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Supreme Commander Review

Xbox 360 Review by Christian Donlan

11 September, 2008

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Fitting Supreme Commander onto the 360 is a bit like squeezing a horse into a chest of drawers - even if you can, that doesn't mean you should. With the massive battles and sweeping strategic vision of the PC version already melting CPUs and warping motherboards on anything but high-end gaming rigs, trying to port this much sound and fury onto a console seems like an act of sheer bravery. And it undoubtedly is, but then so was the Charge of the Light Brigade. Sometimes, simple bravery is not enough. Sometimes, what's really called for is a little bit of judgement too.

The good news is that, the option to play on two monitors aside, almost all of the original game has made it across. From the choice of three factions, to the range of units, to the slow clamber up the three-level tech tree, all of the crucial elements are in place, as is the dizzy sense of scale that lies at the heart of the game. The control scheme is a success, too, although it can initially take a bit of time to get used to. Building, grouping, and issuing commands are all handled gracefully by a series of radial dials mapped to the d-pad, unit selection is taken care of by varying taps at the A button (stabs in my case, ever since I spilt chocolate milkshake on the controller), and the famous strategic zoom, which allows you to lurch from close-up action to a view of the entire battlefield in seconds, is controlled with the right thumb-stick.

'Supreme Commander' Screenshot 1

The game's audio is full of likable clanks and whirs and rumbles as your machines head into battle - pull out too far, though, and it all becomes a bit of a mess.

The results can still be fairly intimidating - even with the on-screen stats slimmed down, there's a lot of information to take in at any one time, particularly when you've got a couple of factories chewing through some hefty build queues - but pains have clearly been taken to make Supreme Commander as simple to comprehend as a game with this kind of agenda is ever likely to be. Equally, although the lengthy tutorial possesses an almost Amish-like refusal to indulge in thrills and glamour of any kind, it provides a handy and much-needed introduction into the frightening wealth of tactical options available beyond.

And masochists will be pleased to note that, even on the lowest difficulty settings, the game is still fearsomely hard when it wants to be. From around the second mission mark, the multi-stage objectives played out across deviously designed maps will most likely see even seasoned RTS players running into trouble when fighting on more that one front. As with the PC original, the point at which the game truly clicks is when you finally comprehend the scale these particular conflicts are designed to play out at, and realise just how many units you're going to have to manufacture in order to achieve most of your goals. Supreme Commander doesn't just give you the option to think big - it demands it, and the game's focus on strategic large-scale warfare means those used to the handful of favoured pieces you'll need to keep most RTSs chugging along will be shocked by the often inhuman scale you have to think in here.

'Supreme Commander' Screenshot 2

Animations and unit designs are functional rather than impressive.

But those without a military degree from West Point will still be able to tank-rush the enemy and eventually win most encounters through sheer bloody-minded force of numbers. And that's not as bad as it sounds, as the tank rush in Supreme Commander is such a vast undertaking, requiring what can seem like hours of planning and building, that when you eventually send your units into battle for the last big push, their slow crawl across the huge map is a moment imbued with a real sense of nervous excitement. At times like this, the only way to see what's really going on is to zoom out to view the entire battlefield, and although the mass of squares, triangles, and diamond-shaped icons representing your units makes the game look like Geometry Wars for the Werthers Original crowd, it's hard not to get sucked into the mayhem as the exacting battles unfold.

It's not all good news, however, and it's the scale, ultimately, that causes most of the problems. Refusing to alter the game's design beyond installing a 500-unit cap per faction, the developer hasn't avoided compromise; it's merely shifted it elsewhere. As the game grinds on and the battlefields grow, the cracks inevitably start to show.

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Comments: 1-32 of 32 in total

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NakedSnake
11/09/08 @ 21:20
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Same as Halo 2 Vista then?

http://www.eurogamer.net/article.php?art...

lmao

/lights flame
Edited 2 times, most recently on 11/09/08 @ 22:30
trixter©ú
11/09/08 @ 21:29
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Ummm...some things are just best left alone on the PC....including FPS!

/prepares for hate attacks
/cast IDontGiveA$hit Rank 10
dryden555
11/09/08 @ 21:32
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RTS games dont really belong on a console
Widge
11/09/08 @ 21:36
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If they had mouse support, I don't see why they can't go onto console.
Demento41
11/09/08 @ 21:37
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Does this include the stuff from the expansion pack as well?

edit: forged alliance, that was it.
Edited 1 times, most recently on 11/09/08 @ 22:45
Chufty
11/09/08 @ 22:11
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Some RTS games could make it onto a console. But not RTS games as vast and epically complex as Supreme Commander. I somehow don't see this selling well...
groovychainsaw
11/09/08 @ 22:27
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Have any of these RTS games sold well on the xbox? I only ever see them sold for 'bargain' price about a month after launch...
Khab
11/09/08 @ 23:20
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Darn. I was hoping for this, I can't be arsed to buy a new gaming rig.

