Is
bigger really better?
Throughout
development we were shown screenshots of massive
battlefields where armies of hundreds clashed on
land, sea and in the air. Thankfully they kept this
feature intact and some of the maps available are
gigantic (81x81 square kilometers). What the size
of the maps causes is that there are usually multiple
battles taking place at the same time, and all of
them involve several hundred units. Depending on
the map it might take several minutes for your fastest
units to reach the enemy base, so thankfully there
are ample ways to speed up travel. Transport aircraft
are the most standard way to do this, but because
such carriers are unarmed and quite vulnerable a
well placed aerial ambush is all it takes to erase
an entire army off the face of the planet. When
playing on oceanic levels such tactics can also
be used on boat transports. Some of the land units
are also capable of traveling underwater, making
them invulnerable for conventional weapons (a few
submarines can do wonders though).
No
matter how hard the developers worked on such features
all would be pretty much pointless if the units
did stupid things when not being watched over. Thankfully
the unit AI is some of the best I have seen, so
you can order a whole platoon to move somewhere
and unless they get ambushed by a stronger force
they’ll deal with anything they encounter
on their own. This and the fact that you can split
the battlefield view into two viewports enable you
to control several battles at once, without getting
gray hair from unneeded frustrations. The AI in
general is quite good and you’ll have severe
issues defeating it in skirmish battles or during
singleplayer. An important feature concerning the
AI is the waypoint system. The one found in SC is
by far the most flexible found in games, as it allows
you to plan countless actions in advance with just
a few clicks. You can order battle units to move
to several points, and it’s just a matter
of clicking on an already existent waypoint to link
the path together into a patrol route. Builders
can be ordered to build multiple buildings in advance,
repairing some damaged ones on the way if necessary.
What makes the system so great is that when units
are following a chain of orders they still dynamically
react to outside forces, so an air interceptor patrolling
around the map will engage any other air units encountered.
The
gameplay system has its flaws though, as one of
the best ways of dealing with the enemy is rushing
it with a huge force. Tech 3 units are extremely
powerful, but a sizeable force of lower tech units
can destroy them within seconds. Because of that
it is very easy to win multiplayer games by mass
producing cheap units and rushing the enemy. Campaign
battles are no different, but here you usually have
the time to build a large force of more advanced
units such as mobile shield generators, huge tanks
and later on even massive crawlers and flying fortresses.
Campaign missions also have an interesting feature,
where you usually start on a very small map, but
by completing the mission objectives you expand
the battlefield area, usually at an almost exponential
rate.
In
the future
The
game looks good; there is no question about that.
In fact, considering the scope of things the amount
of detail seen on the landscape and buildings is
above average. Imagine looking at a tank from up
close, admiring the details like the moving tracks
for one minute, than zooming out until a two square
kilometer big island the tank was on is nothing
more than a small dot on the screen. It works the
other way around too, and you can seamlessly zoom
to any part of the map just by pointing there and
scrolling with the mouse wheel. The game effects
are also mind-blowing, both in terms of how pretty
they look and their size. A nuclear missile will
blast anything in a huge radius and the whole scene
will be just as impressive from up close as from
a viewpoint located a few miles above the ground.
As
always the eye candy comes at a high price. Don’t
even think about running the game on older hardware,
as just the processing power required to control
the thousands of units is enough to choke any single
core processor, especially if you are playing against
the AI. The visuals are also very demanding, and
you can forget about playing at high details with
anything less than a X1800XT or stronger. Even the
sound, which is not nearly as good as the graphics
are, requires some CPU cycles on its own.
Conclusion
Being
a Total Annihilation fan I expected more from Supreme
Commander. The experience I got was similar to driving
a regular jeep and than moving to a Hummer. Sure,
the Hummer is bigger and way more impressive, but
in the end I can’t use it to get anywhere
I couldn’t get to before. Don’t get
me wrong, SC is a very good game that I will keep
playing for quite some time, especially online where
I’m bound to see some very spectacular battles.
But unfortunately I can’t help but feel like
I’m playing TA version 1.5 with improved graphics
and bigger maps. Then again, that alone is a good
reason to get the game.
Gameplay
|
18/20 |
The
core may be old, but that doesn’t mean
it’s not good. Quite the opposite, SC
is one of the best and most advanced strategy
games released in years. |
Graphics
|
18/20 |
It
may not have as many details as Company of
Heroes, but the maps are up to a 100 times
bigger and the amount of units is jaw dropping. |
Sound
|
15/20 |
Sound
is perhaps the weakest link in the SC chain.
The music is not bad, but it sometimes doesn’t
fit with what is going on on the screen. |
Value
|
17/20 |
People
played Total Annihilation for years after
its release. SC uses the same mechanics but
offers more content. |
Preference
|
17/20 |
If
you hate strategy games stay away from SC,
there is nothing here to convert you. If not,
don’t miss out on this jewel. |
Overall
|
85/100 |
A
game that was hyped to be the best strategy
game ever disappoints by being just a great
game and nothing more. That shouldn’t
stop you from getting it though! Highly recommended. |