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Supreme Commander First Impressions

PC First Impressions by Dave McCarthy

23 October, 2006

Normally when developers invite journalists for a hands-on preview of their latest game, they're exceedingly careful not to offend those journalists for fear of getting a bad write up. So when Chris Taylor compares your humble correspondent to Hitler, it betrays an unusual degree of confidence in the game that's had RTS fans super-excited since it was announced last year: Supreme Commander. (It's okay - he was only joking. At least I think he was only joking when he compared my lack of strategic foresight to that of the leader of the Nazis...) In any case, it turns out that he's got good reason to be confident: the aforementioned hands-on session, which took place in the Seattle offices of Gas Powered Games recently, provided a good opportunity to scope out the game's strategic depths and to check out the features that everyone already knew about.

So here, in case you don't know what everyone already knew, is what everyone already knew about: Supreme Commander is the spiritual successor to Taylor's 1997 RTS title, Total Annihilation (or "my previous RTS game" as he describes it). The game features three different armies (the United Earth Federation, the Aeon Illuminate, and the Cybran Nation) and two resources (mass and power). Each army's commander is made manifest on the battlefield in the shape of an Armored Command Unit - a mobile general who is both powerful and vulnerable (since his death results in game over). The game allows players to zoom right out to see a strategic overview of the battlefield, and features support for a dual-monitor display to allow players to simultaneously zoom in on one screen and out on the other. It features a full range of land, air, and sea-based units, which can all be given waypoints that can be dragged around after they've been laid down. And it's got big maps.

Indeed, after a brief tour of the company's offices, settling down to watch the E3 demo of Supreme Commander is a convincing reminder of the game's main distinguishing feature: scale. Huge scale, which leads to increased strategic scope thanks to massive maps, a bona fide naval strategy, and offensive options that only become possible during prolonged battle as resource-hungry long-range and experimental units finally come into play (along with actual, honest-to-goodness devastatingly powerful nukes).

Taylor explains later that it's this that will distinguish the game from other similar titles - an expanded range of strategic options that unfold during later stages in the game. "I started off with the goal of making something more strategic," he says after giving us a chance to check out the game for ourselves. "I felt like we talk about strategy in RTS, but we really were playing something highly tactical. Yes you can have a strategy that unfolds inside of a small context, but strategy is something that I like to say happens before the battle; tactics happen during. So if you're playing an RTS and you don't have any time to create a strategy because you're immediately thrust into battle, are you really playing something that allows your strategic mind to do its thing?"

'Supreme Commander' Screenshot 1

It's at this point that Taylor decides to throw in a characteristically unexpected counter-attack: "I felt that there was more we could do, so the bigger maps, the more exciting units, the level of zoom - when you put all those things together... well actually now you've played the game, do you think you're playing something new?"

Well that's an interesting question. Which I'll get round to answering in a little while. Because actually, the first thing you notice when playing the game is an uncanny sense of familiarity. When it comes to the hands-on part of the tour, what's immediately apparent is that this is a game that is squarely aimed at dedicated fans of the genre. It does everything you'd expect an RTS to do, but slick and polished, with a little bit more thrown in for good measure. It's an impression that Taylor confirms when he says: "You have to really know who your audience is and you have to go after that audience in a serious way, so we've really, truly gone after a hardcore market here with Supreme Commander. I took every single thing I thought worked in my previous RTS game, and I went forward with it, and everything I thought did not work and I left it behind."

So the game starts off with the same build-units-and-extract-resources pattern that will be instinctual to any seasoned RTS nut: lay down your build queue, harvest resources, and quickly create as many units as possible with which to overwhelm your opponent. Certainly that's what I did in my first game, and, without really knowing what I was doing, I managed to tank-rush my opponent into submission. From this perspective, the only thing new about the game seemed to be its superbly streamlined interface and the zoomed-out strategic view, which replaces units with icons.