and the 360 starts to make noises that suggests there's an angry badger trapped inside the disk tray

Genius.
dudeluvspussy
11/09/08 @ 23:36
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I really wanted this game to be good be good on the 360. eurogamer has done a good job of putting me off, I may give it a bash then return it. Its a damn shame...it could have been epic!
Pulsar_t
12/09/08 @ 00:45
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It was too demanding on the PC and being a huge TA fan I was ultimately disappointed. Mr Taylor should have done a sequel that closely imitated/improved upon Assembly's Total War franchise. SupCom is just TA in 3D, an unoptimised and aggressive one at that.
RazorObsession
12/09/08 @ 00:54
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would the fall update and the option to install to hard drive do anything for frame rates you reckon?
I'd be interested in a lot of dodgy games re-reviews if it made any performance differences.
barchetta
12/09/08 @ 01:11
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@RazorObsession: Had the same thoughts about install to HDD too. Surely this is just the kind of heavy access game that would benefit the most from the full-install option.

Still, looking at the screenshots I'm guessing SDTV is probably going to suffer a la Dead Rising. Small text, murky units at min zoom etc. so I'm doubtful over this one.
barnard666
12/09/08 @ 01:44
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I played it on PC at 10 fps....and loved it - this is probably a litle better than my PC experience so I'll still get it :)
Lutz [mod]
12/09/08 @ 07:13
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RTS Games *do* work on a console, look at Kanes Wrath. But given the scope of SupCom, I think it may be a case of biting off more than it can chew.

Still, I'll grab this in the bargin bins.
northside
12/09/08 @ 07:44
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Shame, the first page of the review was very promising. Hopefully they'll be able to improve some of the frame rate issues in a patch. I can't really imagine playing an RTS on this scale without a mouse though.
Dizzy
12/09/08 @ 07:48
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I think this game was a bit too much to port to console. It even ran like shit on my PC.
Chufty
12/09/08 @ 07:48
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Installing to the hard drive won't reduce the massive amounts of AI computation and asset rendering that the game does, which is what makes it chug.

Might make your load times a bit quicker though.
Ryuken
12/09/08 @ 08:19
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" SupCom is just TA in 3D, an unoptimised and aggressive one at that. "

You think TA was optimised? lol. :) SupCom is future-proof and it really does scale well on high-end PC's, for lower specs you'd need to limit yourselves to smaller maps and lower unit caps like this Xbox360 version does. Anyway, hopefully the lack of success of the console version won't have an impact on the future on the PC franchise even though several members of the original SupCom crew has already left GPG to do their own thing. I think the seperate release US/EU won't help this version either.
symmetry
12/09/08 @ 08:21
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Well I guess I'll see if they patch it into a decent shape before I buy then.

Big shame though, was really looking forward to this.
Quak
12/09/08 @ 08:47
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[And the press site was even less pleasantly free from an appropriate screenshot. - Ed]

Isn't it about time you guys took your own screenshots? What is this? 1995?
Bumbuliuz
12/09/08 @ 08:51
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Considering the bad reviews the game got when it was released in the US for the 360, I was suprised to see a 6/10. I was expecting 2-4/10 because of several reviews of other games in the last few weeks.
anomagnus
12/09/08 @ 09:32
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this just didnt work for me even on the pc, and thats with a two monitor set up!

yea, i felt bad ass, but after a while, it just felt, well, hollow for some reason

yea, there were tonnes and tonnes of units but they had no personailty

good for casual dips in of and out of every few months
bf
12/09/08 @ 09:45
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The logic for not releasing Soul Calibur et all on the PC seems so clear and yeat there is an endless trickle of RTS ports for consoles...
FooAtari
12/09/08 @ 10:32
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Did anyone seriously think it would work? It's a high end PC game. The 360 was never going to cope with it's complexity and scale.
robg
12/09/08 @ 10:41
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Standard Eurogamer PC bias.
schnide
12/09/08 @ 10:56
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"Fitting Supreme Commander onto the 360 is a bit like squeezing a horse into a chest of drawers - even if you can, that doesn't mean you should."

Funniest thing I've read today!
cam_guin
12/09/08 @ 11:44
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kudos for the angry badge
Bremenacht
12/09/08 @ 12:10
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I was quite looking forward to this, but now I wonder if it's RROD bait.
bonker
12/09/08 @ 15:39
#29
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/pre-orders for the angry badger

You get to control the badger, right??
FooAtari
12/09/08 @ 22:41
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"Standard Eurogamer PC bias"

PC biased today are they? Yesterday they were 360 biased. On Monday I read they were PS3 biased.

Make up your mind people.
barnard666
13/09/08 @ 01:48
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I think it was a joke
Mooks
20/09/08 @ 22:58
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I thought the PC game was average, if you look at the individual models they arent as detailed as many other RTS games, the enviroments where pretty bland also I imagine alot of the problems where to do with porting an already unoptimised engine. I predict like most of GPG games Demigod is another " average " title.

Comments: 1-32 of 32 in total

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