Supreme Commander (video game): Difference between revisions
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{{Short description|2007 video game}} |
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{{redirect-distinguish|United Earth Federation|Terran Federation (disambiguation)}} |
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{{Infobox CVG| title = Supreme Commander |
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{{Use mdy dates|date=December 2017}} |
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|image = [[Image:Supreme Commander Box Art.jpg|256px|Supreme Commander box art]] |
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{{Infobox video game |
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|developer = [[Gas Powered Games]] |
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| title = Supreme Commander |
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|publisher = [[THQ]] |
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| image = SupCom-win-cover.jpg |
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|designer = [[Chris Taylor (game designer)|Chris Taylor]] |
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| alt = Supreme Commander cover |
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|engine = |
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| developer = [[Gas Powered Games]]{{efn|Ported to Xbox 360 by [[Hellbent Games]].}} |
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|released = {{flagicon|USA}} [[February 20]], [[2007]] ([[North America|NA]]) <br /> {{flagicon|Europe}} [[February 16]], [[2007]] ([[Europe|EU]]) |
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| publisher = {{Unbulleted list|'''Microsoft Windows'''|[[THQ]]|'''Xbox 360'''|{{Video game release|NA|[[Aspyr]]|PAL|[[505 Games]]}}}} |
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|genre = [[Real-Time Strategy]] |
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| designer = [[Chris Taylor (game designer)|Chris Taylor]] <br/> Bradley Rebh <br/> John Comes |
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|modes = [[Single player]], [[Multiplayer]] |
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| programmer = Jonathan Mavor |
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|ratings = [[ESRB]]: E10+ |
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| composer = [[Jeremy Soule]] |
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|platforms = [[Microsoft Windows|Windows]] |
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| producer = Kent McNall<br />Gary Wagner |
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|media = |
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| artist = Kevin Pun<br />Steven Thompson |
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|requirements = |
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| writer = Jason Janicki<br />Evan Pongress<br />Bradley Rebh |
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| engine = |
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| released = '''Microsoft Windows'''{{Video game release|EU|February 16, 2007|NA|February 20, 2007|AU|February 23, 2007}}'''Xbox 360'''{{Video game release|NA|June 23, 2008|EU|September 12, 2008|AU|September 18, 2008}} |
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| genre = [[Real-time strategy]] |
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| modes = [[Single-player video game|Single-player]], [[Multiplayer video game|multiplayer]] |
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| platforms = [[Microsoft Windows]], [[Xbox 360]] |
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}} |
}} |
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{{Otheruses4|1=the video game|2=the commander of a nation's military forces|3=Commander-in-Chief}} |
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'''''Supreme Commander''''' is a [[real-time strategy]] (RTS) [[Computer and video games|computer game]], developed by [[Chris Taylor (game designer)|Chris Taylor's]] [[Gas Powered Games]] and will be releasing on February 20th, 2007. It was first announced in the August 2005 edition of [[PC Gamer]] magazine and is referred to as the spiritual successor to Taylor's 1997 RTS game ''[[Total Annihilation]]'', which has been widely hailed as one of the great triumphs of the genre.<ref>{{cite web|title=Top Ten Real-Time Strategy Games of All Time|url=http://archive.gamespy.com/top10/february04/rts/index11.shtml|author=GameSpy|date=2004-02-31}}</ref> On January 18, 2007, it was announced that Supreme Commander has [[going_gold|gone gold]], with a ship date of February 20, 2007 in the USA[http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=74632] and Feb 16, 2007 in Europe.[http://uk.gamespot.com/pc/strategy/supremecommander/similar.html?mode=versions&om_act=convert&om_clk=gssummary] |
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'''''Supreme Commander''''' (sometimes '''''SupCom''''') is a 2007 [[real-time strategy]] video game designed by [[Chris Taylor (game designer)|Chris Taylor]] and developed by his company, [[Gas Powered Games]]. The game is considered to be a [[spiritual successor]], not a direct [[sequel]], to Taylor's 1997 game ''[[Total Annihilation]]'',<ref name="Gamespot Q&A">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?sid=6134783 |title=''Supreme Commander'' Q&A - What Makes ''Supreme Commander'' Unique? |website=[[GameSpot]] |date=September 30, 2005 |access-date=March 20, 2007}}</ref> and also the [[Spring (game engine)|''Spring'']] [[Video game remake|remake]]. First announced in the August 2005 edition of ''[[PC Gamer]]'' magazine,<ref>{{cite journal |author=Editorial staff |title=''Supreme Commander'' preview |date=August 2005 |issue=139 |pages=24–34 |journal=[[PC Gamer]]}}</ref> the game was released in Europe on February 16, 2007, and in North America on February 20. |
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==Story== |
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The [[Expansion pack#Stand-alone expansion packs|standalone]] expansion ''[[Supreme Commander: Forged Alliance]]'' was released on November 6 of the same year. The sequel, ''[[Supreme Commander 2]]'', was released in 2010. Nowadays, the original ''Supreme Commander'' is played through the community [[Client (Internet game)|client]] called [[Forged Alliance Forever]]; the game has been further developed and balanced, and offers a wide variety of community [[Mod (video games)|mods]].<ref>{{Cite web |title=Forged Alliance Forever |url=https://www.faforever.com/ |access-date=2023-02-23 |website=www.faforever.com}}</ref> |
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In the Quantum Age of 2018, scientists from Earth began experimenting with "quantum tunneling", which allows transport of living matter through great distances. However, tunneling was prohibitively expensive since one tunnel requires the energy output of up to 25 fusion reactors. Conventional space travel just isn't fast enough, so scientists forged ahead. In due time, they finally perfected the technology with the teleportation of a single atom of [[caesium]] in a lab, and the first off-world teleportation moved a milligram of [[iron]] onto the [[Moon]]. They then slowly started working up the food chain from insects to [[mammals]] such as mice and monkeys. The first humans are "tunneled" in 2062 when a group is sent to [[Neptune|Neptune's]] moon Triton to further explore the solar system. The quantum tunnel transport takes .26 seconds. |
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The gameplay of ''Supreme Commander'' focuses on using a giant bipedal [[mech]] called an Armored Command Unit (ACU), the so-called "Supreme Commander", to build a base, upgrading units to reach higher technology tiers, and conquering opponents. The player can command one of three factions: the Aeon Illuminate, the Cybran Nation, or the United Earth Federation (UEF). The expansion game added the Seraphim faction. ''Supreme Commander'' was highly anticipated in pre-release previews, and was well received by critics, with a [[Metacritic]] average of 86 out of 100.<ref name="supcompcrev-Metacritic"/> |
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The galaxy slowly began to be colonized through a variety of tunnel networks, radiating from Earth like the spokes of a wheel. By 2284, 16 colonies had been created, which are now known as the Prime Worlds, and by 2316 each of these begin ''their'' own expansion. Two-hundred and ten years later, 110 colonies begin their expansion as well. [[Alien life]] at this point was yet to be discovered. |
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== Gameplay == |
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By 2663, there were now more than 400 self-replicating colonies and the empire was having trouble regulating them. Small scale wars developed between colonies and the Earth sent Colonial Command forces to stamp out the resistance. These pacification operations continued to grow. What the Earth didn't realize is that some of these rebellions were started by Colonial Command Commanders unhappy with current events and/or greedy for power of their own. The Earth Empire was slowly losing its iron grip on its colonies. |
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''Supreme Commander'', like its spiritual predecessors, ''[[Total Annihilation]]'' and [[Spring Engine|''Spring'']], begins with the player solely possessing a single, irreplaceable construction unit called the "Armored Command Unit," or ACU, the titular Supreme Commander. Normally the loss of this unit results in the loss of the game (Skirmish missions can be set for a variety of victory conditions). These [[mech]] suits are designed to be transported through [[Quantum mechanics|quantum gateways]] across the galaxy and contain all the materials and [[blueprint]]s necessary to create a 37th-century army from a planet's native resources in hours. All standard units except Commanders and summoned Support Commanders (sACU) are self-sufficient [[robot]]s. |
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All units and structures belong to one of four technology tiers, or "Tech" levels, each tier being stronger and/or more efficient than the previous. Certain lower-tier structures can be upgraded into higher ones without having to rebuild them. The first tier is available at the start of the game and consists of small, relatively weak units and structures. The second tier expands the player's abilities greatly, especially in terms of stationary weapons and [[energy shield|shielding]], and introduces upgraded versions of tier one units. The third tier level has very powerful assault units designed to overcome the fortifications of the most [[Trench warfare|entrenched]] player. The fourth tier is a limited range of "experimental" technology. These are usually massive units which take a lot of time and energy to produce, but provide a significant tactical advantage. |
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Despite all the turmoil, expansion continued, with Earth claiming control of as many as 1,280 systems at its peak. The Colonial Command was stretched to its limits because of unrest along the frontier. Historians mark 2819 as the beginning of the Infinite War. The last loyal remnants of the Colonial Command have retreated back to the 16 Prime Worlds, abandoning the rest of the galaxy to anarchy. Much of the Quantum Gate network was destroyed by various factions pushing their own agendas. Many worlds that relied on the Empire are lost, as are the technology and science that may have been in development. It is during this time that 29th-century combat is taking on a new face. A single man in a self-sufficient commander suit can arrive alone on a distant world and create a massive army of robots, tanks, ships and planes within hours of arrival, using only the native mass and energy of the planet. Whole worlds are laid to waste in battles between these commanders and robotic armies. It is believed the Infinite War is lasting as long as it is because of the inexhaustible nature of these "Supreme Commanders" and the fact that their use was never envisioned on such a massive scale. |
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''Supreme Commander'' features a varied skirmish AI. The typical Easy' and Normal modes are present, but the Hard difficulty level has four possible variants. Horde AI will swarm the player with hordes of lower level units, Tech AI will upgrade its units as fast as possible and assault the player with advanced units, the Balanced AI attempts to find a balance between the two, and the Supreme AI decides which of the three hard strategies is best for the map. |
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The Earth Empire finally crumbled and a new government came in vowing to reach out to the worlds abandoned as the empire collapsed. This United Earth Federation offers stability to troubled worlds. Meanwhile, the Aeon Illuminate suggests that worlds accept "The Way" or destruction. And the Cybran Nation fights trying to free their brothers from the oppressive human way. Now the battle lines are drawn and the sides clearly defined. There is no room for compromise, no room for mercy. No room for anything but the complete eradication of anyone who opposes their conflicting and unwavering beliefs. Finally, the conflict has reached a turning point. You are the Supreme Commander and only you have the power to bring the Infinite War to an end once and for all. |
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The single player campaign consists of eighteen missions, six for each faction. The player is an inexperienced Commander who plays a key role in their faction's campaign to bring the "Infinite War" to an end. Despite the low number of campaign missions, each mission can potentially last hours. At the start of a mission, objectives are assigned for the player to complete. Once the player accomplishes them, the map is expanded, sometimes doubling or tripling in size, and new objectives are assigned. As the mission is commonly divided into three segments, the player will often have to overcome several enemy positions to achieve victory. |
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The fate of the galaxy is in your hands. |
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=== Resource management === |
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==Gameplay== |
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Because humans have discovered replication technology, making advanced use of [[rapid prototyping]] and [[nanotechnology]], only two types of resources are required to wage war: [[Energy]] and [[Mass]].<ref name="InterviewGameSpy" /> Energy is obtained by constructing [[Power station|power generators]] on any solid surface (except fuel generators, which can only be built on fuel deposits), while Mass is obtained either by placing mass extractors on limited mass deposit spots (the most efficient method, although it requires map control) or by building mass fabricators to convert energy into mass. Constructor units can gather energy by "reclaiming" it from [[organism|organic]] debris such as trees and mass from rocks and wrecked units. Each player has a certain amount of resource storage, which can be expanded by the construction of storage structures. This gives the player reserves in times of shortage or allows them to stockpile resources. If the resource generation exceeds the player's capacity, the material is wasted. On the contrary, if the storages are depleted and the demand of one of the resources exceeds the production, then all the productions speed is reduced. In addition, if an energy deficit occurs, shields will stop working. |
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An adjacency system allows certain structures to benefit from being built directly adjacent to others.<ref name="Roriep5">Rorie (2007). p. 5</ref><ref name="InterviewIGN" /> Energy-consuming structures will use less energy when built adjacent to power generators and power generators will produce more energy when built adjacent to power storage structures. The same applies to their mass-producing equivalents. Likewise, factories will consume less energy and mass when built adjacent to power generators and mass fabricators/extractors, respectively. However, by placing structures in close proximity, they become more vulnerable to collateral damage if an adjacent structure is destroyed.<ref name="Roriep5"/> Furthermore, most resource generation structures can cause chain reactions when destroyed (especially Tier III structures, which produce large amounts of resources but often have large detonations that can wipe out a nearby army). |
