張貼於：03 月 30 日
The long anticipated unofficial follow up to Cavedog's Total Annihilation is finally upon us, and it turns out to be a truly mammoth real-time strategy experience. We've had the final build in the office for a few weeks now, and have been regularly eschewing normal work duties to get in just one more skirmish. Along with Supreme Commander's dizzying depth and balancing comes a significant learning curve, something that may unfortunately turn away the casual gamer. If you're an RTS fan at all, you really owe it to yourself to check out the strategic juggernaut Gas Powered Games has created. Though its single player campaign is far from spectacular, the multiplayer and skirmish modes in Supreme Commander deliver some of the deepest, most refined RTS gameplay in recent memory.
If you've played the demo released a few weeks back, you'll know what you're in for. Gas Powered Games created a mob of units for each of the game's three factions, the Cybran, United Earth Federation, and Aeon. Though each may seem similar at the lowest technology levels, there still exist a number of differences. As players proceed through up to the maximum tech level 3 (T3) and beyond to the experimental units, more variety becomes apparent. A few Aeon units can hover, for instance, letting them traverse the watery canals snaking through many of Supreme Commander's maps. The Cybran get T2 naval units that can sprout legs and march across land, albeit extremely slowly. The UEF get one of the most powerful non-experimental units, the T3 gunships, which boast devastating air-to-ground attacks as well as anti-air defenses. Despite their ferocity on the battlefield, can easily be wiped out by a force of T3 air superiority fighters or a battery of SAM launchers.