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Supreme Commander


Supreme Commander - faction playtest

Getting nuked is disturbingly pretty

Otherwise, the UEF campaign plays straight enough: build land, air, and sea bases, slap down whirring lines of mass extractors and electric-blue power generators (put the latter next to primary facilities to boosts unit production), upgrade each to higher tech levels, craft massive several-hundred strong armies of robotic ground, aerial, and naval units, queue orders and sync complex multi-waypoint flank attacks, then charge.

And by all means, keep your mass and energy in the black. If either goes red, your economy hiccups to a halt, and your only ladder back up involves shutting down things like shield generators and mass extractors. Not a happy event when you're being bombarded by long range base-to-base artillery fire. And horrible news if you're not quite finished building anti-missile defenses when the nuclear klaxons start blaring.

Supreme Commander is slated for release next month. For brand new screens of robot-on-robot violence, check under the Images tab above.


 
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The Knowledge

Supreme Commander

Genre: Strategy
Release date: 1 Jan 2007
Published by: THQ
Developed by: Gas Powered Games
Designer: Chris Taylor
Multiplayer Modes:
Online
4 player VS
9 AWESOME
Read the review
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