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According to the PC Gamer article, ''Supreme Commander'' will be unique amongst the countless members of the RTS genre in that it integrates grand-strategy ("[[Risk (game)|Risk]]-like") mode with real-time, individual, ground-level tactical battles. This may sound similar to systems found in games such as ''[[Rise of Nations]]'' or ''[[Total War (video game series)|Total War]]'', but in ''Supreme Commander'' this integration will allegedly be seamless. It will be a matter of zooming in or out on the map to go from the bird's eye view of the entire theater of war, where icons represent armies, down to observing skirmishes amongst individual units. |
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=== Warfare === |
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In the article, Taylor claims that "almost all modern RTS games do not actually employ strategy. In reality, they simply pit opponents against each other in resource wars, where the combatant with the most units wins". Not wanting to go into detail about the game not yet released, Taylor said that his goal is to appeal to an untapped audience who would appreciate the presence of actual strategy in his game. This will be accomplished by using the aforementioned scale of the game: finding a happy medium between serious war-gaming and ground-level carnage. |
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[[File:SupCom ZoomAnimation.gif|thumb|''Supreme Commander'' allows the player to zoom out far enough to view the entire map on screen.|alt=|left]] |
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''Supreme Commander'' uses a "strategic zoom" system that allows the player to seamlessly zoom from a detailed close up view of an individual unit all the way out to a view of the entire map, at which point it resembles a fullscreen version of the [[minimap]] denoting individual units with icons.<ref name="InterviewGameSpy" /> The camera also has a free movement mode and can be slaved to track a selected unit and there is a split screen mode which also supports multiple monitors. This system allows ''Supreme Commander'' to use vast maps up to 80 km x 80 km, with players potentially controlling a thousand units each. |
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===Unit scale=== |
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Units in ''Supreme Commander'' are built to scale as they would be in the real world. For example, [[battleship]]s dwarf [[submarine]]s.<ref name="InterviewIGN" /> Late into the game, the larger "experimental" units, such as the Cybran ''Monkeylord'', an enormous spider-shaped assault unit, can actually crush smaller enemy units by stepping on them.<ref name="InterviewIGN" /> |
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In most RTS games, units must be sized to fit reasonably on the screen. This imposes minimums and maximums to unit and building sizes for the game to remain playable. For example, [[Act of War]] had to use two entirely seperate zoom scales in order to implement realistically scaled naval units. In contrast, Supreme Commander allows great diversity in unit size while maintaining playability. The scale is even large enough for semi-realistic nuclear explosions. |
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Because of the wide range of planets colonized by humanity in the [[#Setting|setting]], the [[Theater (warfare)|theatres of war]] range from [[desert warfare|desert]] to [[arctic warfare|arctic]], and all [[battlespace]]s are employed.<ref name="GameSpy: Air">{{cite web |url=http://pc.gamespy.com/pc/supreme-commander/632421p1.html |title=''Supreme Commander'': Warfare in the Air |access-date=April 26, 2007 |author=Dave 'Fargo' Kosak |publisher=[[GameSpy]] |date=July 8, 2005}}</ref><ref name="GameSpy: Land">{{cite web |url=http://pc.gamespy.com/pc/supreme-commander/632399p1.html |title=''Supreme Commander'': Warfare on Land |access-date=April 26, 2007 |publisher=GameSpy |author=Dave 'Fargo' Kosak |date=July 8, 2005}}</ref><ref name="GameSpy: Sea">{{cite web |url=http://pc.gamespy.com/pc/supreme-commander/632407p1.html |title=''Supreme Commander'': Warfare at Sea |access-date=April 26, 2007 |publisher=GameSpy |author=Dave 'Fargo' Kosak |date=July 8, 2005}}</ref> Technologies emerging in [[modern warfare]] are frequently employed in ''Supreme Commander''. For example, [[stealth technology]] and both [[Tactical ballistic missile|tactical]] and [[Intercontinental ballistic missile|strategic missile]] and [[missile defense]] systems can be used. |
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To accomplish this, ''Supreme Commander'' uses fully 3D terrain that is dynamically [[tessellation|tessellated]] as the camera is moved around. Both units and maps will also use [[normal mapping|normal maps]] in order to allow for a large amount of detail. |
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''Supreme Commander'' introduced several innovations designed to reduce the amount of [[micromanagement (gameplay)|micromanagement]] inherent in many RTS games. Engineers units have the command "assist", that will help follow other engineers and help them finish their orders or improve production rate of factories. In addition, engineers with the order "patrol" will repair units, buildings and recycle wrecks in their along their patrol route. Holding the shift key causes any orders given to a unit (or group of units) to be queued. In this manner a unit may be ordered to attack several targets in succession, or to make best speed to a given point on the map and then attack towards a specified location engaging any hostiles it encounters along the way. After orders have been issued, holding the shift key causes all issued orders to be displayed on the map where they can be subsequently modified to accommodate a change of plan. Further, when a unit is ordered to attack a target, the player can issue an order to perform a ''coordinated attack'' to another unit. This order coordinates the arrival time of the units at the target automatically by adjusting the speed of the units involved. |
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===Balance=== |
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As in other RTS games, [[Military Aviation#Military transport aviation and use of airborne troops|air transports]]<ref name="Roriep6">Rorie (2007). p. 6</ref> can be used to convey units to specified destinations, in Supreme Commander though by shift queuing orders a transport containing several units can be ordered to drop specific units at subsequent waypoints. An air transport can also be ordered to create a ferry route, an [[airbridge (logistics)|airbridge]] wherein any land units ordered to the start of the ferry route will be conveyed by the air transport to the specified destination. The output from a production factory can be routed to a ferry route causing all units constructed by that factory to be automatically ferried to the route's destination. Additional air transports can be ordered to assist an existing ferry route allowing many units to be efficiently transported. |
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Most mechanics|Newtonian physics]]. Unlike most RTS games, where weapons are artificially limited in power or range to balance the game and use a die-roll function to randomly determine if a projectile successfully strikes its mark or not, ''Supreme Commander'' will use the natural weaknesses of units to keep things even. For example, a very powerful and accurate bomber squadron can devastate a base rather quickly. However, bombers must fly relatively slowly if they are going to accurately bomb a target and the enemy can defend with air units that can move very fast and would have little problem hunting down and destroying the defenseless bombers. Another example is the advantage of holding high ground; projectiles fired from artillery based on a hill would be assisted by gravity in damaging the enemy. These physics will also come into play with respect to hits/misses of projectiles. For example, a tank rolling and firing will have a lower hit rate than one that is stationary while firing. |
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Supreme Commander also supports unit formations. A selected group of units can be ordered to assume a formation the shape of which can be controlled by the player. Holding control while issuing a move order will cause a group of units to move in formation. Units in formation are intelligently arranged so that the [[tank (gaming)|tankiest]] units are at the front, ranged units at the rear and with shield and intel units spaced equally throughout. |
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Other naturally limiting factors will come into play, such as the time and resources that go into making more powerful and advanced units with a number of limits on their capabilities. |
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==Plot== |
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The setting of ''Supreme Commander'' is a [[future]] where humanity is able to travel through the galaxy quickly using a [[Stargate|quantum gateway]], which is a portal opened from the fabric of space leading to a designated location potentially [[light-years]] away.<ref>{{cite web |url=http://pc.ign.com/articles/757/757622p1.html |archive-url=https://web.archive.org/web/20070126073330/http://pc.ign.com/articles/757/757622p1.html |url-status=dead |archive-date=January 26, 2007 |title=The World of ''Supreme Commander'': A tale of three factions |author=Cam Shea |publisher=[[IGN]] Australia |date=January 22, 2007 |access-date=April 26, 2007}}</ref> All of the colonies created by quantum-travelling mankind were governed by the Earth Empire, until the events that created the Cybran Nation and the Aeon Illuminate caused the empire to fall, and the Infinite War between these factions began. |
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=== Factions === |
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All units and structures belong to one of four technology tiers. Upgrading structures and producing advanced engineers allows you to produce higher tier units. |
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{{For|the alien race|Seraphim (Supreme Commander)}} |
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The first tier is available at the start of the game and consists of small, relatively weak units and structures. The second tier expands a players abilities greatly, especially in terms of base defenses and shielding. The third and fourth tiers have very powerful units designed to beat the most entrenched player. The fourth tier consists only of the "Experimental" units, all of which are very large, very expensive, and very powerful. |
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The ''Supreme Commander'' universe features three fictional factions. Each is represented as possessing great zeal and differing ideas on the future of humanity as a whole. |
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* The '''United Earth Federation''' (or '''UEF''') is the faction representing the interests of a united, Earth-based government. The UEF developed from the ashes of the Earth Empire, and now seeks to reunite humanity and restore Earth's control over the galaxy.<ref>Rorie (2007). p. 2</ref> Their society and military tactics resemble present-day society more than the Cybrans or Aeon do. Their acceptance of a variant of slavery and ideology of forced unity lends a darker side to the faction.<ref name="UEF Background">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?sid=6152532 |title=''Supreme Commander'' Designer Diary #1 - History of the United Earth Federation |access-date=March 5, 2007 |author=Staff |website=[[GameSpot]] |date=June 8, 2006}}</ref> UEF units are blueish, and somewhat blocky in form, reflecting the UEF's primary drive to maintain peace and order throughout the galaxy, and bring all of humanity back under one government. Their tactics are primarily based around long range, heavy-hitting attacks, with speed and stealth often neglected in favor of artillery strikes and large, shielded forces. |
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* The '''Cybran Nation''' (originally called the '''Recyclers''')<ref name="Readme">Supreme Commander Readme, retrieved from: French retail DVD/readme.txt</ref> is composed of [[Cyborg|Symbionts]], humans who have been enhanced with implantable technology, having entered into a form of [[Mutualism (biology)|mutualism]] with an [[Artificial general intelligence|AI]] (in addition to various other augmentations). They fight for the liberation of their fellow Symbionts throughout the galaxy.<ref>Rorie (2007). p. 3</ref> The Cybran Nation is led by the brilliant-yet-eccentric Dr. Brackman, patriarch and chief designer of the Cybrans' cybernetic technology.<ref name="Cybran Background">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?sid=6153645 |title=''Supreme Commander'' Profile Preview - History of the Cybran Nation |access-date=March 5, 2007 |website=[[GameSpot]] |date=July 7, 2006}}</ref> Cybran units are red and tend to be sharply angular and jagged in form, reflecting the Cybran's past of being hunted and attacked, and evolving into a stealthy, hit-and-run style. A Cybran commander generally gets into an area quickly, and extracts themselves quicker. Their forces often prioritize speed, stealth, and special abilities over armor, which can make them deadly for use in traps. |
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* The '''Aeon Illuminate''' draw their roots from the Golden Age of expansion of the old Earth Empire. The descendants of the first humans to encounter alien intelligent life, a peaceful, yet highly advanced, society known as the Seraphim, who first introduced colonists to their philosophy, known as "The Way". Due to escalating paranoia and [[xenophobia]] among the Old Earth Empire, conflict soon broke out, resulting in the Seraphim's apparent extinction. The colonists of the alien planet, claiming to be "disciples" of the Seraphim, soon founded a civilization supposedly based upon their teachings.<ref>Rorie (2007). p. 4</ref> In a twist of irony, the Aeon Illuminate soon began a zealous assault on the galaxy, intending to "purge" all those who did not share in their beliefs.<ref name="Aeon Background">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?sid=6155119&mode=previews |title=''Supreme Commander'' Profile Preview - History of the Aeon Illuminate |access-date=March 5, 2007 |author=Staff |website=[[GameSpot]] |date=August 2, 2006}}</ref> Aeon units are green, aesthetic and flowing in appearance, reflecting their belief in "The Way", bringing peace and tranquility throughout the galaxy. Their forces are highly specialized and often able to traverse any terrain, as most Aeon units use hover technology, allowing for powerful strikes when and where they are needed. |
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=== Story === |
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At the start of the single player campaign, the Infinite War between the three factions has raged for over a millennium. Every faction has its own problems; the UEF is slowly losing to the advancing Aeon, the Cybrans are hopelessly outnumbered and outgunned, and the Aeon [[Commander in Chief]] (called the Avatar of War) is stirring unrest amongst the Illuminate, threatening a schism on the eve of their victory. |
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The campaign focuses on the UEF's weapon of last resort, a [[planet killer]] named Black Sun. With it, they intend to destroy the homeworlds of the factions that oppose them. The Cybrans plan to use it to destroy the quantum gate network and free their enslaved brethren, while the Aeon seek to use it to broadcast a message of peace to all people. The player decides which faction to play as and what course it will take. |
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[[Image:pcgamer cover small.jpg|thumb|right|200px|''Supreme Commander'' on the cover of [[PC Gamer]] magazine.]] |
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In ''Supreme Commander'', three sides, which are all at least nominally human, are engaged in an "Infinite War" (i.e. a [[total war]]) of liberation and much sought-after peace. |
