Let it be known that my total number of hours in Steam for this game is misleading. I've played Supcom/Forged alliance since 2008 off and on and spent most of my time on the 1v1 ladder. This review which reflect that time and SupCom's merits as a competitive RTS. I won't touch on campaign (Good but not great) nor the story (just there to get you to the next mission) in any great detail.
Supreme Commander is a game whose origins can be drawn to Total Annihilation and it from the Command and Conquer school of thinking more than the Blizzard school. Units exist outside of the movement speed/attack rate/damage mold that has served those games so well over the years. Total Annihilation's contributions to the genre were twofold: Its scale both in map and unit sizes was unparalleled. Its units also existed in three dimensions. Aircraft didn't hover, rather they made bombing runs, or engaged in dogfights, or VtoL craft swayed back and forth as they unleashed their payload. Long range artillery countered any turtle tactics forcing them out of the comfort zone and the sound design supported the entire package. I dare say that none of those who fell in love to TA have forgotten the first time they heard a Big Bertha fire.
Supreme Commander is the natural evolution of that game but in a bigger and more user friendly package. All of the aforementioned features still exist. Units have weight as they turn and massive units don't feel like smaller ones except they are scaled to be larger. If you have an experimental (a very expensive endgame unit) plan its trajectory carefully because you won't be turning on a dime to get it out of danger.
The in Forged Alliance is simple, unobtrusive, and effective. The hotkey system leaves a lot of be desired and is quite clumsy but there are mods to fix that into something more elegant if that is you inclination. Individual buildings can be upgraded as can your ACU, which acts as the King and Queen in chess melded into one units. Absurdly powerful but also the victory condition.
Perhaps SupCom's greatest innovation is its strategic zoom. One can use to to go from looking at the rivets in a tank to a satellite image of the entire map in a flick of the mousewheel. It cannot be understated the effect this has on gameplay. You can see more, plan more, and execute more complex strategies because of this feature alone.
On release this game was far too demanding for most computers and limited its install base. Now I would say almost any decent machine can run in without much issue. It is worth noting that the initial multiplayer client, GPGnet, was discontinued several years ago. What remains are steam's matchmaking infrastructure, which is about as bare-bones as it gets, and the community built client Forged Alliance Forever ( which can be found here: http://www.faforever.com/
). I strongly recommend FAF as it is still undergoing balance patches, the client is still be developed, and the greater portion of the game's user base resides there.
This was a long and rambling review that is mostly clouded by nostalgia and a love for what I believe is the most strategic RTS on the market.
Zamieszczono: 27 Listopad 2013