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Supreme Commander - real sequel for Total Annihilation
E.T
Quote-o-matic
in Zocalo v2.0
Now it starts to look like whole RTS genre might get that hard and long needed kick to ass.
[quote]Imagine, if you will, a tank. It's a full-on beast: wide base, massive treads, two enormous cannons, independently rotating turret, surface details including antennas and whirling radar dishes, you name it. As it rumbles powerfully along the 3D landscape it leaves twin tread marks in the sand. Smaller vehicles will skitter around it, powersliding across the terrain, but the tank is a rock: it moves with weight and power. Next, imagine taking your mousewheel and spinning it, slowly moving the camera out. Your tank is not alone; dozens more are continually spewing from a factory, rolling out to join the first. Most real-time strategy games stop there, but not Supreme Commander. As you keep panning out, a shoreline becomes visible, and just offshore sits a battleship.
The battleship is enormous. Compared to the tank, the side of the hull is a wall of steel. The huge ship doesn't fit on a single screen, no, you have to keep zooming out to take it all in. The deck of this monstrosity is surrounded by independently-rotating anti-aircraft guns, each one bigger than the tank. Mighty columns of steel rotating on gigantic turrets signify the battleship's main bombardment guns: the screen shakes when they fire, and they can hurl giant shells as big as a car for miles inland. Compared to the battleship, the tank is a tiny little bundle of pixels.[/quote]
[quote]"Experimental" units that can be constructed by each of the game's three different factions dwarf ordinary ground forces. Example? The "Spider," a robotic monstrosity that can step on tanks with any of its six legs. Its primary weapon is a heat laser that scorches trenches along the landscape, obliterating anything it touches. As it walks along, crushing trees, little tanks and other vehicles scurry around under it, trying to angle their guns upwards in order to hit it.
No weapon of mass destruction is too "over the top" for the minds at Gas-Powered Games. They're filling Supreme Commander with all manners of vehicles that make modern military armaments look like children's toys. Imagine a flying aircraft carrier, or a tank factory that can roll along under the surface of the ocean, or a submarine aircraft carrier that can surface just off your coast and unleash a payload of fully-functional fighters and bombers. Supreme Commander is filled with enormous units that boggle the imagination.[/quote]
[quote]"You gotta have nukes!" Taylor chortles, selecting the nuclear option and clicking his mouse near a naval fleet. Assuming a nuclear missile isn't intercepted by anti-missile systems, the devastation it causes is unreal. The epicenter vaporizes what seems like miles of terrain in a single brilliant flash, and then the shockwaves radiate out. The first one is brutal, but stronger units can survive the rushing arc -- fast units can even escape the blast. The second, slower-moving shockwave creeps along devouring nearly everything in its path, creating tsunami waves at sea and scorching a ring of earth on land. In the center of the devastation the expected mushroom cloud slowly rises -- soon to be followed by many more if your opponent retaliates in kind. When several nukes go off at once (and Taylor demonstrated this by gleefully blowing up most of the planet), the effects are cumulative -- for several seconds you almost couldn't see the map amidst the white-hot glow of a dozen miniature suns.
Nobody ever said war was pretty. No, wait, on second thought, we're saying it -- it looks awesome.[/quote]
This game sounds like lot of fun, doesn't it? :D
[url]http://archive.gamespy.com/landing/supremecom/[/url]
[quote]Imagine, if you will, a tank. It's a full-on beast: wide base, massive treads, two enormous cannons, independently rotating turret, surface details including antennas and whirling radar dishes, you name it. As it rumbles powerfully along the 3D landscape it leaves twin tread marks in the sand. Smaller vehicles will skitter around it, powersliding across the terrain, but the tank is a rock: it moves with weight and power. Next, imagine taking your mousewheel and spinning it, slowly moving the camera out. Your tank is not alone; dozens more are continually spewing from a factory, rolling out to join the first. Most real-time strategy games stop there, but not Supreme Commander. As you keep panning out, a shoreline becomes visible, and just offshore sits a battleship.
The battleship is enormous. Compared to the tank, the side of the hull is a wall of steel. The huge ship doesn't fit on a single screen, no, you have to keep zooming out to take it all in. The deck of this monstrosity is surrounded by independently-rotating anti-aircraft guns, each one bigger than the tank. Mighty columns of steel rotating on gigantic turrets signify the battleship's main bombardment guns: the screen shakes when they fire, and they can hurl giant shells as big as a car for miles inland. Compared to the battleship, the tank is a tiny little bundle of pixels.[/quote]
[quote]"Experimental" units that can be constructed by each of the game's three different factions dwarf ordinary ground forces. Example? The "Spider," a robotic monstrosity that can step on tanks with any of its six legs. Its primary weapon is a heat laser that scorches trenches along the landscape, obliterating anything it touches. As it walks along, crushing trees, little tanks and other vehicles scurry around under it, trying to angle their guns upwards in order to hit it.
No weapon of mass destruction is too "over the top" for the minds at Gas-Powered Games. They're filling Supreme Commander with all manners of vehicles that make modern military armaments look like children's toys. Imagine a flying aircraft carrier, or a tank factory that can roll along under the surface of the ocean, or a submarine aircraft carrier that can surface just off your coast and unleash a payload of fully-functional fighters and bombers. Supreme Commander is filled with enormous units that boggle the imagination.[/quote]
[quote]"You gotta have nukes!" Taylor chortles, selecting the nuclear option and clicking his mouse near a naval fleet. Assuming a nuclear missile isn't intercepted by anti-missile systems, the devastation it causes is unreal. The epicenter vaporizes what seems like miles of terrain in a single brilliant flash, and then the shockwaves radiate out. The first one is brutal, but stronger units can survive the rushing arc -- fast units can even escape the blast. The second, slower-moving shockwave creeps along devouring nearly everything in its path, creating tsunami waves at sea and scorching a ring of earth on land. In the center of the devastation the expected mushroom cloud slowly rises -- soon to be followed by many more if your opponent retaliates in kind. When several nukes go off at once (and Taylor demonstrated this by gleefully blowing up most of the planet), the effects are cumulative -- for several seconds you almost couldn't see the map amidst the white-hot glow of a dozen miniature suns.
Nobody ever said war was pretty. No, wait, on second thought, we're saying it -- it looks awesome.[/quote]
This game sounds like lot of fun, doesn't it? :D
[url]http://archive.gamespy.com/landing/supremecom/[/url]
Comments
It'll be awesome. Completely and totally awesome.
And music all in all.
Wanna play again.. :(