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Victory in the UEF campaign results in Black Sun destroying the critical planets of both the Aeon and the Cybrans, leading the galaxy into a new era of human superiority and ending the war.<ref>Rorie (2007). p. 14</ref> In the Cybran campaign, QAI, an enormously intelligent and powerful AI, uses it to spread a quantum virus and free all the symbionts under the control of the UEF, while disabling every quantum gate in the galaxy, stopping [[Faster-than-light|superluminal]] travel for five years, thus allowing the Cybran Nation to flourish without being attacked by the others.<ref>Rorie (2007). p. 23</ref> Finally, the Aeon campaign sees the Princess Rhianne (leader of the Aeon) become part of the quantum gate network. This allows the Princess to speak into the mind of every human, and urge all three sides to lay down arms. All three factions make peace with each other after this message.<ref>Rorie (2007). p. 29</ref> |
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===United Earth Federation=== |
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Upon finishing the game, each faction has a different teaser ending, hinting at a new enemy for the [[Expansion pack|expansion]]. The Cybran ending shows QAI calling in unidentified enemies, to Dr. Brackman's horror, saying "They are coming." The Aeon ending simply depicts Princess Rhianne opening her eyes in shock and saying "...no!" Finally, the UEF ending shows a large rift opening near Earth, and many unidentified [[Radar cross section|radar signatures]] appearing near the location of Black Sun on Earth. All three teasers are consistent with the arrival of the [[Supreme Commander: Forged Alliance|Seraphim]] from the sequel. |
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The ''United Earth Federation'' is the generic [[human]] side and seeks to re-unite humanity and restore the old ''Earth Empire'' from which they developed after a protracted period of dissolution. They favor large caliber guns, rolling tanks and armoured vehicles with wheels and treads. They are similar to the Federation from [[Starship Troopers]] in both look and propaganda. |
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== Development and release == |
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The UEF possesses in its experimental unit arsenal the 'Mavor' Strategic Artillery piece(Which can fire powerful shells to anywhere on the map with excellent accuracy), the 'Fatboy' Mobile factory, and the 'Atlantis' submarine aircraft carrier. The UEF is also the only faction capable of equipping the Armored Command Unit (the Supreme Commander) with nuclear weaponry. |
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[[File:Supreme Commander babes (648884285).jpg|thumb|upright|[[Promotional model#Trade show model|Trade show models]] promoting ''Supreme Commander'' at [[E³ 2006|E3 2006]]]] |
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Lead [[Game designer|designer]] [[Chris Taylor (game designer)|Chris Taylor]] believed that most modern [[Strategy video game|strategy games]] were actually [[real-time tactics]] games, simply because they operated on too small a scale.<ref name="InterviewGameSpy" /><ref name="InterviewIGN">{{cite web |url=http://pc.ign.com/articles/652/652972p1.html |archive-url=https://web.archive.org/web/20051013094607/http://pc.ign.com/articles/652/652972p1.html |url-status=dead |archive-date=October 13, 2005 |title=Supreme Commander Interview |website=IGN |last=Adams |first=Dan |access-date=May 27, 2007 |date=September 30, 2005}}</ref> His stated intention with ''Supreme Commander'' was to create a game that was strategy-focused by virtue of scale. Chris Taylor has stated that customizability was one of his goals for ''Supreme Commander'',<ref name="InterviewGameSpy">{{cite web |url=http://pc.gamespy.com/pc/supreme-commander/631678p1.html |title=Supreme Commander Interview |publisher=GameSpy |access-date=May 27, 2007 |date=July 8, 2005 |last=Keefer |first=John}}</ref> and that the game would ship the development team's tools if possible. The latter goal was not achieved.<ref name="PC GameWorld p3">{{cite web |url=http://pcgames.gwn.com/reviews/gamereview.php/id/1211/p/3/title/Supreme_Commander.html |title=''Supreme Commander'' |publisher=GameWorld |access-date=April 26, 2007}}</ref> They did put their map editing tools in the game files.<ref name="FAF map editor guide">{{cite web |title=Map Editor |url=http://wiki.faforever.com/index.php?title=Map_Editor#Introduction |website=Forged Alliance Forever |access-date=July 9, 2016 |ref=fafMapEditorGuide |quote=This is the same editor that GPG uses at their studio. We are very lucky to have access to it. Everything you need to create rich maps like the ones that shipped with the game can be found in the editor, once you get used to it.}}</ref> |
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===Aeon Illuminate=== |
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''Supreme Commander'' makes extensive use of two technologies relatively unused in video games prior to its release, namely multi core processing<ref name="GameSpot Hardware">{{cite web |url=http://www.gamespot.com/features/6166198/index.html |title=''Supreme Commander'' Hardware Performance Guide |author1=Sarju Shah |author2=James Yu |name-list-style=amp |website=GameSpot |access-date=April 26, 2007 |date=February 21, 2007}}</ref> and multi monitor displays.<ref name="GameSpot Hardware"/> When detecting a [[multi-core]] processor, the game assigns a specific task, such as AI calculations, to each core, splitting the load between them.<ref name="BeHardware">{{cite web |url=http://www.behardware.com/articles/660-1/supreme-commander-benchmark.html |title=Supreme Commander Benchmark - BeHardware |author=Marc Prieur |access-date=April 26, 2007 |date=March 5, 2007 |publisher=BeHardware.com}}</ref> ''Supreme Commander'' is one of the first games to specifically support dual and quad core processors in the game.<ref name=HardOCP>{{cite web |url=http://enthusiast.hardocp.com/article/2007/03/26/supcom_intel_core_2_quad_gameplay_advantages |title=''SupCom'' & Intel Core 2 Quad Gameplay Advantages |author=Brent Justice |access-date=January 13, 2010 |publisher=enthusiast.hardocp.com |date=March 26, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20100512223250/http://enthusiast.hardocp.com/article/2007/03/26/supcom_intel_core_2_quad_gameplay_advantages |archive-date=May 12, 2010 |df=mdy-all }}</ref> |
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The ''Aeon Illuminate'' is a quasi-religious order of humans who have adopted the advanced philosophy and technology of a highly intelligent extinct [[extraterrestrial life in culture|extraterrestrial species]]. Having learned from the peaceful, pacifistic aliens part of the secret of their communal [[Group mind (science fiction)|shared awareness]], they are convinced that the collapse of the ''Earth Empire'' was due to the logistical failures which become common to human organisations on massive scales, and that the only way to guarantee human prosperity and peace into the future is through the philosophical and scientific world view they have inherited. They are therefore on an obsessive mission of peace, which is to be achieved through the conversion or coercive assimilation of the rest of humanity into their ways. Their name reflects their ideology, the word '[[Aeon]]' meaning either "age" or "eternity", and 'Illuminate' meaning "to enlighten". |
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''Supreme Commander'' is heavily reliant on raw processing power from the CPU and is less dependent on rendering power from the graphics card. When using a high-end graphics card the CPU is likely to become the main [[Bottleneck (engineering)|bottleneck]].<ref name="HardOCP" /><ref name="LegionHardware">{{cite web |url=http://www.legionhardware.com/document.php?id=620&p=8 |title=Supreme Commander Performance! |author=Steven Walton |date=February 19, 2007 |publisher=Legion Hardware |access-date=May 4, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20070602155921/http://www.legionhardware.com/document.php?id=620&p=8 |archive-date=June 2, 2007 |df=mdy-all }}</ref> |
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The Aeon have the 'Tempest' submersible battleship that can construct tech 2 engineers, the 'Czar' flying fortress can carry an entire wing of aircraft, and the 'Galactic Colossus', a several hundred meter tall combat robot with a [[Directed-energy weapon|beam cannon]] and gravity claws, which pick up and smash enemy units against the Colossus's "hands". |
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On February 6, 2007, a [[Game demo|demo]] for ''Supreme Commander'' was released. It includes a tutorial, a portion of the single-player campaign, and a two-player skirmish map called "Finn's Revenge" in which the player can fight against an easy, medium, or hard Cybran AI. Of the three factions, only the Cybran Nation is playable in the demo.<ref name="Demo">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?sid=6165432 |title=''Supreme Commander'' demo out now |website=GameSpot |access-date=April 26, 2007 |date=February 5, 2007}}</ref> On July 17, 2007, it was announced that ''Supreme Commander'' would be released on [[Steam (service)|Steam]].<ref name="Steam">{{cite news |title=THQ Brings All-Star Line-up to Steam |date=July 17, 2007 |publisher=[[Valve Corporation|Valve]] |url=http://store.steampowered.com/news/1115/ |archive-url=https://web.archive.org/web/20080212153704/http://steampowered.com/v/index.php?area=news&id=1115&cc=US |archive-date=February 12, 2008 |work=Steam News |access-date=January 13, 2010 }}</ref> Taylor has hinted at a [[seventh generation console]] release in "the near future",<ref>{{cite web |url=http://www.joystiq.com/2007/10/22/supreme-commander-to-conquer-consoles/ |title=Supreme Commander to conquer consoles |publisher=Joystiq.com |access-date=December 10, 2007}}</ref> calling the [[Xbox 360]] "the platform of choice".<ref name=prog>{{cite web |url=http://www.videogamer.com/news/console_version_of_supreme_commander_in_development.html |author=Yin-Poole, Wesley |access-date=January 11, 2008 |date=October 22, 2007 |publisher=[[Pro-G]] |title=Console version of Supreme Commander in development}}</ref> |
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===Cybran Nation=== |
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The game shipped with [[software version|version]] 3189.<ref name="patch3217"/> The first update, or ''[[Patch (computing)|patch]]'', to ''Supreme Commander'' was version 3217. Released shortly after the game launch, this update included game tweaks and balances, and a number of small [[software bug|bug fixes]]. Support for the Direct2Drive version of the game was introduced, as well as a [[minimalist]] version of the [[user interface]].<ref name="patch3217">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/download.html?sid=6166318 |title=''Supreme Commander'' v3217 Patch |website=GameSpot |access-date=May 20, 2007 |date=February 23, 2007 |archive-date=September 29, 2007 |archive-url=https://web.archive.org/web/20070929224006/http://www.gamespot.com/pc/strategy/supremecommander/download.html?sid=6166318 |url-status=dead }}</ref> Version 3220, released on March 5, 2007, notably removed the [[SecuROM]] disk checking from the game. This enables the player to run the game without the game DVD in the [[DVD drive]]. [[Poland|Polish]], [[Russia]]n, and [[China|Chinese]] [[Internationalization and localization|localizations]] were excluded from this change.<ref name="patch3220">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/download.html?sid=6166786 |title=''Supreme Commander'' v3220 Patch |website=GameSpot |access-date=May 20, 2007 |date=March 5, 2007 |archive-date=September 30, 2007 |archive-url=https://web.archive.org/web/20070930082827/http://www.gamespot.com/pc/strategy/supremecommander/download.html?sid=6166786 |url-status=dead }}</ref> Version 3223 included bug fixes only. It has been called a 'specific purpose patch' by the developer [[Gas Powered Games]].<ref name="patch3223">{{cite web |url=http://www.supremecommander.com/gpgNet/basicWelcome_retail.php |archive-url = https://web.archive.org/web/20070310230748/http://www.supremecommander.com/gpgNet/basicWelcome_retail.php |url-status = dead |archive-date = March 10, 2007 |title=GPG Net Home page |access-date=May 20, 2007 |df=mdy-all}}</ref> Update 3251, was a highly anticipated update, mainly because of the plethora of changes relating to the balance between playable factions.<ref name="patch3251">{{cite web |url=http://forums.gaspowered.com/viewtopic.php?t=11126 |title=Patch Release Notes for Patch Build 1.1.3251 |publisher=Gas Powered Games |author=McNall, Kent |date=May 21, 2007 |access-date=May 22, 2007}}</ref> A cartographic view of the map was also introduced.<ref name="patch3251" /> Hotfix 3254 solved a few issues discovered shortly after 3251 was released. It was introduced on June 7, 2007.<ref name="patch3254">{{cite web |url=http://forums.gaspowered.com/viewtopic.php?t=12668 |title=GPGnet Hotfix Patch 1.1.3254 Release Notes |author=McNall, Kent |publisher=Gas Powered Games |date=June 7, 2007 |access-date=June 7, 2007}}</ref> Two weeks after that patch, version 3255 fixed a [[desync|peer desynchronisation]] bug, one that could be used to deceive the [[Elo rating system|rating system]] (called an [[Exploit (online gaming)|exploit]] in gaming jargon). On July 30, 2007, patch 3260 was released. It included 3 new units, and some bug fixes and tweaks. On October 8, 2007, patch 3269 was released, including one new unit for each faction, and gameplay tweaks.<ref name="patch3260">{{cite web |url=http://forums.gaspowered.com/viewtopic.php?t=16655 |title=Patch notes build 3260 |author=Ables, Jeremy |publisher=Gas Powered Games |date=July 30, 2007 |access-date=August 6, 2007}}</ref> |
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The ''Cybran Nation'' is composed of ''[[Symbiosis|Symbionts]]'', humans whose brains have been computerized and enhanced with implantable technology, including most importantly a downloaded [[Mutualism|mutual]] [[Strong AI|AI]] (''in addition to various other augmentations''). This allows them to think more quickly and more precisely, to be more perceptive, to have greater and more accurate memory recall and to be more easily controlled. They fight for the liberation of their fellow [[Cybran]] from the oppressive United Earth Federation, which fears their unrestricted potential and treats them as human computers and general technical labourers, due to the seamless ease with which they interface with technology. |
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The UEF seeks to maintain the position of inferiority and service of the Cybran to natural humans, whereas the Cybran Nation demands emancipation and a society of their own in which they would not be forced into a frustrating reliance on humans. |
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After the official [[Technical support|support]] by GPG ended with patch 3280 in 2008 and the shutdown of the multiplayer backend ''GPGnet'' in 2012<ref>[http://forums.gaspowered.com/viewtopic.php?f=67&t=57459 GPGNet Services Update 2 (GPGnet has been shutdown)] {{webarchive|url=https://web.archive.org/web/20141219213249/http://forums.gaspowered.com/viewtopic.php?f=67&t=57459 |date=December 19, 2014 }} on gaspowered.com</ref> the [[User community|game community]] (called [http://www.faforever.com/ Forged Alliance Forever], or FAF, extending the standalone expansion pack [[Supreme Commander: Forged Alliance|Forged Alliance]]<ref>{{cite web |title=Forged Alliance Forever |url=http://www.faforever.com/ |access-date=July 9, 2016 |ref=faforever}}</ref>) has taken over the support of the game. As of October 2011 to February 2018<ref>{{cite web |title=Hello World! |url=http://www.faforever.com/2011/10/hello-world/#.V4GCA1QrI1I |website=Forged Alliance Forever |access-date=July 9, 2016 |ref=helloWorld |page=Forged Alliance Forever opening}}</ref> there is a [[fan-made|community created]] multiplayer [[Client (computing)|client]] and server replacement under active development and continued core game bugfix support in the form of [[unofficial patch]]es.<ref name="podcast">{{cite web |url=http://www.pcgamer.com/2013/03/27/pc-gamer-uk-podcast-episode-87-ore-ore-never-changes/ |title=PC gamer pod cast 87 |website=PC Gamer |date=March 27, 2013 |access-date=August 25, 2013|author1=Chris Thursten }}</ref><ref name="FAF">{{cite magazine |url=http://www.pcgamer.com/2012/11/19/supcom-forged-alliance-servers-shut-down-community-made-forged-alliance-forever-keeps-the-war-alive/ |title=Community-made Forged Alliance Forever keeps Supreme Commander multiplayer alive |first=T.J. |last=Hafer |date=November 19, 2012 |access-date=August 28, 2014 |magazine=[[PC Gamer]] |quote=''The official multiplayer servers for Supreme Commander: Forged Alliance have been decommissioned for a while now, but fortunately [...] the community-driven Forged Alliance Forever has emerged. The self-patching multiplayer client allows players of the epic real-time strategy title to continue blowing things up in massive quantities. It even adds new units, a new faction, and some game modes that weren't available on the official servers, such as 6v6.''}}</ref> |