'Supreme Commander' Screenshot 2

But this is something that Taylor readily acknowledges: "The interesting thing about Supreme Commander is that the smaller maps make it play more traditional - land-based, early rush, race for resources." Here's the clincher, however: "As the maps progressively get larger and larger, those strategies stop working - you can't build a tank rush because you're not even on the same island. If you build a bunch of aircraft, by the time they fly across the map they're halfway out of fuel and they'll have to deal with air defences. Now you've got things like spyplanes, your big strategic nukes, your naval component. If you don't have a fuel model set up, naval elements are useless because you're moving everything you need using the air. With a fuel model that gives your aircraft a limited range, you need a forward airbase. Naval gives you the ability to clear land and it creates another angle of exposure that can be very devastating."

This degree of enhanced strategic scope is something that only becomes apparent after a few games. Like my second game in which I tried to tank-rush again, but after failing to take out the enemy ACU with my initial waves of attackers, my opponent was able to regroup and shut down my resources due to his better control of the map. Or my third game, in which I was able to sneakily observe my two opponents taking each other out before going in for the kill. Or my fourth game, in which I dominated for about an hour before realising that I hadn't invested in any long-term strategy, and was quickly taken out experimental technology belonging to various opponents (even a suicide-bid for revenge failed, as I tried but failed to march my ACU - which goes up like an atom bomb when it's destroyed - into my nearest enemy's base).

So yes, to (finally) answer Taylor, it does feel like playing something new, especially in the later stages of a battle. The strategic complexities of the game only reveal themselves gradually, as longer games allow experimental units to be built (like lumbering giant mechanised spiders and beetles, or flying saucers that take up the whole screen when you zoom in), or the transformation of your ACU into an extremely potent offensive weapon, or the hatching of strategies and counter-strategies. In fact, wandering round watching other games in progress demonstrated that the ebb and flow of battle, over games that lasted several hours, was actually just as much fun to observe as it was to initiate.

"It would be a failure if we couldn't create a game that made people believe that there's a new way to win," says Taylor. On that count, it looks like the game will be a success.

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Comments: 1-34 of 34 in total

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Have_to_Speak_Up
24/10/06 @ 08:07
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I'm getting more and more turned on by all this
krudster [mod]
24/10/06 @ 08:09
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Steady.
mingster
24/10/06 @ 08:10
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Any news on the beta keys?
Have_to_Speak_Up
24/10/06 @ 08:13
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Sorry K but at first I just didn't feel any love towards it. I was getting tired of RTS'... in fact I was even getting tired of many genres. But the thought of a genuine strategy... it's interesting. Reminds me of when i used to draw maps for Dune 2 deciding where i was going to attack and place gun turrets :)
pjmaybe
24/10/06 @ 08:23
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THQ are just the publishers. This is very much a Gas Powered Games game.

B'sides. With two of the best RTS games EVER coming from THQ (Warhammer 40k and Company of Heroes) I'm not complaining that they're publishing this.

Peej
neuroniky
24/10/06 @ 08:23
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Still looks like the next PC GOTY to me...

/drools
UncleLou
24/10/06 @ 08:24
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Yeah, THQ are crap. Only published such terrible games as Titan Quest, Company of Heroes and Psychonauts recently. I boycot them, too, because it makes sense.
gaselite
24/10/06 @ 08:35
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"Still not a Diana Ross-based RTS."

How many days did it take to come up with that?
Kostabi
24/10/06 @ 08:36
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Indeed, THQ have turned a corner in the last year or so.
disussedgenius
24/10/06 @ 08:40
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Dual monitor support ftmfuw!
souljah
24/10/06 @ 08:42
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I am so excited by this game.

My PC, however, is not.
UncleLou
24/10/06 @ 08:48
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Thq are more than just the publishers. If only Thq were just publishers like. Thq like to get in involved, make suggestions and have too much input. Thq like to stick their ore in, because they can.

Looks to me like their input is a pretty good influence, judging by their recent releases.

/shrugs
IMO
24/10/06 @ 08:57
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"I am so excited by this game.

