Dazam!
While I’m still in the New Game Glo™, I’ll go ahead and declare Supreme Commander the best multiplayer RTS I’ve played in five years, maybe the best RTS I’ve played ever. I’m that impressed.
Pros:
- Amazing game play.
- Great graphics
- Actual strategic RTS
- Easy interface for joining multiplayer games.
Cons:
- If you’re computer isn’t top of the line, you’ll probably see some slow downs when not on the lowest settings.
- Single player is boring…at least, the hour I played of it. Very much on a rail and very much you only have this much tech, make it work. Bluh.
- Interface for joining multiplayer games isn’t in-game.
Let me talk about the multiplayer because I’m not really playing anything else so far.
Supreme Commander is amazing. Each game can be very different from the last depending upon the map (does it have water, what are the natural flow points, where are the mass extractors) and, of course, the person you’re playing. This being the beginning of the game, no style is THE style to win with and given the flexibility of the game, I’m imagining/hoping there won’t be a single win strategy like you find in so many other RTS game.
You start by either going into the game and selecting Multiplayer and then GPGNet or by directly loading up the external GPGNet application (my preferred way). From there, like most other RTS games, you can join an auto ranked game, join a custom game, host a custom game, see friends and clan mates online, etc. One cool thing about the GPGNet interface is that when a friend in the same chat channel creates a game, you see a message with a html like link you can click to autojoin the game. That’s pretty nice.
Once you’ve joined a game and it’s started up, you are presented with a sparse looking map, a Commander who just appeared in huge burst of energy (literally clearing nearby debris, sometimes starting forest fires and so on) . Your two pronged goal? Destroy the other player’s Commander (or their base completely). Why do I say two pronged? Because the economy is what enables the huge strategic game that Supreme Commander is. If you don’t keep pushing your Mass gain and your Energy output, you’ll lose. If you don’t manage them both so you don’t end up in a major deficit, you’ll lose. If you don’t guard your base well, you can easily be taken out by having your resources network hurt badly enough so you can’t recover in time to defend yourself.
Thankfully enough, SupCom is all about defense, more so than any recent RTS. You’ve got ground guns at every tech level (the three tech levels in the game reached by upgrading factories so you can build engineers of that tech level, along with other fightin’ units), AA guns at most levels and more than a few options for shielding your installations and troops (and your troops can shoot out of the shields. Very cool). So as you’re upgrading your economy, building your fighting forces, you also build defense around your base, extractors, choke points, etc.
And with all of that, you’ve also got to manage three different factories (Land, Air, Naval) worth of units, all with three tech levels, all with lots of rock paper scissors units. How do you manage it all?
Patrols and queues.
You can put units on huge Queues to build anything. First thing I do when starting a game, for instance, is to start my Commander building three extractors (just by holding down shift as I place them), add four power plants, and a Land factory connected to the power plants for an Adjacency bonus (more later). Then when you’ve got your Land factory started, you can have it queue units it will be building when it’s finally done (once any Factory is started, you can queue up what it will build. So NICE). Then when your first engineers get built, you queue them building more extractors, ground and air defenses and let them go on their marry way (you have to tell them where and what, of course, but they will just keep at until it’s all done…be it 2 or 100 components).
Then with Patrols, you can have your more warlike units ready to attack a moments notice and always be scouting. Want to know when your opponent starts building on a part of the map, just have a scout or an interceptor built from your Air factory patrol that side of the map. Want to have your tanks attack anything that comes along on this entire choke point? Just have them patrol it. They will stop, attack, then go back to what they were doing, assuming they aren’t now dead :).
Another nifty feature is the Adjacency bonus lots of buildings get. Want to make your factories build faster? Build some power plants next to them, so you’ll both get power and the factories will get a bonus to their building speed. Want more mass from your extractors? Build mass storage sites next to them and they will mine faster. Everything just fits together.
That really describes what I’ve seen of SupCom so far, everything fits together. A whole host of features you’ve wished for in other games are in SupCom. “Man, I wish I could build a shield over that supergun so it was twice as hard to kill, but it didn’t stop it from shooting anyone else” Done. “Man, I wish I could have my planes patrol this area and destroy anything that flies nearby.” Done. And so on.
The game is a masterpiece. And I barely even mentioned the combat. So many different ways to attack. From the early rush (which must be well planned and executed since the Commander is a formidable unit on it’s own and handle most early tech level 1 rushes), to the experimental units that only tech level 3 engineers can build, the game is full of possibilities.
Oh, I’d be missing amiss on a really good part of the game if I didn’t mention how the player rating works. Ever been a ranked Chess player? (I have! Because I’m cool! My score? well, don’t ask) If you have, you know exactly how the rankings in SupCom work. If you beat players at your level, you gain a set amount of points. If you beat players higher ranked than you, you gain more points. If you beat players lower than you gain very little points. And the automatching system takes it all into account when doing ranked 1v1 games. Very nice, very simple and very friendly to all skill levels. Play a few games and you’ll start playing players your level everytime you play. And that’s what multiplayer is all about, a challenging game.
Matt’s First Look Rating: Direct Hit (proudly stolen from Daily Radar)