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The Cybran own the "Monkeylord", one of the few experimental units shown to the public — a massive six-legged spider-like machine armed with a potent heat laser. The Spider bot is also armed with twin light [[autocannon]] and a [[surface-to-air missile]] battery, as well as torpedoes. It additionally is equipped with [[stealth]] systems. To add to it, the legs of the "Monkeylord" also act as a weapon allowing the unit to crush whatever it stomps over, including structures. The other two Cybran experimental units are the 'Soul Ripper' experimental gunship, a massive beetle-shaped flying behemoth with multiple missile batteries, and the 'Scathis' rapid-fire mobile artillery piece. |
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== |
== Audio == |
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{{Infobox album |
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| name = Supreme Commander Official Soundtrack |
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| type = soundtrack |
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| longtype = to ''Supreme Commander'' |
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| artist = [[Jeremy Soule]] |
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| cover = |
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| alt = |
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| released = 2007 |
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| recorded = |
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| venue = |
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| studio = |
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| genre = [[Video game music]] |
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| length = 102:10 |
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| label = DirectSong |
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| producer = |
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| prev_title = |
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| prev_year = |
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| next_title = |
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| next_year = |
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}} |
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The ''Supreme Commander Official Soundtrack'' is the musical score to ''Supreme Commander''. It was composed by [[Jeremy Soule]], who also composed the score for the game's spiritual predecessor, ''[[Total Annihilation]]''.<ref name="Soule_ign">{{cite web |url=http://insider.ign.com/teasers/773/773063.html |title=Insider Interview with Composer Jeremy Soule |first=David |last=Clayman |date=March 25, 2007 |access-date=April 26, 2007 |website=IGN}}</ref> The soundtrack was released in early 2007 and is available as a [[Digital rights management|DRM-free]] [[Online music store|digital album]] from DirectSong. Shortly after the release of ''[[Supreme Commander: Forged Alliance|Forged Alliance]]'' in November 2007, additional tracks from the expansion were added to the album and were made available free of charge to owners of the soundtrack's initial release.<ref name="Ittensohn">{{cite web |url=http://www.gsoundtracks.com/reviews/supremecommander.htm |title=Review: Supreme Commander |first=Oliver |last=Ittensohn |publisher=GSoundtracks |access-date=June 21, 2010}}</ref> |
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At E3 2006, Chris Taylor presented in-game demonstrations of ''Supreme Commander''. One of the features shown was support for dual-head video cards, allowing two separate views of the map on two monitors connected to the PC. Also shown was some advanced unit orders, including dynamic relocation of way points and "time-coordinated assaults". |
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Soule used [[synthesisers]], instead of a traditional orchestra to produce the soundtrack.<ref name="Ittensohn"/><ref name="McVickar"/> The score is featured in ''Supreme Commander'' as [[dynamic music|dynamic in-game music]], changing with on-screen events.<ref name="Ocampo">{{cite web |url=http://au.gamespot.com/pc/strategy/supremecommander/review.html?page=2 |archive-url=https://archive.today/20130123193750/http://au.gamespot.com/pc/strategy/supremecommander/review.html?page=2 |url-status=dead |archive-date=January 23, 2013 |title=Supreme Commander Review |first=Jason |last=Ocampo |publisher=Gamespot |date=February 21, 2007 |access-date=June 21, 2010 }}</ref> |
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The graphics engine is fully three dimensional, in contrast to the early screen shots that suggested the terrain might be stored as a flat texture, similar to ''Total Annihilation''. |
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The soundtrack received positive reviews. SoundtrackNet's Brian McVickar gave the soundtrack 3.5 stars out of 5, commented that the score has "a healthy dose of action" and "an infectious energy and gusto". McVickar also noted that the synthesised instruments sound real.<ref name="McVickar">{{cite web |url=http://www.soundtrack.net/albums/database/?id=4406 |title=Supreme Commander soundtrack |first=Brian |last=McVickar |publisher=SoundtrackNet |date=May 8, 2007 |access-date=June 21, 2010}}</ref> Oliver Ittensohn from GSoundtracks gave the soundtrack 4.5 stars out of 5, stating: "It’s a very fine score and a great achievement.". Soule's "thematic, rich and action-packed" orchestral writing, as well as the impressive level of detail in the synthesised music was praised. Ittensohn also remarked that the score and power of its themes "manages to match the game’s massive scale".<ref name="Ittensohn"/> Charles Onyett from ''[[IGN]]'' also commented that the score is "top notch, really driving home the notion of an epic conflict.".<ref name="Onyett">{{cite web |url=http://au.pc.ign.com/articles/765/765601p3.html |title=Supreme Commander Review |first=Charles |last=Onyett |website=IGN |date=February 16, 2007 |access-date=June 21, 2010}}</ref> |
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This same build was used for demos at [[Comic-Con International|San Diego's Comic-Con]]. In addition to dual monitor support, Chris Taylor stated that a wide-screen monitor could be split down the middle to form two virtual screens. He went on to describe that it would be possible to have 4 'screens' at once using two wide-screen monitors; in the beta, this is possible, but impractical. |
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{{track listing |
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One of the most touted features is the large degree of zoom available. Players can zoom all the way out until the entire map is on their screen. Similarly to ''[[Galactic Civilizations 2]]'', units are replaced by symbols as the distance increases. The same commands work at all zoom levels with no distinctions. Various interviews and previews have mentioned that this feature was possible because it was taken into account from the beginning. The entire engine is built around it. |
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|headline=Supreme Commander |
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|title1=Bellum Infinitus |note1=Theme from Supreme Commander |length1=1:23 |
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|title2=The Final Act Begins |note2=Opening movie theme |length2=3:01 |
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|title3=An Old Idea Made New |note3=UEF theme |length3=2:31 |
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|title4=United Earth Federation |note4=UEF theme |length4=3:47 |
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|title5=Risk, Relief and Victory |note5= |length5=6:24 |
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|title6=The Cybran Nation |note6=Cybran theme |length6=2:23 |
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|title7=Symbiont Legion Rising |note7=Cybran theme |length7=2:38 |
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|title8=Dead Grounds |note8= |length8=2:14 |
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|title9=Employed Strategy |note9= |length9=2:33 |
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|title10=The Winds of Change |note10=Battle theme |length10=2:00 |
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|title11=One Planet at a Time |note11= |length11=3:08 |
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|title12=The Aeon Illuminate |note12=Aeon theme |length12=2:22 |
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|title13=Followers of The Way |note13=Aeon theme |length13=2:51 |
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|title14=Clash of the Champions |note14=Battle theme |length14=3:23 |
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|title15=A Cloudy Path |note15= |length15=2:10 |
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|title16=Enlightenment |note16= |length16=2:45 |
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|title17=Massive Attack |note17=Battle theme |length17=5:25 |
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|title18=The Final Cataclysm |note18=Battle theme |length18=3:02 |
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|title19=There Will Be Peace |note19=Ending movie theme |length19=1:27 |
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|title20=The Future Battlefield |note20=E3 2006 Trailer |length20=3:47 |
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|title21=Build Music |note21=Bonus Sketch music |length21=1:49 |
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|title22=Battle Music |note22=Bonus Sketch music |length22=1:14 |
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|title23=The Tip of Our Spear |note23=Bonus Sketch music |length23=2:04 |
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|total_length=64:09 |
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}} |
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{{track listing |
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|headline=Supreme Commander: Forged Alliance |
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|title24=Visitors from the Quantum Realm |note24=Forged Alliance Opening theme |length24=3:23 |
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|title25=Colonial Defense Coalition |note25= |length25=1:09 |
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|title26=The Art of War |note26= |length26=2:16 |
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|title27=Rise of the Seraphim |note27= |length27=3:13 |
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|title28=Revenge is a Dish Best Served Cold |note28= |length28=3:11 |
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|title29=Supreme Commander Reprise |note29=Guitar solo by Jason Evigan |length29=2:06 |
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|title30=Brackman's Strategy |note30= |length30=2:27 |
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|title31=Cybran Razors |note31=Guitar solo by Jason Evigan |length31=2:05 |
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|title32=Aeon Aggressors |note32= |length32=2:29 |
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|title33=Rhiza's Offensive |note33= |length33=2:25 |
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|title34=Seth-Iavow's Inner Sanctum |note34= |length34=3:28 |
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|title35=An Approaching Darkness |note35= |length35=2:11 |
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|title36=Seraphim Unleashed |note36= |length36=2:05 |
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|title37=The Princess Seals the Deal |note37=Forged Alliance ending theme |length37=0:57 |
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|title38=An Old Friend Returns |note38= |length38=0:33 |
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|title39=Supreme Commander Reprise |note39=sans guitar |length39=2:07 |
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|title40=Cybran Razors |note40=sans guitar |length40=2:05 |
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|total_length=38:01 |
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}} |
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== Reception == |
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Probably the second biggest feature in Supreme Commander is automated transporting of ground units. Airlifting units in many other RTS games is cumbersome at best. In Supreme Commander, the player can set up automated "ferry" routes which cause transport aircraft to automatically pick up ground units and fly them through a series of aerial waypoints and drop them off at a specific destination. The ferry, once set up, can be easily modified to compensate for the changing battlefield. It is a very effective way of projecting your forces around the map while being able to keep the production of ground units safely tucked away in the back of your controlled territory. Assigning units to be ferried is as simple as selecting a group of units (or the factory building them) and then selecting the "beacon" which designates the ferry route's start point. The rest is fully automatic. Air transports will even fly to remote areas of the map to pick up units assigned to beacons miles away, and take them to the destination. You can also assign any number of transport aircraft to a single ferry route, to increase its throughput. The ferry concept significantly changes the dynamics of troop movement in an RTS game. |
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=== Pre-release === |
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''Supreme Commander'' was highly anticipated. Large videogame sites wrote many previews: ''[[GameSpot]]'' wrote eighteen,<ref name="Gamespot/Previews">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?mode=previews |title=''Supreme Commander'' for PC Preview |access-date=March 23, 2007 |website=[[GameSpot]]}}</ref> ''[[IGN]]'' wrote eight<ref name="IGN/Page">{{cite web |url=http://pc.ign.com/objects/755/755287.html#previews |archive-url=https://web.archive.org/web/20051013055548/http://pc.ign.com/objects/755/755287.html#previews |url-status=dead |archive-date=October 13, 2005 |title=IGN: ''Supreme Commander'' |access-date=March 23, 2007 |website=[[IGN]]}}</ref> and ''[[GameSpy]]'' five.<ref name="Gamespy/Page">{{cite web |url=http://pc.gamespy.com/pc/supreme-commander/ |title=GameSpy: ''Supreme Commander'' |access-date=March 23, 2007 |publisher=[[GameSpy]]}}</ref> The Seton's Clutch map was frequently featured,<ref name="E3 Video">{{cite web |url=http://video.google.com/videoplay?docid=-1304403414366135212 |title=''Supreme Commander'' E3 presentation - Google Video |access-date=March 23, 2007 |publisher=SupComUniverse.com}}</ref><ref name="Gamespot/Preview 1">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?sid=6148537&mode=previews |title=E3 06: ''Supreme Commander'' Exclusive Preview - Details on Factions, Gameplay, and the Theater of War |access-date=March 23, 2007 |author=Ocampo, Jason |date=April 28, 2006 |website=GameSpot}}</ref> as early as September 2005.<ref name="Gamespot/Preview 2">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?sid=6134783&mode=previews |title=''Supreme Commander'' Q&A - What Makes ''Supreme Commander'' Unique? |access-date=March 23, 2007 |date=September 30, 2005 |website=GameSpot}}</ref> This battle was between the UEF and the Cybran, showcasing a Monkeylord annihilating UEF tanks. At [[Electronic Entertainment Expo|E3]], it was revealed that the Aeon had a base to the southeast of this map, which was used to launch [[Nuclear weapon|strategic nuclear missiles]] on the UEF base.<ref name="E3 Video"/> ''Supreme Commander'' won several notable awards before it was released, all of them connected to E3,<ref>Inside of Supreme Commander Box (Right page, Bottom center)</ref><ref name="Gamespot/Awards">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/news.html?sid=6152176&mode=press |title=''Supreme Commander'' Wins Best E3 Strategy Game Award From Industry's Top Game Critics |access-date=March 23, 2007 |publisher=THQ}}</ref> including the GameCritics Best Strategy Game award<ref>{{cite web |title=2006 Winners |url=http://www.gamecriticsawards.com/2006winners.html |publisher=gamecriticsawards.com |access-date=January 11, 2008}}</ref> and IGN's Best Upcoming PC Game award.<ref>{{cite web |title=Top 100 Games |url=http://games.ign.com/topgames/ |archive-url=https://web.archive.org/web/20040114090225/http://games.ign.com/topgames |url-status=dead |archive-date=January 14, 2004 |website=IGN |access-date=February 16, 2007}}</ref> Other awards were received from ''GameSpy'', ''GameSpot'', [[GamesRadar+|''GamesRadar'']], ''Voodoo Extreme'' and [[1UP.com|''1UP'']].<ref name="GPG/Awards">{{cite web |url=http://www.gaspowered.com/awards.php |title=Gas Powered Games - Awards |access-date=March 23, 2007 |publisher=Gas Powered Games}}</ref> |
