinding of machinery in your commander to the explosions of a artillery piece shooting at your position from 20 klicks away. With that said, the sounds are very well designed and make you feel immersed in the battle…as immersed as you can be with a omnipotent view of the battlefield.

Just like the game’s predecessor, the music and sound in this game is of top quality and good music makes the game much more enjoyable. The only downside is that the variety of music is a bit minimal. There seems to be only one orchestra playing a single song for all of the sides. If the different races would each have their own tailored music, it would have been a plus.

Supreme Commander’s control is similiar to many of the other RTS games that are out in wild, with some notable differences. Most of the units have a control that can be micromanaged ranging from stealth to changing the functionality of the unit to something else. For example, one of the Cybran naval units is both an anti-air but can be changed, with the push of a button, to a ground attack ship. This is just touching briefly on the different choices that are available with the units. The interface was one subject that was under conflict when the demo of the game was first released. Most were happy with the interface but many were perturbed that the interface seemed to cover 30% of the screen real estate. There is an option to position the interface vertically or to change it to a more minimalistic nature that was added through a patch by public demand. Luckily, this game is very moddable and players who like to dabble with modding can shape their own interface and share it with the public. The biggest addition to battlefield control is the ability to use a secondary monitor as another display. The second display is independent of the first display and allows the player to command the troops from it. It is possible to use this second monitor as a map, using it to keep an eye out on an avenue of approach, or if you like multitasking, upgrading and building a second base. The actual options are endless. Lets see if this feature actually pans out as when I used it, I was too busy on my single screen to have to worry about a second one. The second display was primarily used for intelligence gathering and was kept zoomed out all of the way, but then again, someone more adept at the game could definitely put this function to good use.

For all the masses expecting something different from Total Annihilation, prepare to be disappointed. To everyone who enjoyed the game, you will get a definite kick out of Supreme Commander. Supreme Commander takes all of the gameplay from the predecessor. It has a graphical update, making for some shiny eye candy, but the actual gameplay has remained unchanged. Your commander is the first unit in and can construct a basic base by itself. One important aspect is managing your mass and energy intake and consumption. If the player does not plan accordingly, it can give the opposing player a tremendous advantage as you attempt to recover. With a lack of resources, everything slows down to a crawl and some installations seize to function. Also, units that require a steady use of the materials will lose some of their abilities or also remain inactive. Once the resource juggling act is complete, a living base will spring up and the commander will be able to give commands to upgrade buildings to move up the tech chain. This in turn will allow the commander to field more powerful units all the way up to

Supreme Commander was touted as being and very moddable game and with the recent mods that are springing up online, this a very true statement. As of right now, everything from turning grounded units into hovering units to balancing issues. Even adding in a pseudo-leveling system that allows you to move up the tech tree through combat. With all of these early mods, I personally believe that this game will have strong staying power with future, more in depth mods.

Other than that, the multiplayer for the game is fantastic. Not only does the skirmish AI provide a challenge depending on the settings chosen for it, but a human player provides the best challenge yet. When you are flanked by ground units, bombarded by bombers with a fighter escort, then blow to bits by a nuclear missile, the experience can cause a feeling of humility. With the game already on sale in the high 30’s, the only thing that should stop you from purchasing this game is if you don’t meet the recommended requirements of the game.

Ron Burke is the Editor in Chief for Gaming Trend. Currently living in Fort Worth, Texas, Ron is an old-school gamer who enjoys CRPGs, action/adventure, platformers, music games, and has recently gotten into tabletop gaming. Ron is also a fourth degree black belt, with a Master's rank in Matsumura Seito Shōrin-ryū, Moo Duk Kwan Tang Soo Do, Universal Tang Soo Do Alliance, and International Tang Soo Do Federation. He also holds ranks in several other styles in his search to be a well-rounded fighter. Ron has been married to Gaming Trend Editor, Laura Burke, for 21 years. They have three dogs - Pazuzu (Irish Terrier), Atë, and Calliope (both Australian Kelpie/Pit Bull mixes).
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