AGOURA HILLS, Calif., Jan. 18 /PRNewswire-FirstCall/ -- THQ Inc. (Nasdaq: THQI - News) today announced that Supreme Commander, developed by critically acclaimed Real-Time Strategy designer Chris Taylor and Gas Powered Games, has reached the gold master stage of development and is now entering manufacturing. Supreme Commander offers unprecedented scope and scale, superior RTS command and control and three unique single player campaigns. Developed for Windows PC, the game is scheduled to ship to retail outlets worldwide on February 20.
"Supreme Commander is pushing the boundaries with its massive size and scale, delivering an innovative gameplay experience that advances the genre tremendously," said Kelly Flock, executive vice president of worldwide publishing, THQ. "THQ is leading the industry in strategy games, and on February 20th gamers everywhere will be able to experience the ultimate in strategic conquest."
"Supreme Commander delivers the first-ever full Theatre of War zoom function, adding tremendous depth to the three story-driven campaigns and highly addictive multiplayer," said Chris Taylor, creative director and CEO, Gas Powered Games. "We've taken RTS gameplay to a whole new level and I can't wait for fans to get their hands on it."
What the fuck are you smoking? Your basic infantry has the ability to destroy the biggest tanks in the game if you equip them with RPGS and flank. You clearly did not play this game well enough.I had forgotten about the upgrading, that and the resource points were strategic elements. But my point was that the gameplay was highly tactical as opposed to strategic. Its scale and design (rightly) prevented it from being so. It was, as you say, about flanking and pinning units down. It was about manually throwing grenades. It was about taking a village one house at a time, according to whether it contained a sniper or a Panzerschrek unit. Those are tactical decisions rather than strategic, in my view.
COH was great, but hardly strategic.
Not entirely related, but this reminds me of Spellforce 2. Not that it's unusual... even the first RTS, as soon as you could make the big guns, that's all you needed. But anyhow; in Spellforce 2, you would eventually get to a point where you could make a Titan (only 1 at a time I believe), but it was a massive creature, both in size and strength, that'd you'd just ignore all your other non-hero units and run around with this bad boy kicking some serious ass : ) Good times : )
The seige bot is so powerful that once you can make this unit you need almost nothing else.
Mind offering up some info on what you mean by T2/T3? We talking tech trees? Unit upgrades?
-Alamar
CJ_Parker, did you miss the open MP beta that has been going on for months now? If so, that's really kind of too bad for you
A limited amount of beta slots are available.