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=== Release === |
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Paths and way points can be edited after creation. During the demonstration, way points were dragged about. When multiple unit types are ordered to attack the same location, there's an option of 'coordinating the attack'. The computer can automatically slow the faster units down so that they will all arrive at the same time. |
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{{Video game reviews |
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| MC = PC: 86/100<ref name="supcompcrev-Metacritic">{{cite web |url=https://www.metacritic.com/game/supreme-commander/critic-reviews/?platform=pc |title=Supreme Commander for PC Reviews |publisher=[[Metacritic]] |access-date=May 9, 2020}}</ref><br />X360: 56/100<ref name="supcom360rev-Metacritic">{{cite web |url=https://www.metacritic.com/game/supreme-commander/critic-reviews/?platform=xbox-360 |title=Supreme Commander for Xbox 360 Reviews |website=[[Metacritic]] |access-date=May 9, 2020}}</ref> |
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| CVG = PC: 9/10<ref name="supcompcrev-CVG">{{cite magazine |url=http://www.computerandvideogames.com/article.php?id=157849 |title=Supreme Commander Review (PC) |last=Robinson |first=Andy |date=February 13, 2007 |magazine=Computer and Video Games |access-date=July 31, 2008}}</ref> |
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| EuroG = PC: 9/10<ref name="supcompcrev-Eurogamer">{{cite web |url=http://www.eurogamer.net/article.php?article_id=73010 |title=Supreme Commander Review ( PC ) |last=Meer |first=Alec |date=February 15, 2007 |website=EuroGamer |access-date=July 31, 2008}}</ref> |
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| GI = PC 9/10<br />X360: 5.5/10<ref name="supcompcrev-Gameinfor">{{cite web |url=http://www.gameinformer.com/NR/exeres/5B3F47E3-C0E7-4C88-A358-9E7C3D791792.htm |title=Supreme Commander Review (PC) |last=Bertz |first=Matt |publisher=GameInformer |access-date=July 31, 2008 |archive-url=https://web.archive.org/web/20080405232544/http://www.gameinformer.com/NR/exeres/5B3F47E3-C0E7-4C88-A358-9E7C3D791792.htm |archive-date=April 5, 2008}}</ref> |
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| GSpot = PC: 8.7/10<ref name="supcompcrev-GameSpot">{{cite web |url=http://www.gamespot.com/pc/strategy/supremecommander/review.html?sid=6166152 |title=Supreme Commander Review (PC) |last=Ocampo |first=Jason |date=February 20, 2007 |website=GameSpot |pages=2 |access-date=July 31, 2008}}</ref> |
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| GSpy = PC: 4.5/5<ref name="supcompcrev-Gamespy">{{cite web |url=http://pc.gamespy.com/pc/supreme-commander/767688p1.html |title=Supreme Commander Review (PC) |last=Keefer |first=John |date=February 23, 2007 |publisher=GameSpy |pages=2 |access-date=July 31, 2008}}</ref><br />X360: 3/5<ref name="supcom360rev-Gamespy">{{cite web |url=http://uk.xbox360.gamespy.com/xbox-360/supreme-commander/883664p1.html |title=Supreme Commander Review (X360) |last=Rausch |first=Allen |date=June 23, 2008 |publisher=GameSpy |access-date=October 12, 2009}}</ref> |
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| IGN = PC: 9/10<ref name="supcompcrev-IGNUS">{{cite web |url=http://pc.ign.com/articles/765/765601p1.html |archive-url=https://web.archive.org/web/20070219021227/http://pc.ign.com/articles/765/765601p1.html |url-status=dead |archive-date=February 19, 2007 |title=Supreme Commander Review (PC) |last=Onyett |first=Charles |date=February 16, 2007 |website=IGN |pages=3 |access-date=July 31, 2008}}</ref><br />X360: 4.5/10<ref name="supcom360rev-IGN">{{cite web |url=http://xbox360.ign.com/articles/883/883974p1.html |title=Supreme Commander Review (X360) |last=Brudvig |first=Erik |date=June 25, 2008 |website=IGN |access-date=November 13, 2008}}</ref> |
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| OXM = 8.0/10 |
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| rev1 = [[GameDaily]] |
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| rev1Score = PC: 9/10<ref name="supcompcrev-GameDaily">{{cite web |url=http://www.gamedaily.com/games/supreme-commander/pc/game-reviews/review/4382/1549/ |title=Supreme Commander Review (PC) |last=Wong |first=Steven |date=February 26, 2007 |publisher=GameDaily |pages=3 |access-date=July 31, 2008}}</ref> |
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}} |
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Reviews of ''Supreme Commander'' were positive, with the game having a score of 86/100 on [[Metacritic]].<ref name="supcompcrev-Metacritic"/> |
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Chris Taylor has publicly stated that his goal for Supreme Commander is for it to be the most customizable RTS ever made, and would like to ship the team's development tools with the game itself. Again, this may prove impractical during the course of development. |
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Dan Stapleton of ''[[PC Gamer]]'' praised the versatility of the strategic zoom, and expressed his loathing of the next game that wouldn't feature it. The dual-screen mode was highly regarded, the mission design was praised, and the emotional presence of the story was also recognized. However, a few points were docked due to the general lack of diverse unit types, and the game's system requirements. It received a ''PC Gamer'' Editor's Choice Award with a score of 91%.<ref>{{cite magazine |magazine=PC Gamer |last=Stapleton |first=Dan |date=March 2007 |page=22 |title=Supreme Commander Review}}</ref> |
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The resource system will be identical to that of the game [[Total Annihilation]]: The game will have two resource types, both generated inexhaustibly by specific buildings and reclaimable in trace amounts from battlefield debris. One resource, ''energy'', can be obtained anywhere, while the other, ''mass'', is primarily obtained at specific locations but can also be synthesized from energy anywhere at great cost. Construction will use these resources as they are generated, creating a dynamic resource system based on balancing the rate at which resources are gathered with the rate at which construction units consume them as they build. |
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Alec Meer of ''[[Eurogamer]]'' praised the innovative new features such as the multi monitor support and the scale element. Meer remarked though, that ''Supreme Commander'' "feels like hard work", and that with the emphasis on epic scale, details are overlooked. Still, it garnered a rating of 9/10.<ref name="supcompcrev-Eurogamer"/> |
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An adjacency system will allow certain structures to benefit from being built directly adjacent to other structures; energy-consuming structures will use less energy when built adjacent to power generators, power generators will produce more energy when built adjacent to power storage structures and factories will consume less energy and mass when built adjacent to power generators and mass fabricators/extractors, respectively. Players must balance taking advantage of the adjacency system and spreading their structures apart, so as to not make them an easy target - threats from projectile splash damage, inaccurate weaponry and friendly-fire damage from exploding buildings are reduced in relation to the empty area present. |
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''[[IGN]]'' rated ''Supreme Commander'' with the rating of 9/10, with reviewer Charles Onyett giving the game the Editor's Choice Award.<ref name="supcompcrev-IGNUS"/> Particularly the intuitive and helpful strategic zoom and base automation were praised, though the steep hardware requirements and naval pathfinding issues were found less appealing—while they would find their way to their designated target point, their routes were not always the most efficient. ''IGN'' [[United Kingdom|''UK'']], however, was less positive, while still awarding a rating of 8.9/10.<ref name="IGN_UK">{{cite web |url=http://pc.ign.com/articles/765/765774p1.html |archive-url=https://web.archive.org/web/20070221072424/http://pc.ign.com/articles/765/765774p1.html |url-status=dead |archive-date=February 21, 2007 |title=''Supreme Commander'' UK Review |access-date=March 4, 2007 |author=Korda, Martin |date=February 19, 2007 |publisher=IGN UK}}</ref> The issues addressed by its international counterpart were deemed more severe, and the reviewer was not impressed by the interface, finding the amount of control it gives over the game lacking. |
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==System requirements== |
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Conversely, the review in the [[Australia]]n version of ''[[GamePro]]'' voiced a negative opinion on the game, giving ''Supreme Commander'' a rating of five out of ten.<ref name="GamePro">{{cite web |url=http://www.gamepro.com.au/index.php/id;1088855173 |title=''Supreme Commander'' |access-date=March 5, 2007 |author=Kvasnicka, David |date=February 21, 2007 |publisher=[[GamePro]] Australia |url-status=dead |archive-url=https://web.archive.org/web/20070929031757/http://www.gamepro.com.au/index.php/id;1088855173 |archive-date=September 29, 2007 |df=mdy-all}}</ref> ''GamePro'' assessed ''Supreme Commander'' as an over-ambitious game, with performance (measured in [[Frame rate|frames per second]]), even on high end systems, as a major negative point. The reviewers observed that the game gradually slowed down while playing, and that this process accelerated when using the 'shift' key view. This review was subject to controversy, resulting in two rating compiling websites, Metacritic and [[GameRankings]], removing it from their websites.<ref>{{cite web |url=http://www.gwn.com/news/story.php/id/11566/GamePros_Supreme_Commander_Review_Score.html |title=GamePro's Supreme Commander Review Score |author=Gallo, Matt |publisher=[[Gameworld Network]] |date=March 6, 2007 |access-date=August 10, 2007}}</ref> |
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The system requirements for Supreme Commander have not been released, but there is speculation that a rather high-end system would be needed to run the game at the maximum settings.[http://garage.gaspowered.com/?q=node/4194] |
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German reviewer Heiko Klinge gave ''Supreme Commander'' a score of 82 out of 100. Especially the size and scope of the game were appreciated, while the steep learning curve was a less positive point for the German reviewer.<ref>{{cite magazine |url=http://www.gamestar.de/magazin/test/strategie/supreme_commander/1467762/supreme_commander.html |title=Test: ''Supreme Commander''. Echtzeit-Strategie im Größenwahn |access-date=May 24, 2007 |date=March 2007 |author=Klinge, Heiko |language=de |magazine=[[GameStar]]}}</ref> In France, ''Jeux PC'' (lit. "PC Games") gave ''Supreme Commander'' a score of 17 out of 20. Although they found that it was a good game overall, the poor performance on low-end systems was criticized.<ref>{{cite web |url=http://www.jeuxvideopc.com/test/8252-supreme-commander.php |title=Test ''Supreme Commander''. La guerre, toujours la guerre. |access-date=May 24, 2007 |language=fr |publisher=Jeux PC |url-status=dead |archive-url=https://web.archive.org/web/20070515165438/http://www.jeuxvideopc.com/test/8252-supreme-commander.php |archive-date=May 15, 2007 |df=mdy-all }}</ref> At the Dutch website Gamer.nl, the two reviewers awarded the game with a score of eight out of ten. Almost every aspect of the game was well received. However, the steep learning curve and the large amount of effort required to play meant, according to the reviewers, that ''Supreme Commander'' is not a "game that everyone can play".<ref>{{cite web |url=http://www.gamer.nl/doc/37382/ |title=Supreme Commander: Van de eerste indrukken tot een Supreme deceptie? |author1=Coehoorn, Frans |author2=Bouts, Guus |name-list-style=amp |access-date=May 24, 2007 |date=February 18, 2007 |language=nl |publisher=Gamer.nl}}</ref> |
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Although Supreme Commander is designed to take advantage of the special features in [[Windows Vista]] and [[Direct3D|DirectX 10]], the game neither requires nor is specifically designed for either program. All capabilities of the game, including the dual-monitor support, are still supported in the DirectX 9 version, although the DirectX 10 version might have improved graphical features.[http://garage.gaspowered.com/?q=supcomfaq] |
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During the [[11th Annual Interactive Achievement Awards]], ''Supreme Commander'' received a nomination for "[[D.I.C.E. Award for Strategy/Simulation Game of the Year|Strategy/Simulation Game of the Year]]" by the [[Academy of Interactive Arts & Sciences]].<ref>{{cite web |url=https://www.interactive.org/awards/award_category_details.asp?idAward=2008&idGameAwardType=129 |title=2008 Awards Category Details Strategy/Simulation Game of the Year |publisher=[[Academy of Interactive Arts & Sciences]] |website=interactive.org |access-date=14 November 2023}}</ref> |
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Although the final game's system requirements haven't been released, the requirements for the '''Beta 53 version (not the final game)''' are as follows[http://garage.gaspowered.com/?q=node/8256]: |
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== Sequel and expansions == |
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* Operating System: Microsoft® Windows® XP (SP2 recommended) |
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* Processor: 1.8 GHz or greater; 3.0 GHz or greater, dual core, recommended |
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* RAM: 512 MB or greater; 2 GB recommended |
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* Hard Drive: 8 GB available hard disk space |
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* Video: GeForce 6000 and up, or ATI 9600 and up required (128 MB video RAM or greater, with Vertex Shader / Pixel Shader 2.0 support). ATI X800 XL or greater, nVidia GeForce 6800 or greater recommended |
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* Audio: Sound card or on-board audio component, speakers or headphones |
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* Internet: 56.6 Kbps Internet connection required; Cable/DSL speeds with 24 Kbps upstream per opponent recommended. |
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* DVD-ROM |
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=== ''Supreme Commander: Forged Alliance'' === |
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'''Again, please note that the above requirements are for the BETA, and the final game's requirements are likely to change.''' |
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{{main|Supreme Commander: Forged Alliance}} |
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On November 6, 2007, [[THQ]] released a ''Supreme Commander'' standalone expansion, ''Supreme Commander: Forged Alliance''. It contains many engine improvements that allow it to run faster as well as improve the graphics. In addition, a new faction (the Seraphim) is available. It was released as a standalone game.<ref name="Eurogamer2806">{{cite web |url=http://www.eurogamer.net/articles/thq-unveils-supreme-commander-forged-alliance |date=June 28, 2007 |author=Bramwell, Tom |website=[[Eurogamer]] |title=THQ unveils Supreme Commander: Forged Alliance |access-date=July 3, 2007}}</ref> |
