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Supreme Commander: Gold Edition

Released on 23 November 2007

Rating: 12+ (PEGI)

4.0 out of 5 (26 customer reviews) | Write a review

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Supreme Commander: Supreme Commander is the first ever RTS to deliver truly strategic as well as tactical gaming with an emphasis on scope as well as ease of use. Set in the 37th Century you command one of three races as the Supreme Commander with a single goal in mind - to end the 1000 year Infinite War and become the reigning power supreme. For a thousand years, three opposing forces have waged war for what they believe is true. There can be no room for compromise: Their way is the only way. Dubbed The Infinite War, this devastating conflict has taken its toll on a once peaceful galaxy and has only served to deepen the hatred between the factions. Delivering one of the most advanced and innovative features of any RTS game, Supreme Commander establishes a breathtaking new standard for sheer scope and scale of gameplay. Massive battles unfold across maps of unparalleled size and scope and thousands of units fight to the bitter end.

Forged Alliance: The last days of man are at hand. Two years after the Infinite War the once great warring nations now lie in ruins, and humanity's hope for a brighter future is nothing but a bitter memory. A new, seemingly unstoppable enemy, supported by the zealots of The Order, now seeks to eradicate mankind; UEF, Aeon Loyalist, and Cybran alike. With their backs against the wall and staring into the abyss, the tattered remnants of Humanity's forces must put aside old hatreds and band together as they prepare to make one last desperate stand. One last chance. An alliance forged in blood, steel and hope, they turn to face the dark.

Supreme Commander features:

  • Brand new RTS from Chris Taylor.
  • Planetary warfare on a Galactic scale-zoom from the tactical unit level all the way out to the full theatre of war in one seamless motion.
  • Includes full naval, ground and air combat.
  • 3 unique factions that each appeal to different player personalities with approximately 80 units/structures per faction.
  • 3 story-driven single-player campaigns with a detailed and rich background history that weaves into gameplay.
  • Intuitive & customizable gameplay interface with unsurpassed command and control features let you quickly and efficiently manoeuvre troops across the battle field. Also includes dual-monitor support!
  • Robust multiplayer gaming with up to 8 players online plus co-op mode.
  • Full-on community support including a map & mission editor, downloadable content and instant battle replay features.
  • Forged Alliance features:

    • New Playable Faction - A completely new playable faction will be available in multiplayer games and serve as the main threat during the new single-player campaign. This new threat is a cunning and devious race with advanced technology and are true masters of quantum technology. New weapons, new strategies, new conquests!
    • New Units - 110 new land, sea, air, base and experimental units evolve armies to address strategic weaknesses or become the ultimate expressions of factional military doctrine.
    • Warfare on an Epic Scale - Fully realized navies, orbital weaponry and advanced counter intelligence technologies give commanders unprecedented, deadly new capabilities in what is already the most strategic RTS on the market today.
    • New Multiplayer Maps - New multiplayer battlefields provide new grounds for players to prove their supremacy.
    • New Single Player Campaign - Play through a brand new single player campaign as you gather your forces to save mankind from extinction.

    customer Reviews

     Average rating (26 reviews)

     Worth its weight in gold! (clever eh?! lol)

    | | See all scotgamer20's reviews (1)

    Having read many mixed reviews about these 2 games, I can understand both sides of the argument. Yes you do need a powerful pc to enjoy it at its best (but can easily run on low settings with no AA) I'm aware it takes a good hour or so to build up a decent army and base.

    Normally i'm not the patient type with strategy games but the sheer scale of this game is so huge, it'll make your efforts worthwhile. It does a great job of keeping you on your toes by bombarding your base with units every so often (not so that it gets annoying though) - one tip, build loads of AA!

    Yes it may seem dull at first but trust me, things liven up when you're fending off enemy experimentals from your own base. It can seem demanding at times as its not just your own base you're defending, i often find myself fighting on 3 or 4 fronts at once but that's just my personal strategy. The main thing is SupCom gives you plenty of space to try your own strategy not to mention the awesome "strategic zoom" - this function will become 2nd nature to you.

    I don't feel its fair to compare this game to C&C 3 because they're both very different. C&C3 is for those who want quicker battles with less focus on base development. Personally i find this approach somewhat limited as i prefer to build big, open bases. Having enjoyed Total Annihilation for so long, i would be happy to call SupCom it's true sequel :) all in all, well worth the money - top stuff!

     Great value & keeps all updates and patches together for MP

    | | See all NethLyn's reviews (18)

    I didn't need this edition at Xmas 07 because I already had the first Supreme Commander. If, however, you have more than one PC or want to give the game as a gift, then this Gold edition is the best value game of the season and it's a crying shame that it was released on the same day as Unreal Tournament III, so hasn't done as well as it deserved to.

    The original Supreme Commander is good practice though it contained some handling annoyances and the second UEF mission could be drawn out to frustrating lengths if you didn't do exactly as the scripting suggested. After that it gets better though, despite the music being sparse, literally one theme per race and not much in the way of other music until the end. GPG Net has been configured to allow original SC and Forged Alliance Servers to co-exist but to be honest the hardcore has already traded up to FA, making this a doubly sensible investment.

