Indsendt: 8. oktober 2014
YES I DO RECOMMEND THIS GAME.
One of the most under-appreciated games of all time.
Mediocre campaign generally speaking, but containing the BEST real-time strategy gameplay... ever.
When you have learned how to play it properly (50+ hours at least), you realise that this game does real-time strategy better than any other RTS in the world. An RTS should allow the player to use all the systems he has at his disposal, and use those systems -and his excellent knowledge and wisdom- to make TOOLS in which he uses to complete the objective. Let me explain.
In other RTS games, you get resources, you put those resources into aggressive units, and you attack the enemy.
In Supreme Commander, you have a basic start, and then the rest is completely up to you. There are many resources: Mass, Energy, Time, "Build Power", "Micro", but it is completely open so that you can choose exactly what to do with your resources, to execute some strange and excellent strategy that YOU created just now on the spot. You have so many units available to you to use in new ways. These units are not limited to merely 'aggression'. The magnificent unit diversity allows for all sorts of strategic applications. And not just units, but buildings too.
You could send an engineer out right into enemy territory, get it to build a Stealth Generator, construct a Tactical Missile battery, and snipe the enemy commander. This is a logical combination of only THREE units, and none of them the typical 'go and shoot stuff' aggressive units you find in other RTS games. You could teleport a Support Command Unit into the heart of the enemy turtle base and destroy the Strategic Missile Defense in his three seconds of life so that your nuclear missile can do its job. You could send a decoy squadron of Interceptors along one flank of the enemy's base so that your transport drop of an army can get past his horde of Air Superiority Fighters and do damage to the base. You could choose to put your resources into Mass Extractor upgrades and engineers, so that your engineers can focus their build power on speeding up the upgrades one by one, and so run away with exponential increase economy. Actually, that last one is done by all good players anyway. But you can do it as much as you like. There are endless combinations.
The situation is never 'I have x resources, I can put them into y firepower' it is 'I have x spare engineers - I can put some on reclaim and use those bonus resources from reclaim to go into ecenomic upgrades', and 'I have x spare resources that are being wasted sitting in my storage instead of being aggressive units that could get me more ground and Mass Extractors or shields that could give me better hold of what territory I have already claimed', etc.. Your Mass resources can take the form of strong and heavy turrets. Your Energy resources can take the form of air scouts.
But they do not have to stay in those forms. In SupCom you can reclaim those resources by dismantling structures and units through your build power. This unlocks massive intuition, adaptation, and freedom - aspects that encourage strategy. It feels right in an RTS that you can switch up your techniques so easily. You cannot go back to the cold dark RTS games where dumping resources into the wrong form dooms you.
Reclaim is certainly not the only thing in SupCom that makes it so outstanding. It gets everything right. It is the combination of unit variety, resource conversion, scale, and control that makes up so great strategic freedom. I cannot put into words how perfectly this game gets strategy. Everyone needs to enjoy the satisfaction of having such freedom of strategy.
Admittedly, it is quite a learning curve for the first few hours, and then you think you've got it, but then you find you got the basics, and you need to build complexity on those basics so you can unlock more learning curve. It's hard to do, but you can expect so much from such freedom. And if you can't grasp it, just play it simple: get the economy right, and turtle. Lots of players do this. They pick a map with one thin line or gap so that the two teams can hold the line or gap against the other team while everyone gets a superpowered economy and shoves firepower into the middle. Not much strategy, but enough to satisfy many.
Short story is, grand scale of war, control of your forces, freedom of strategy...
BEST RTS EVER. Get it. Or at least watch some casts by Gyle on YouTube. Be warned, many of them are epic, that means potentially hours long, and yes, skirmishes do last that long because this game is epic. And then get Forged Alliance Forever - the community lobby, which I could write another entire review for.
EDIT(S): *Clears throat* I may have *cough* done a bit of a *cough* typo somewhere... Also, I may have been too harsh on the campaign previously.