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==Beta== |
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The game entered a semi-public beta testing phase on October 23rd, 2006. Keys were distributed through email by THQ, GPG, FilePlanet and other sites. |
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=== ''Supreme Commander: Experimentals'' (abandoned) === |
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A few days before the keys were sent out, [[FilePlanet]] made the beta executable available for public download, noting that it would be useless without the key. The beta was almost immediately [[Software cracking|cracked]], with patches released that enabled the LAN and Skirmish options, which did not require beta keys to access. The 3.0 patch makes the game unplayable without a Beta Key, and the beta now comes pre-updated to this version. |
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The possibility of a second expansion pack was expressed on November 20, 2007 in a Gas Powered Games official newsletter. Chris Taylor "hinted" at a second expansion for ''Supreme Commander''.<ref name="Gas Powered Games Newsletter">{{cite web |url=http://gaspowered.com/newsletters.php?newsID=38 |date=November 20, 2007 |author=Taylor, Chris |author-link=Chris Taylor (game designer) |publisher=[[Gas Powered Games]] |title=Gas Powered Games Newsletter #18 |access-date=December 2, 2007}}</ref> This expansion pack was later mentioned in an interview by Chris Taylor on January 11, 2008. Chris Taylor noted that Gas Powered Games had been "talking" about a second expansion, and that this expansion would be called ''Supreme Commander: Experimentals''.<ref>{{cite web |url=http://pc.ign.com/articles/845/845192p2.html |archive-url=https://web.archive.org/web/20080115134914/http://pc.ign.com/articles/845/845192p2.html |url-status=dead |archive-date=January 15, 2008 |title=CES 2008: Chris Taylor Interview |author=Onyett, Charles |date=January 11, 2008 |access-date=January 13, 2008 |website=[[IGN]]}}</ref> The project has since been abandoned. |
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=== ''Supreme Commander 2'' === |
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Upon logging on to the official client, [[GPGNet]], the user is presented with [[Gas Powered Games]]' official disapproval of the beta hacking<ref>{{cite web|title=Gas Powered Games Official Policy on the Third Party Hacks|url=http://www.supremecommander.com/gpgNet/basicWelcome.php|author=supremecommander.com|date=2006-11-27}}</ref> |
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{{main|Supreme Commander 2}} |
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<blockquote>''Third-party hacks are unsupported and often lead to problems with the SupCom beta. In fact, at this point, about 80 percent of our current automatic bug reports are attributable to players with hacked and/or modified games. We strongly urge players to refrain from using third-party modifications during the beta phase, and report only bugs related to clean, unmodified beta versions of the game. Repeat offenders will have their beta privileges revoked.''</blockquote> |
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''Supreme Commander 2'' is the title of the sequel announced in November 2008 and released in March 2010. It was developed in a partnership between Gas Powered Games and [[Square Enix]].<ref>{{cite web |url=http://www.bluesnews.com/cgi-bin/articles.pl?show=859 |title=Supreme Commander 2 Announced |date=November 12, 2008 |publisher=Blue News |access-date=November 14, 2008}}</ref><ref>{{cite web |url=http://www.shacknews.com/onearticle.x/55866 |title=Square Enix to Publish Supreme Commander 2, Looks To Expand Product Lineup |author=Maarten Goldstein |date=November 12, 2008 |publisher=ShackNews |access-date=November 12, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20120531054505/http://www.shacknews.com/article/55866/square-enix-to-publish-supreme |archive-date=May 31, 2012 |df=mdy-all }}</ref><ref>{{cite web |url=http://www.gamesindustry.biz/articles/supreme-commander-2-rts-sequel-on-the-way-from-gas-powered-games-and-square-enix |title=Supreme Commander 2 Announced |date=November 12, 2008 |publisher=Games Industry |access-date=November 14, 2008}}</ref> |
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On November 22nd, 2006, a limited number (50000) of [http://www.fileplanet.com/betas/supcom_key.aspx beta keys became available to the public] through [[FilePlanet]], though since then all keys have been distributed. FilePlanet claims that more keys will be available in the future. [http://www.supremecommander.com/gpgNet/SupCom_Beta_Basics_FAQ.pdf Gas Powered Games] claims they will not distribute any more keys. |
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=== ''Forged Alliance Forever'' === |
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==Musical score== |
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{{Main|Forged Alliance Forever}} |
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[[Forged Alliance Forever]] (aka FAF) is a [[fan-made|community created]] multiplayer [[Client (computing)|client]] and server replacement ([[server emulator]]) for ''Supreme Commander: Forged Alliance''.<ref>[https://www.rockpapershotgun.com/2014/10/28/have-you-played-supreme-commander-forged-alliance/ have-you-played-supreme-commander-forged-alliance] on [[Rock, Paper, Shotgun]]</ref><ref>[https://www.rockpapershotgun.com/2015/06/18/best-coop-games/3/ The 25 Best Co-Op Games Ever Made] by Kirk McKeand on [[Rock, Paper, Shotgun]] (June 18, 2015)</ref><ref>[http://www.eurogamer.net/articles/2013-11-02-youre-in-charge You're in charge! - From vital patches to game cancellations, players are often intimately involved.] by Christian Donlan on [[Eurogamer]] ''"The same thing happened at the end of last year, actually, when Supreme Commander fans released Forged Alliance Forever and gave the game the online client it could otherwise only dream of. I haven't played it much, but I still got a tear in my eye when I read about the extents these coders had gone to. There's nothing quite so wonderful to witness as love, and this is surely love of the very purest order."'' (November 2, 2013)</ref> It provides expanded mod and custom map support, with the core game itself undergoing changes to graphics, balance, and gameplay mechanics in the form of [[unofficial patch]]es.<ref name="podcast"/><ref name="FAF"/><ref>{{cite journal |author=Editorial staff |title=Forging On, Supreme Commander has returned a changed game |date=June 2013 |issue=240 |pages=86–87 |journal=[[PC Gamer]]}}</ref> |
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== See also == |
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The score for Supreme Commander is composed by [[Jeremy Soule]]. |
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* [[Total Annihilation Spring|TA Spring]] |
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==Awards== |
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== Notes == |
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At [[E3]] 2006, the game won the following [[Game Critics Awards]]: Best Strategy Game. <ref>{{cite web| title = 2006 Winners | url = http://www.gamecriticsawards.com/win.html | publisher = gamecriticsawards.com | accessdate = 2006-06-25}}</ref><br> |
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{{Notelist}} |
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IGN ranks Supreme Commander as the best upcoming PC game (ranked 31st against all consoles). <ref>{{cite web| title = Top 100 Games | url = http://games.ign.com/topgames/ | publisher = ign.com | accessdate = 2007-01-06}}</ref> |
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==References== |
== References == |
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{{Reflist|30em}} |
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<references/> |
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== Further reading == |
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==External links== |
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* {{cite book |title=''Supreme Commander'' Official Strategy Guide |author=Bogenn, Tim |publisher=Brady Games |isbn=978-0-7440-0895-1 |year=2007}} |
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* {{cite web |last=Rorie |first=Matthew |date=February 23, 2007 |url=http://www.gamespot.com/features/6166295/index.html |title=''Supreme Commander'' Game Guide |website=[[GameSpot]] |access-date=May 23, 2007}} |
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== External links == |
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* [http://www.supremecommander.com/ Official website] - Currently requires Flash 8 |
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* [https://web.archive.org/web/20010404051022/http://supremecommander.com/ Official website (archived version)] |
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* [http://garage.gaspowered.com/?q=forum/110/ Official forums] |
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* {{IMDb title|id=0489287|title=Supreme Commander}} |
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* [http://garage.gaspowered.com/?q=showgpglinks/1 Fan sites as listed by Gas Powered Games] |
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* [http://www. |
* [http://www.mobygames.com/game/supreme-commander ''Supreme Commander''] at [[MobyGames]] |
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* {{MusicBrainz release|mbid=11c067f4-f718-472f-b85e-a724924ae751|name=Supreme Commander Official Soundtrack}} |
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* [http://archive.gamespy.com/landing/supremecom/ GameSpy preview] - A set of articles entitled ''Supreme Commander: First Online Preview'' |
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* [http://www.gamespot.com/pc/strategy/supremecommander/ Gamespot profile] - A recent preview containing high-res screenshots |
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* [http://www.eurogamer.net/tv_video.php?playlist_id=1124&s=l/ An interview with game designer Chris Taylor] - Requires Flash |
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* {{imdb title|id=0489287|title=Supreme Commander}} |
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{{Square Enix franchises}} |
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===Community sites=== |
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{{Total Annihilation series}} |
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<!-- Don't add anymore of fan links here. For more visit here http://garage.gaspowered.com/?q=showgpglinks/1--> |
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{{Authority control}} |
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<!-- Garage fan links not been updated for some time --> |
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[[Category:2007 video games]] |
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* [http://www.supcomsource.net/ Supreme Commander Source] |
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[[Category:Games for Windows]] |
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* [http://www.supcomuniverse.com/ Supreme Commander Universe] |
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[[Category:Lua (programming language)-scripted video games]] |
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* [http://www.gamereplays.org/supcom/portal.htm Replays, Strategies, Discussion - Game Replays] |
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[[Category:Multiplayer and single-player video games]] |
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* [http://www.supcom.rtscommunity.com SupCom RTSC-News, Media, Downloads, and more] |
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[[Category:Real-time strategy video games]] |
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* [http://www.supremecommanderhq.com/ Supreme Commander HQ] |
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[[Category:Science fiction video games]] |
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* [http://supcom.strategyplanet.gamespy.com/ Wargrounds - a GameSpy Community site] |
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[[Category:THQ games]] |
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[[Category:Square Enix franchises]] |
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=== Trailers === |
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[[Category:Video games scored by Jeremy Soule]] |
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[[Category:Video games featuring female protagonists]] |
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* [http://video.google.com/videoplay?docid=-1304403414366135212 Supreme Commander E3 Presentation Video] |
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[[Category:Video games set on fictional planets]] |
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*[http://www.fileplanet.com/164078/160000/fileinfo/Supreme-Commander-E3-2006-Trailer-%5BHigh-Quality%5D High Quality Trailer] |
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* [http://www.fileplanet.com/164077/160000/fileinfo/Supreme-Commander-E3-2006-Trailer Low Quality Trailer] |
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* [http://www.gametrailers.com/gamepage.php?id=2765 Trailers at GameTrailers.com] |
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* [http://video.google.com/videoplay?docid=7724003100293731353&hl=en Showdown LAN Event Presentation Video] |
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=== See also === |
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* [[Total_Annihilation|Total Annihilation]] The spiritual predecessor of supreme commander. |
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* [[Spring (computer game)|Spring]], an [[open-source software|open source]] game similar to TA and running on multiple platforms. |
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Latest revision as of 04:11, 28 November 2024
Supreme Commander | |
---|---|
Developer(s) | Gas Powered Games[a] |
Publisher(s) | |
Producer(s) | Kent McNall Gary Wagner |
Designer(s) | Chris Taylor Bradley Rebh John Comes |
Programmer(s) | Jonathan Mavor |
Artist(s) | Kevin Pun Steven Thompson |
Writer(s) | Jason Janicki Evan Pongress Bradley Rebh |
Composer(s) | Jeremy Soule |
Platform(s) | Microsoft Windows, Xbox 360 |
Release | Microsoft WindowsXbox 360 |
Genre(s) | Real-time strategy |
Mode(s) | Single-player, multiplayer |
Supreme Commander (sometimes SupCom) is a 2007 real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games. The game is considered to be a spiritual successor, not a direct sequel, to Taylor's 1997 game Total Annihilation,[1] and also the Spring remake. First announced in the August 2005 edition of PC Gamer magazine,[2] the game was released in Europe on February 16, 2007, and in North America on February 20.
The standalone expansion Supreme Commander: Forged Alliance was released on November 6 of the same year. The sequel, Supreme Commander 2, was released in 2010. Nowadays, the original Supreme Commander is played through the community client called Forged Alliance Forever; the game has been further developed and balanced, and offers a wide variety of community mods.[3]
The gameplay of Supreme Commander focuses on using a giant bipedal mech called an Armored Command Unit (ACU), the so-called "Supreme Commander", to build a base, upgrading units to reach higher technology tiers, and conquering opponents. The player can command one of three factions: the Aeon Illuminate, the Cybran Nation, or the United Earth Federation (UEF). The expansion game added the Seraphim faction. Supreme Commander was highly anticipated in pre-release previews, and was well received by critics, with a Metacritic average of 86 out of 100.[4]
Gameplay
[edit]Supreme Commander, like its spiritual predecessors, Total Annihilation and Spring, begins with the player solely possessing a single, irreplaceable construction unit called the "Armored Command Unit," or ACU, the titular Supreme Commander. Normally the loss of this unit results in the loss of the game (Skirmish missions can be set for a variety of victory conditions). These mech suits are designed to be transported through quantum gateways across the galaxy and contain all the materials and blueprints necessary to create a 37th-century army from a planet's native resources in hours. All standard units except Commanders and summoned Support Commanders (sACU) are self-sufficient robots.
