Our only other real worry is about the landscapes. Their massive scope has cost Supreme Commander the kind of detail and interactivity that we’ve seen in Company of Heroes. The only objects you’ll really see other than your buildings and units are trees and cacti. There’s nothing that can give you a sense of scale. It’s only once a battle has been fought, when the deserts and islands are pockmarked with craters, or covered in the carcasses of dead tanks and transports, that these landscapes become places. You’ll always remember the level that ended with a crashed Aeon UFO, proud even in defeat, its silver corpse pointing to its former home in the sky.
Nevertheless, SupCom is a remarkable piece of work, and a worthy successor to Total Annihilation. Strategy games don’t come this big, and this ambitious, and they never demand this much from you. Take command - if you think you can handle it.





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