Supreme Commander
By: Nikhil Singh
| Apr 06, 2007





- 2.5
|
If you've read our preview for Supreme Commander, you'd see that we were really excited about the game, and for good reason. Supreme Commander (SupCom) was supposed to tread on completely uncharted territory with its epic scaled battles and unique design. Under Chris Taylor's expert supervision, we've hoped for another title as brilliant as his last brainchild—Total Annihilation, which by the way is regarded as one of the best RTSes of all time by many. So did this game really deliver? To make up our mind, let's take a look at what we expected from the game, and what we experienced.
Just as expected, the game boasts of some really massive battlegrounds, which stretch over miles. The enormity the game claimed (and has) was the key, and make or break factor of the game, since it could either ruin, or enhance the gameplay depending on how it translated into the single and multiplayer modes. In this case, it's a bit of both. When they said that the maps would be huge, they really meant it! The maps are large enough to make you feel like you're part of a full scaled war, rather than tiny skirmishes. But traversing these huge maps can be rather cumbersome at times. Although the units are pretty large themselves, they're really tiny compared to the size of the game's maps, and it can take them what seems like eons to get from one corner to another. I'm not exaggerating—the powerful (and slower) units LITERALLY CRAWL like an infant with only one leg and no hands.
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Praveen @ Apr 07, 2007
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