All units and structures belong to one of four technology tiers, or "Tech" levels, each tier being stronger and/or more efficient than the previous. Certain lower-tier structures can be upgraded into higher ones without having to rebuild them. The first tier is available at the start of the game and consists of small, relatively weak units and structures. The second tier expands the player's abilities greatly, especially in terms of stationary weapons and shielding, and introduces upgraded versions of tier one units. The third tier level has very powerful assault units designed to overcome the fortifications of the most entrenched player. The fourth tier is a limited range of "experimental" technology. These are usually massive units which take a lot of time and energy to produce, but provide a significant tactical advantage.
Supreme Commander features a varied skirmish AI. The typical Easy' and Normal modes are present, but the Hard difficulty level has four possible variants. Horde AI will swarm the player with hordes of lower level units, Tech AI will upgrade its units as fast as possible and assault the player with advanced units, the Balanced AI attempts to find a balance between the two, and the Supreme AI decides which of the three hard strategies is best for the map.
The single player campaign consists of eighteen missions, six for each faction. The player is an inexperienced Commander who plays a key role in their faction's campaign to bring the "Infinite War" to an end. Despite the low number of campaign missions, each mission can potentially last hours. At the start of a mission, objectives are assigned for the player to complete. Once the player accomplishes them, the map is expanded, sometimes doubling or tripling in size, and new objectives are assigned. As the mission is commonly divided into three segments, the player will often have to overcome several enemy positions to achieve victory.
Resource management
[edit]Because humans have discovered replication technology, making advanced use of rapid prototyping and nanotechnology, only two types of resources are required to wage war: Energy and Mass.[5] Energy is obtained by constructing power generators on any solid surface (except fuel generators, which can only be built on fuel deposits), while Mass is obtained either by placing mass extractors on limited mass deposit spots (the most efficient method, although it requires map control) or by building mass fabricators to convert energy into mass. Constructor units can gather energy by "reclaiming" it from organic debris such as trees and mass from rocks and wrecked units. Each player has a certain amount of resource storage, which can be expanded by the construction of storage structures. This gives the player reserves in times of shortage or allows them to stockpile resources. If the resource generation exceeds the player's capacity, the material is wasted. On the contrary, if the storages are depleted and the demand of one of the resources exceeds the production, then all the productions speed is reduced. In addition, if an energy deficit occurs, shields will stop working.
An adjacency system allows certain structures to benefit from being built directly adjacent to others.[6][7] Energy-consuming structures will use less energy when built adjacent to power generators and power generators will produce more energy when built adjacent to power storage structures. The same applies to their mass-producing equivalents. Likewise, factories will consume less energy and mass when built adjacent to power generators and mass fabricators/extractors, respectively. However, by placing structures in close proximity, they become more vulnerable to collateral damage if an adjacent structure is destroyed.[6] Furthermore, most resource generation structures can cause chain reactions when destroyed (especially Tier III structures, which produce large amounts of resources but often have large detonations that can wipe out a nearby army).
Warfare
[edit]Supreme Commander uses a "strategic zoom" system that allows the player to seamlessly zoom from a detailed close up view of an individual unit all the way out to a view of the entire map, at which point it resembles a fullscreen version of the minimap denoting individual units with icons.[5] The camera also has a free movement mode and can be slaved to track a selected unit and there is a split screen mode which also supports multiple monitors. This system allows Supreme Commander to use vast maps up to 80 km x 80 km, with players potentially controlling a thousand units each.
Units in Supreme Commander are built to scale as they would be in the real world. For example, battleships dwarf submarines.[7] Late into the game, the larger "experimental" units, such as the Cybran Monkeylord, an enormous spider-shaped assault unit, can actually crush smaller enemy units by stepping on them.[7]
Because of the wide range of planets colonized by humanity in the setting, the theatres of war range from desert to arctic, and all battlespaces are employed.[8][9][10] Technologies emerging in modern warfare are frequently employed in Supreme Commander. For example, stealth technology and both tactical and strategic missile and missile defense systems can be used.
Supreme Commander introduced several innovations designed to reduce the amount of micromanagement inherent in many RTS games. Engineers units have the command "assist", that will help follow other engineers and help them finish their orders or improve production rate of factories. In addition, engineers with the order "patrol" will repair units, buildings and recycle wrecks in their along their patrol route. Holding the shift key causes any orders given to a unit (or group of units) to be queued. In this manner a unit may be ordered to attack several targets in succession, or to make best speed to a given point on the map and then attack towards a specified location engaging any hostiles it encounters along the way. After orders have been issued, holding the shift key causes all issued orders to be displayed on the map where they can be subsequently modified to accommodate a change of plan. Further, when a unit is ordered to attack a target, the player can issue an order to perform a coordinated attack to another unit. This order coordinates the arrival time of the units at the target automatically by adjusting the speed of the units involved.
As in other RTS games, air transports[11] can be used to convey units to specified destinations, in Supreme Commander though by shift queuing orders a transport containing several units can be ordered to drop specific units at subsequent waypoints. An air transport can also be ordered to create a ferry route, an airbridge wherein any land units ordered to the start of the ferry route will be conveyed by the air transport to the specified destination. The output from a production factory can be routed to a ferry route causing all units constructed by that factory to be automatically ferried to the route's destination. Additional air transports can be ordered to assist an existing ferry route allowing many units to be efficiently transported.
Supreme Commander also supports unit formations. A selected group of units can be ordered to assume a formation the shape of which can be controlled by the player. Holding control while issuing a move order will cause a group of units to move in formation. Units in formation are intelligently arranged so that the tankiest units are at the front, ranged units at the rear and with shield and intel units spaced equally throughout.
Plot
[edit]The setting of Supreme Commander is a future where humanity is able to travel through the galaxy quickly using a quantum gateway, which is a portal opened from the fabric of space leading to a designated location potentially light-years away.[12] All of the colonies created by quantum-travelling mankind were governed by the Earth Empire, until the events that created the Cybran Nation and the Aeon Illuminate caused the empire to fall, and the Infinite War between these factions began.
Factions
[edit]The Supreme Commander universe features three fictional factions. Each is represented as possessing great zeal and differing ideas on the future of humanity as a whole.
- The United Earth Federation (or UEF) is the faction representing the interests of a united, Earth-based government. The UEF developed from the ashes of the Earth Empire, and now seeks to reunite humanity and restore Earth's control over the galaxy.[13] Their society and military tactics resemble present-day society more than the Cybrans or Aeon do. Their acceptance of a variant of slavery and ideology of forced unity lends a darker side to the faction.[14] UEF units are blueish, and somewhat blocky in form, reflecting the UEF's primary drive to maintain peace and order throughout the galaxy, and bring all of humanity back under one government. Their tactics are primarily based around long range, heavy-hitting attacks, with speed and stealth often neglected in favor of artillery strikes and large, shielded forces.
- The Cybran Nation (originally called the Recyclers)[15] is composed of Symbionts, humans who have been enhanced with implantable technology, having entered into a form of mutualism with an AI (in addition to various other augmentations). They fight for the liberation of their fellow Symbionts throughout the galaxy.[16] The Cybran Nation is led by the brilliant-yet-eccentric Dr. Brackman, patriarch and chief designer of the Cybrans' cybernetic technology.[17] Cybran units are red and tend to be sharply angular and jagged in form, reflecting the Cybran's past of being hunted and attacked, and evolving into a stealthy, hit-and-run style. A Cybran commander generally gets into an area quickly, and extracts themselves quicker. Their forces often prioritize speed, stealth, and special abilities over armor, which can make them deadly for use in traps.
- The Aeon Illuminate draw their roots from the Golden Age of expansion of the old Earth Empire. The descendants of the first humans to encounter alien intelligent life, a peaceful, yet highly advanced, society known as the Seraphim, who first introduced colonists to their philosophy, known as "The Way". Due to escalating paranoia and xenophobia among the Old Earth Empire, conflict soon broke out, resulting in the Seraphim's apparent extinction. The colonists of the alien planet, claiming to be "disciples" of the Seraphim, soon founded a civilization supposedly based upon their teachings.[18] In a twist of irony, the Aeon Illuminate soon began a zealous assault on the galaxy, intending to "purge" all those who did not share in their beliefs.[19] Aeon units are green, aesthetic and flowing in appearance, reflecting their belief in "The Way", bringing peace and tranquility throughout the galaxy. Their forces are highly specialized and often able to traverse any terrain, as most Aeon units use hover technology, allowing for powerful strikes when and where they are needed.
Story
[edit]At the start of the single player campaign, the Infinite War between the three factions has raged for over a millennium. Every faction has its own problems; the UEF is slowly losing to the advancing Aeon, the Cybrans are hopelessly outnumbered and outgunned, and the Aeon Commander in Chief (called the Avatar of War) is stirring unrest amongst the Illuminate, threatening a schism on the eve of their victory.
The campaign focuses on the UEF's weapon of last resort, a planet killer named Black Sun. With it, they intend to destroy the homeworlds of the factions that oppose them. The Cybrans plan to use it to destroy the quantum gate network and free their enslaved brethren, while the Aeon seek to use it to broadcast a message of peace to all people. The player decides which faction to play as and what course it will take.
Victory in the UEF campaign results in Black Sun destroying the critical planets of both the Aeon and the Cybrans, leading the galaxy into a new era of human superiority and ending the war.[20] In the Cybran campaign, QAI, an enormously intelligent and powerful AI, uses it to spread a quantum virus and free all the symbionts under the control of the UEF, while disabling every quantum gate in the galaxy, stopping superluminal travel for five years, thus allowing the Cybran Nation to flourish without being attacked by the others.[21] Finally, the Aeon campaign sees the Princess Rhianne (leader of the Aeon) become part of the quantum gate network. This allows the Princess to speak into the mind of every human, and urge all three sides to lay down arms. All three factions make peace with each other after this message.[22]
Upon finishing the game, each faction has a different teaser ending, hinting at a new enemy for the expansion. The Cybran ending shows QAI calling in unidentified enemies, to Dr. Brackman's horror, saying "They are coming." The Aeon ending simply depicts Princess Rhianne opening her eyes in shock and saying "...no!" Finally, the UEF ending shows a large rift opening near Earth, and many unidentified radar signatures appearing near the location of Black Sun on Earth. All three teasers are consistent with the arrival of the Seraphim from the sequel.
