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Supreme Commander


Achieved_Nirvana

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Publisher: Aspyr

Developer: Hellbent Games / Gas Powered Games

Genre: Real-Time Strategy

Availability: May 19, 2008

System(s): Xbox 360, P.C.

ESRB Rating: "E" for Everyone 10+

 

Box Art (Courtesy Amazon.com):

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For a millennium war has raged between the United Earth Federation, the Cybran Nation and the Aeon Illuminate. Unwavering, dramatically opposing systems of belief have locked the three forces of humanity into a bitter, merciless conflict that has come to be known as the Infinite War. Now, after centuries of struggle, a war that has torn the galaxy asunder has finally reached a turning point. A leader has risen above all others, and only this Supreme Commander holds the key to ending the Infinite War once and for all.

 

The groundbreaking game puts players in command of one of three factions -- the United Earth Federation, the Cybran Nation or the Aeon Illuminate – that they must lead to victory and end the thousand-year Infinite War. Featuring a newly designed, intuitive console control scheme, Supreme Commander offers gameplay on an unprecedented scale. A revolutionary Strategic Zoom control allows for immediate viewing and command of entire armies as gamers battle through one of the three vast campaigns or against online enemies. Xbox 360-exclusive units, new online game modes and updated maps will bolster Xbox Live play as gamers wage war against opponents around the globe.

 

Screenshot (Courtesy IGN):

supreme-commander-20080219040739361.jpg

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i wonder how this would pan out considering the PC version required godly specs to render the number of units on screen. And if i remember rightly Shacknews did a preview where the devs said a few things might be scaled down keeping the 360 in mind.

 

Interview of Marc Scattergood (Producer) by IGN:

 

IGN: How much, if any, of the PC content is being removed for the 360 release?

Marc Scattergood: The only thing we've taken out of this version are the largest multiplayer maps. After examining how various maps played and looking at which maps were most popular with our player-base, we made the decision to stick with the smaller multiplayer maps, 5km x 5km to 20km x 20km. These maps account for 34 of the 40 maps originally included in the game, and make for the best playing experience on the 360.

 

IGN: Controlling so many units across such large maps with a controller seems daunting -- are the map sizes or unit limits being reduced to accommodate the console?

Marc Scattergood: This touches on the previous topic. The only thing we excluded were the six biggest maps, because we found they were not as much fun to play on a console. As for unit caps, our default is still 500 units per player. We don't go higher than that, but that was a standard number across the campaigns as well as many multiplayer games. The players can choose to have lower unit caps, but that is a player decision. Performance is not noticeably different with a 500 unit cap or a 250 unit cap.

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  • 2 months later...

Supreme Commander's Console-Exclusive Online Modes

 

Following the critical acclaim and solid sales on PC, Supreme Commander is poised for its console debut on the Xbox 360 on June 23rd, bringing the same signature large-scale battles and varied factions into the fray. Granted, real-time strategy games typically aren't favored for PC-to-console ports--but Hellbent Games and Gas Powered Games believes it can succeed, especially when sprucing it up with new exclusive features.

 

For one, Supreme Commander does away with the mouse-based UI, and doesn't simply try to jam the PC control scheme into the Xbox 360. Replacing short cuts and buttons is a wheel-based control system, where you bring up a circular selection of options to build, defend or attack.

 

The other signature feature is the strategic zoom. For scrolling, conventional RTS games rely upon dragging the mouse to the edge of the screen, clicking on a section or a mini-map, or key-binding a specific location of the map on the keyboard so the player could switch to that view at any time. Supreme Commander instead allows you to zoom out with the flick of the right stick, giving you a commanding (no pun intended) view of the battlefield.

 

From a gameplay perspective, Supreme Commander on the Xbox 360 offers new multiplayer modes that's not only exclusive to the console version, but is distinct among other games in the RTS genre. There's two new modes--King of the Hill and Command Point--that don't follow the typical "mine ore ad nauseum, zerg enemy base" mold.

 

King of the Hill, as you'd expect from playing multiplayer on FPS titles like Halo 3, requires you to stay within a confined space to earn points. A glowing rectangular square will appear on the map--sometimes in the center, at other times in the corner of the battlefield--and it's your job to shove as many units in there as you can, meanwhile blasting the opposition out. You want to bring in the big guns, too; the bigger the units and the more high-tech, the more points you earn per second. This incentivizes players to keep upgrading, and not to simply send in their low-tech units en masse. And in a twist, you cannot build buildings inside the rectangular area, forcing you to place your staging ground elsewhere.

 

Command Point mode favors a run-and-gun type of gameplay, as it requires you to capture as many civilian buildings as you can. You win the game after capping a predetermined percentage of buildings, and the buildings themselves are taken over using engineers, Command Units and SCU's. Since it's largely a speed game, turtlers will be dismayed to know that they can't simply upgrade and expand within the cozy confines of their own base. And as with all other multiplayer modes, the two new modes allow for up to four players to play at once, whether it be 2-on-2, 3-on-1 or 4-on1.

 

For those that want to get in on the console RTS action, Supreme Commander will be out for the Xbox 360 on June 23, 2008.

 

From IGN.

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  • 2 weeks later...

5.0 Presentation

The controls make it much harder to get at the finer points of the game. The story and art direction are the definition of bland.

4.0 Graphics

Major performance issues on top of a major downgrade from the PC release.

5.0 Sound

The sound effects feel lifeless, as does the voice acting.

4.0 Gameplay

If this game ran better, you might have something worth working around the complex controls for.

5.0 Lasting Appeal

The campaign is a bore and the skirmishes leave a lot to be desired. Hook up with someone online to find the fun.

4.5

Poor OVERALL(out of 10 / not an average)

 

 

Review score by IGN US.

 

-------

 

WTF? Epic failures one after another?

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