    I've completed the SP game of Forged Alliance (which contains 20+hrs play per side) and the good news is, you do get practice for the multiplayer because if you install both games and let them auto-patch, then almost every single unit from the multiplayer is in the Single Player, though you do receive a few final units as unlockables when you progress through the missions. There are six large maps with differing missions on each, which unfold as you progress.

    However, it's all about MP and Forged Alliance doesn't disappoint. Choosing to Skirmish against an Adaptive AI will bring you the most realistic computerised play I've seen - it'll be aggressive, defensive, and make mistakes that you can exploit. Unlike CnC series it won't default to attacking the northern-most point of any base.

    Against another human, if you both have dual-core processors in your PCs, you get a fluid performance but the only requirement aside from the processor and a total of 16Gig HDD space is lots of time. Evenly matched games can be ended in an hour with experimentals, longer if you choose to start firing missiles at each other. I've been playing 1v1s all over the world (eg Australia with 300-400 ping) and the network code for GPGNet has held together nicely. The music, also by Jeremy Soule as in the first game, is one of the biggest improvements over the first game other than combining all of the patched-in units. It's sweeping, expansive, and you get generic music that fits together rather than thinking "That's the UEF/Cyban/Aeon Theme" like the first game. It's so good I leave it on to play whether SP, Skirmish or MP. The only niggle regarding Forged Alliance is a lack of memorable additional maps- you'll have to scour the community for their own submissions, even if the existing set are classics.

    So if you only buy one RTS this year for your reasonably well powered PC (single cores of 2.5Ghz and above also cope well and the game scales down to a Radeon 9600/9800, but ultimately dual core is best, and 2Gb RAM is also a big help) then make it this double - if you want to graduate from CnC where you always know what you're getting.

     Only for Players who know how to play a real RTS

    | | See all Mobius's reviews (173)

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    At time of writing the review this package of both supreme commander and forged alliance is selling for £12.99, What! do the publishers think they are doing letting two great games sell at this price.
    Anyway both titles are the pinnacle of RTS gaming for the simple reason that is has more of what any other RTS has to offer. The reason I state this is because Supreme Commander offers
    Bigger Battles.
    Land Sea and Air Combat all on the same map.
    Big Tech tree.
    Over a hundred different type of units.
    Mech Commanders that can be customised to your playing style.
    Maps as little as 5km x 5 km or as big as 80km x80km
    The ability to zoom in to a single unit or from high above looking at the whole battlefield.
    The ability to play with two monitors.
    Over all a great package and even if you dont like the game £12.99 for two AAA titles still aint bad, you never know you may learn to like it.

     Two great games in one great value box

    | | See all MidnightBlues's reviews (14)

    these games are great, massive expansive RTS's with thousands of units and strategy on dozens of levels, along with a great story and missions that seem to last for hours. Even just one of these games on its own would be worth the price so two is a steal

     The new age of RTS has landed

    | | See all Chlodwig's reviews (2)

    I bought the original one over a year ago. I still play it, and I still discover new tactics. The add-on adds a nice touch, not a must-have in my opinion but for the price this sells currently, it's a steal regardless.

    It takes a while to get used to the idea of using the overview map as the detail map, and that you can simply zoom in and out wherever your mouse icon is, but after an hour or so you don't know how you ever played any other way. It is very intuitive and feels very natural once you get used to it.

    The drawback is that you needed a very powerful machine a year ago. A good machine today should easily and smoothly play this game.

    The three original factions play quite similar, with little but important differences in their unit and building set. Some have better shields and can create more durable units, shield their heavy stationary weapons and use a solid "slow steamroller" approach to a battle. Others excel in stealth and use it to flank opponents to catch them with their pants down. Basically, though, all the basic strategies, from "rush 'em" to "one inch at a time" work, and all can be countered easily when you know what your enemy is going to do.

    Also, this is one of the few games where maps are HUGE enough to make transporting slow units not only an option but also often a necessity. On huge maps, you cannot simply drive your slow, heavy tanks to battle. You have to find a way to transport them, maybe by airlift, which opens yet another problem, since air transport can only transport few heavy, but many light tanks. What's your strategy? Many small tanks, or few heavy ones? And how do you keep those air transports alive 'til they arrive?

    Logistics do become an issue when you can't replenish your losses easily by driving them up there, building a forward base becomes a necessity, and all that counts against your troops limits.

    Where do you hit your opponent? Want to take out his heavy gun that keeps pummeling your base? Or will you try to take out his power plants so he can't fire anymore? Hit his production base or better deprive him from the mass necessary to produce? He can't possibly defend both, so where will he be? Can you rely on your radar? Or is he stealthing his units and you send yours into a suicide run?

    And do you have a fallback plan when he does the same?

    This is maybe one of the most challenging RTS games currently on the market. It's not just "build up and smash him". You can't win with numbers. You can't win by walling and waiting. You usually can't win rushing unless you have a really dumb enemy, his command unit can easily handle your first few units (rushes can still make sense when you can cripple his initial build routine, which can be very essential).

    How can you win?

    By having the better plan. There is no best plan, so you may have to adapt to what your opponent plays. Be flexible. Adjust and tune your strategy. Never consider yourself already the victor, nothing is easier than blowing up your production or power center and you're flat on your face, scraping together rocks and trees for mass and energy...

    This is truely the future of RTS. From interface to unit dependency and interaction, there is nothing in existance that can come close to it.

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    Rating12+ (PEGI)