Development and release
[edit]Lead designer Chris Taylor believed that most modern strategy games were actually real-time tactics games, simply because they operated on too small a scale.[5][7] His stated intention with Supreme Commander was to create a game that was strategy-focused by virtue of scale. Chris Taylor has stated that customizability was one of his goals for Supreme Commander,[5] and that the game would ship the development team's tools if possible. The latter goal was not achieved.[23] They did put their map editing tools in the game files.[24]
Supreme Commander makes extensive use of two technologies relatively unused in video games prior to its release, namely multi core processing[25] and multi monitor displays.[25] When detecting a multi-core processor, the game assigns a specific task, such as AI calculations, to each core, splitting the load between them.[26] Supreme Commander is one of the first games to specifically support dual and quad core processors in the game.[27]
Supreme Commander is heavily reliant on raw processing power from the CPU and is less dependent on rendering power from the graphics card. When using a high-end graphics card the CPU is likely to become the main bottleneck.[27][28]
On February 6, 2007, a demo for Supreme Commander was released. It includes a tutorial, a portion of the single-player campaign, and a two-player skirmish map called "Finn's Revenge" in which the player can fight against an easy, medium, or hard Cybran AI. Of the three factions, only the Cybran Nation is playable in the demo.[29] On July 17, 2007, it was announced that Supreme Commander would be released on Steam.[30] Taylor has hinted at a seventh generation console release in "the near future",[31] calling the Xbox 360 "the platform of choice".[32]
The game shipped with version 3189.[33] The first update, or patch, to Supreme Commander was version 3217. Released shortly after the game launch, this update included game tweaks and balances, and a number of small bug fixes. Support for the Direct2Drive version of the game was introduced, as well as a minimalist version of the user interface.[33] Version 3220, released on March 5, 2007, notably removed the SecuROM disk checking from the game. This enables the player to run the game without the game DVD in the DVD drive. Polish, Russian, and Chinese localizations were excluded from this change.[34] Version 3223 included bug fixes only. It has been called a 'specific purpose patch' by the developer Gas Powered Games.[35] Update 3251, was a highly anticipated update, mainly because of the plethora of changes relating to the balance between playable factions.[36] A cartographic view of the map was also introduced.[36] Hotfix 3254 solved a few issues discovered shortly after 3251 was released. It was introduced on June 7, 2007.[37] Two weeks after that patch, version 3255 fixed a peer desynchronisation bug, one that could be used to deceive the rating system (called an exploit in gaming jargon). On July 30, 2007, patch 3260 was released. It included 3 new units, and some bug fixes and tweaks. On October 8, 2007, patch 3269 was released, including one new unit for each faction, and gameplay tweaks.[38]
After the official support by GPG ended with patch 3280 in 2008 and the shutdown of the multiplayer backend GPGnet in 2012[39] the game community (called Forged Alliance Forever, or FAF, extending the standalone expansion pack Forged Alliance[40]) has taken over the support of the game. As of October 2011 to February 2018[41] there is a community created multiplayer client and server replacement under active development and continued core game bugfix support in the form of unofficial patches.[42][43]
Audio
[edit]Supreme Commander Official Soundtrack | |
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Soundtrack album to Supreme Commander by | |
Released | 2007 |
Genre | Video game music |
Length | 102:10 |
Label | DirectSong |
The Supreme Commander Official Soundtrack is the musical score to Supreme Commander. It was composed by Jeremy Soule, who also composed the score for the game's spiritual predecessor, Total Annihilation.[44] The soundtrack was released in early 2007 and is available as a DRM-free digital album from DirectSong. Shortly after the release of Forged Alliance in November 2007, additional tracks from the expansion were added to the album and were made available free of charge to owners of the soundtrack's initial release.[45]
Soule used synthesisers, instead of a traditional orchestra to produce the soundtrack.[45][46] The score is featured in Supreme Commander as dynamic in-game music, changing with on-screen events.[47]
The soundtrack received positive reviews. SoundtrackNet's Brian McVickar gave the soundtrack 3.5 stars out of 5, commented that the score has "a healthy dose of action" and "an infectious energy and gusto". McVickar also noted that the synthesised instruments sound real.[46] Oliver Ittensohn from GSoundtracks gave the soundtrack 4.5 stars out of 5, stating: "It’s a very fine score and a great achievement.". Soule's "thematic, rich and action-packed" orchestral writing, as well as the impressive level of detail in the synthesised music was praised. Ittensohn also remarked that the score and power of its themes "manages to match the game’s massive scale".[45] Charles Onyett from IGN also commented that the score is "top notch, really driving home the notion of an epic conflict.".[48]
No. | Title | Length |
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1. | "Bellum Infinitus" (Theme from Supreme Commander) | 1:23 |
2. | "The Final Act Begins" (Opening movie theme) | 3:01 |
3. | "An Old Idea Made New" (UEF theme) | 2:31 |
4. | "United Earth Federation" (UEF theme) | 3:47 |
5. | "Risk, Relief and Victory" | 6:24 |
6. | "The Cybran Nation" (Cybran theme) | 2:23 |
7. | "Symbiont Legion Rising" (Cybran theme) | 2:38 |
8. | "Dead Grounds" | 2:14 |
9. | "Employed Strategy" | 2:33 |
10. | "The Winds of Change" (Battle theme) | 2:00 |
11. | "One Planet at a Time" | 3:08 |
12. | "The Aeon Illuminate" (Aeon theme) | 2:22 |
13. | "Followers of The Way" (Aeon theme) | 2:51 |
14. | "Clash of the Champions" (Battle theme) | 3:23 |
15. | "A Cloudy Path" | 2:10 |
16. | "Enlightenment" | 2:45 |
17. | "Massive Attack" (Battle theme) | 5:25 |
18. | "The Final Cataclysm" (Battle theme) | 3:02 |
19. | "There Will Be Peace" (Ending movie theme) | 1:27 |
20. | "The Future Battlefield" (E3 2006 Trailer) | 3:47 |
21. | "Build Music" (Bonus Sketch music) | 1:49 |
22. | "Battle Music" (Bonus Sketch music) | 1:14 |
23. | "The Tip of Our Spear" (Bonus Sketch music) | 2:04 |
Total length: | 64:09 |
No. | Title | Length |
---|---|---|
24. | "Visitors from the Quantum Realm" (Forged Alliance Opening theme) | 3:23 |
25. | "Colonial Defense Coalition" | 1:09 |
26. | "The Art of War" | 2:16 |
27. | "Rise of the Seraphim" | 3:13 |
28. | "Revenge is a Dish Best Served Cold" | 3:11 |
29. | "Supreme Commander Reprise" (Guitar solo by Jason Evigan) | 2:06 |
30. | "Brackman's Strategy" | 2:27 |
31. | "Cybran Razors" (Guitar solo by Jason Evigan) | 2:05 |
32. | "Aeon Aggressors" | 2:29 |
33. | "Rhiza's Offensive" | 2:25 |
34. | "Seth-Iavow's Inner Sanctum" | 3:28 |
35. | "An Approaching Darkness" | 2:11 |
36. | "Seraphim Unleashed" | 2:05 |
37. | "The Princess Seals the Deal" (Forged Alliance ending theme) | 0:57 |
38. | "An Old Friend Returns" | 0:33 |
39. | "Supreme Commander Reprise" (sans guitar) | 2:07 |
40. | "Cybran Razors" (sans guitar) | 2:05 |
Total length: | 38:01 |
Reception
[edit]Pre-release
[edit]Supreme Commander was highly anticipated. Large videogame sites wrote many previews: GameSpot wrote eighteen,[49] IGN wrote eight[50] and GameSpy five.[51] The Seton's Clutch map was frequently featured,[52][53] as early as September 2005.[54] This battle was between the UEF and the Cybran, showcasing a Monkeylord annihilating UEF tanks. At E3, it was revealed that the Aeon had a base to the southeast of this map, which was used to launch strategic nuclear missiles on the UEF base.[52] Supreme Commander won several notable awards before it was released, all of them connected to E3,[55][56] including the GameCritics Best Strategy Game award[57] and IGN's Best Upcoming PC Game award.[58] Other awards were received from GameSpy, GameSpot, GamesRadar, Voodoo Extreme and 1UP.[59]
Release
[edit]Aggregator | Score |
---|---|
Metacritic | PC: 86/100[4] X360: 56/100[60] |
Publication | Score |
---|---|
Computer and Video Games | PC: 9/10[61] |
Eurogamer | PC: 9/10[62] |
Game Informer | PC 9/10 X360: 5.5/10[63] |
GameSpot | PC: 8.7/10[64] |
GameSpy | PC: 4.5/5[65] X360: 3/5[66] |
IGN | PC: 9/10[67] X360: 4.5/10[68] |
Official Xbox Magazine (US) | 8.0/10 |
GameDaily | PC: 9/10[69] |
Reviews of Supreme Commander were positive, with the game having a score of 86/100 on Metacritic.[4]
Dan Stapleton of PC Gamer praised the versatility of the strategic zoom, and expressed his loathing of the next game that wouldn't feature it. The dual-screen mode was highly regarded, the mission design was praised, and the emotional presence of the story was also recognized. However, a few points were docked due to the general lack of diverse unit types, and the game's system requirements. It received a PC Gamer Editor's Choice Award with a score of 91%.[70]
Alec Meer of Eurogamer praised the innovative new features such as the multi monitor support and the scale element. Meer remarked though, that Supreme Commander "feels like hard work", and that with the emphasis on epic scale, details are overlooked. Still, it garnered a rating of 9/10.[62]
IGN rated Supreme Commander with the rating of 9/10, with reviewer Charles Onyett giving the game the Editor's Choice Award.[67] Particularly the intuitive and helpful strategic zoom and base automation were praised, though the steep hardware requirements and naval pathfinding issues were found less appealing—while they would find their way to their designated target point, their routes were not always the most efficient. IGN UK, however, was less positive, while still awarding a rating of 8.9/10.[71] The issues addressed by its international counterpart were deemed more severe, and the reviewer was not impressed by the interface, finding the amount of control it gives over the game lacking.
Conversely, the review in the Australian version of GamePro voiced a negative opinion on the game, giving Supreme Commander a rating of five out of ten.[72] GamePro assessed Supreme Commander as an over-ambitious game, with performance (measured in frames per second), even on high end systems, as a major negative point. The reviewers observed that the game gradually slowed down while playing, and that this process accelerated when using the 'shift' key view. This review was subject to controversy, resulting in two rating compiling websites, Metacritic and GameRankings, removing it from their websites.[73]
German reviewer Heiko Klinge gave Supreme Commander a score of 82 out of 100. Especially the size and scope of the game were appreciated, while the steep learning curve was a less positive point for the German reviewer.[74] In France, Jeux PC (lit. "PC Games") gave Supreme Commander a score of 17 out of 20. Although they found that it was a good game overall, the poor performance on low-end systems was criticized.[75] At the Dutch website Gamer.nl, the two reviewers awarded the game with a score of eight out of ten. Almost every aspect of the game was well received. However, the steep learning curve and the large amount of effort required to play meant, according to the reviewers, that Supreme Commander is not a "game that everyone can play".[76]
During the 11th Annual Interactive Achievement Awards, Supreme Commander received a nomination for "Strategy/Simulation Game of the Year" by the Academy of Interactive Arts & Sciences.[77]
Sequel and expansions
[edit]Supreme Commander: Forged Alliance
[edit]On November 6, 2007, THQ released a Supreme Commander standalone expansion, Supreme Commander: Forged Alliance. It contains many engine improvements that allow it to run faster as well as improve the graphics. In addition, a new faction (the Seraphim) is available. It was released as a standalone game.[78]
Supreme Commander: Experimentals (abandoned)
[edit]The possibility of a second expansion pack was expressed on November 20, 2007 in a Gas Powered Games official newsletter. Chris Taylor "hinted" at a second expansion for Supreme Commander.[79] This expansion pack was later mentioned in an interview by Chris Taylor on January 11, 2008. Chris Taylor noted that Gas Powered Games had been "talking" about a second expansion, and that this expansion would be called Supreme Commander: Experimentals.[80] The project has since been abandoned.
Supreme Commander 2
[edit]Supreme Commander 2 is the title of the sequel announced in November 2008 and released in March 2010. It was developed in a partnership between Gas Powered Games and Square Enix.[81][82][83]
Forged Alliance Forever
[edit]Forged Alliance Forever (aka FAF) is a community created multiplayer client and server replacement (server emulator) for Supreme Commander: Forged Alliance.[84][85][86] It provides expanded mod and custom map support, with the core game itself undergoing changes to graphics, balance, and gameplay mechanics in the form of unofficial patches.[42][43][87]
See also
[edit]Notes
[edit]- ^ Ported to Xbox 360 by Hellbent Games.
References
[edit]- ^ "Supreme Commander Q&A - What Makes Supreme Commander Unique?". GameSpot. September 30, 2005. Retrieved March 20, 2007.
- ^ Editorial staff (August 2005). "Supreme Commander preview". PC Gamer (139): 24–34.
- ^ "Forged Alliance Forever". www.faforever.com. Retrieved February 23, 2023.
- ^ a b c "Supreme Commander for PC Reviews". Metacritic. Retrieved May 9, 2020.
- ^ a b c d Keefer, John (July 8, 2005). "Supreme Commander Interview". GameSpy. Retrieved May 27, 2007.
- ^ a b Rorie (2007). p. 5
- ^ a b c d Adams, Dan (September 30, 2005). "Supreme Commander Interview". IGN. Archived from the original on October 13, 2005. Retrieved May 27, 2007.
- ^ Dave 'Fargo' Kosak (July 8, 2005). "Supreme Commander: Warfare in the Air". GameSpy. Retrieved April 26, 2007.
- ^ Dave 'Fargo' Kosak (July 8, 2005). "Supreme Commander: Warfare on Land". GameSpy. Retrieved April 26, 2007.
- ^ Dave 'Fargo' Kosak (July 8, 2005). "Supreme Commander: Warfare at Sea". GameSpy. Retrieved April 26, 2007.
- ^ Rorie (2007). p. 6
- ^ Cam Shea (January 22, 2007). "The World of Supreme Commander: A tale of three factions". IGN Australia. Archived from the original on January 26, 2007. Retrieved April 26, 2007.
- ^ Rorie (2007). p. 2
- ^ Staff (June 8, 2006). "Supreme Commander Designer Diary #1 - History of the United Earth Federation". GameSpot. Retrieved March 5, 2007.
- ^ Supreme Commander Readme, retrieved from: French retail DVD/readme.txt
- ^ Rorie (2007). p. 3
- ^ "Supreme Commander Profile Preview - History of the Cybran Nation". GameSpot. July 7, 2006. Retrieved March 5, 2007.
- ^ Rorie (2007). p. 4
- ^ Staff (August 2, 2006). "Supreme Commander Profile Preview - History of the Aeon Illuminate". GameSpot. Retrieved March 5, 2007.
- ^ Rorie (2007). p. 14
- ^ Rorie (2007). p. 23
- ^ Rorie (2007). p. 29
- ^ "Supreme Commander". GameWorld. Retrieved April 26, 2007.
- ^ "Map Editor". Forged Alliance Forever. Retrieved July 9, 2016.
This is the same editor that GPG uses at their studio. We are very lucky to have access to it. Everything you need to create rich maps like the ones that shipped with the game can be found in the editor, once you get used to it.
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The official multiplayer servers for Supreme Commander: Forged Alliance have been decommissioned for a while now, but fortunately [...] the community-driven Forged Alliance Forever has emerged. The self-patching multiplayer client allows players of the epic real-time strategy title to continue blowing things up in massive quantities. It even adds new units, a new faction, and some game modes that weren't available on the official servers, such as 6v6.
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- ^ You're in charge! - From vital patches to game cancellations, players are often intimately involved. by Christian Donlan on Eurogamer "The same thing happened at the end of last year, actually, when Supreme Commander fans released Forged Alliance Forever and gave the game the online client it could otherwise only dream of. I haven't played it much, but I still got a tear in my eye when I read about the extents these coders had gone to. There's nothing quite so wonderful to witness as love, and this is surely love of the very purest order." (November 2, 2013)
- ^ Editorial staff (June 2013). "Forging On, Supreme Commander has returned a changed game". PC Gamer (240): 86–87.
Further reading
[edit]- Bogenn, Tim (2007). Supreme Commander Official Strategy Guide. Brady Games. ISBN 978-0-7440-0895-1.
- Rorie, Matthew (February 23, 2007). "Supreme Commander Game Guide". GameSpot. Retrieved May 23, 2007.
External links
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