My PC, however, is not. "

+1, My laptop weeps every time :(
Grim...
24/10/06 @ 08:59
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This looks great :)
Clive Dunn
24/10/06 @ 09:00
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I want this game so much I've done an accidental sex wee in my pants.
Bertie [staff]
24/10/06 @ 09:09
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Looks like a fantastic game... /slips into dreamworld of bygone LAN days
Xerx3s
24/10/06 @ 09:15
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Chris taylor! \0/

TA was absolutely brilliant and refreshing, played it for years and years. Even now it still holds it's own against current day RTS games. This is my single most anticipated game. \0/
strangeed
24/10/06 @ 09:29
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Bah, that would kill my laptop. I want it, but I would have to invest in a new pc first. damn
AcidSnake
24/10/06 @ 09:33
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What specs do you need to play it?
I absolutely loved Total Annihilation...
And that suicide 'walk-your-commander-into-the-enemy-base' sounds very familiar...
Moonprince
24/10/06 @ 09:52
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YEAH!

Where's my Beta key and download link Eurogamer???
Macross
24/10/06 @ 10:07
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BEEETAA BEEETAA BEEEETAA

hurry before I finish gnawing my own leg off! >
Roachdog
24/10/06 @ 10:22
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Noone received their beta keys yet? Good, might be still in with a chance :D
Adam_T
24/10/06 @ 10:35
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Awesome game, THQ moaners really should check our Relic forums for CoH and DoW. THQ staff post daily responses to questions from fans and members, about new developments, patch news and a host of stuff. Its the most involved I've ever seen a company get with its fanbase in my 10 years of gaming.
Quine
24/10/06 @ 10:39
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/reads the strategy info.

/chubs
Hunam85
24/10/06 @ 11:43
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Excellent, i recall with great fondness my 6 hour long matches on 7 islands on TA, im glad this is the only RTS around these days that wants massive long matches :)
Veldaban
24/10/06 @ 12:56
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Sorry to be a pessimist here, we all hate 'em, but am I really the only one who was a bit disappointed with this article? I've been REALLY interested in this game over the past few months, with some real promise of strategic depth, but this preview just makes it seem like it really is just a resource/construction-rush game all over again. If you look hard enough and if you play long enough you'll find a little bit more strategy in it, but it still sounds like the best things to do is still clicking as fast as you possibly can.

Really hope to be proven wrong on this.
mingster
24/10/06 @ 13:37
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Anyone got a beta key they don't want?
Moonprince
24/10/06 @ 13:47
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Anyone have a beta key?
kars
24/10/06 @ 14:03
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"Anyone have a beta key?"

Got one in a mail today :) Hopefully the beta won't have expired until I've upgraded my computer. I suspect my poor 9800pro will cry once it tries to run this game...
lemonfist
24/10/06 @ 14:04
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As awesome as it looks, I'm thinking along the same lines as Veldaban. I hope the zooming out will make it a lot easier to manage everything at once as I'm really crap at ressource-collecting, build-as-fast-as-you-can games.
Edited 1 times, most recently on 24/10/06 @ 15:06
Roachdog
24/10/06 @ 14:25
#31
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@ Kars, I don't mind keeping it warm for you till you upgrade ;)

Did you get it from fileplanet, or the Eurogamer comp?
Iora
24/10/06 @ 15:24
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I never understood why people say it looks like a frantic mess - and it will a nightmare to command your army on something of this scale.

Its just the same as TA. So with the added addition of the zoom feature and the co-ordinated attacks Chris showed during his energetic interview. It will make it even easier.

It will not be as difficult to micro manage your army as it is in DoW and CoH that much is certain.

p.s. Eurogamer said the result of the Beta key release would be monday. So where are the results ?!?!? I want one too.
Edited 1 times, most recently on 24/10/06 @ 16:25
Merefield
24/10/06 @ 18:42
#33
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Y'all gotta try the superb, open-source, free, glorious SPRING if you haven't done so already!!!

PS Eurogamer gotta do an article on Spring
Edited 2 times, most recently on 24/10/06 @ 19:43
PinkSpider
24/10/06 @ 20:44
#34
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I can see im going to need to increase my overdraft a few hundred when this comes out :(

If it lasts anywhere as near as TA then it shall be worth it anyways (ive been playing TA since I got into PC gaming many years ago).

Comments: 1-34 of 34 in total

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