Supreme Commander review

The war on robotics

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For those who want more structure to their play, SupCom offers three campaigns, one for each race. But these aren’t filled with the strict half-hour, one-off missions that we’re used to. Instead, each level begins on a small map, with a story-focused objective. In an early Aeon level, you warp in to help a beleaguered commander defend a small island. What begins as a simple siege ends, hours later, with a massed attack. The UEF begin their charge in waves - first with gunships and bombers, later landing tanks at the northern peninsula and attacking south. You rarely have a moment to think properly - you just send your engineers to reclaim any metal to supplement your resource pile, while erecting and repairing defenses.

Eventually, the UEF give up attacking from the air and bring up a navy - the map’s borders expand, and the naval base from where the attackers came from is marked. With that invasion repelled, you’ll have to take out a separate air-base, another navy and another factory. Each is a separate island hop, each requires a destroyer bombardment before landing your troops. Each needs to be reinforced and covered, and each needs replacements on hand to fill the gaps left by losses.

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GenreStrategy
DescriptionDespite its slow pace and performance, Supreme Commander is advanced and spectacular.
Platform"Xbox 360","PC"
US censor rating"Everyone 10+","Everyone 10+"
UK censor rating"",""
Release date1 January 1970 (US), 1 January 1970 (UK)
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