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Review: Supreme Commander - PC

by Steven Williamson on 21 February 2007, 14:50

Tags: THQ (NASDAQ:THQI), Strategy

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Intelligent and demanding AI



The user interface is certainly one of the most important aspects of an RTS and the designers involved in creating the Supreme Commander UI have done a superb job. Although this isn’t a new inclusion in RTS games, one of the most useful features is being able to choose a unit type and map them to one of your number buttons, meaning that when the action hots up you can switch between units with ease. There are clear icons for everything you need and descriptions appear when you hover over them meaning that you don’t have to keep reaching for the user manual every few seconds.

Click for larger image




Click for larger image


Thankfully, Supreme Commander has a queuing system for both base and unit building where you can gather the necessary resources – in this case energy and mass – in order to build a steady supply of units (there is also no resource cap). This allows you to give your CDR multiple commands and then head off to deal with the war whilst he builds them. Like any RTS, there are also tiers which you can build up to allowing you to create more powerful units or increase the effectiveness of your defensive lines and it’s well worth the wait as there are some excellent new units, such as the assault bot that carries a Phason laser and blasts nearby enemies.