Customer
Reviews
Not quite expansion, not quite
stand-alone, yet still fun
Supreme Commander (SC) was an
exceptional game, and highly engrossing for myself and others who grew
up with Total Annihilation. SC had its flaws, though nothing I'd
consider game-breaking.
Forged Alliance (FA) is the "kinda"
expansion to SC. It does, indeed, stand alone as a game, however many of
the options are locked out unless you own SC. This could easily be a
bit of a disappointment to those picking it up and not knowing the
half-truth.
With that out of the way, should you own SC and FA,
you are in for a treat. FA fixes many of the issues experienced with SC.
Many of these issues come down to balance. The new faction is a nice
addition to LAN games, and the extra units helps the distinction between
the existing factions. One thing you'll notice, though, it the new
faction's units are less numerous than the old faction's bolstered
ranks. Perhaps not being a story-mode available faction was the reason,
but it's rather silly. It makes the new faction, already functionally
generic, even less identifiable to tactics and strategy.
Regardless
of one faction's unit count, the other features of the game are an
exciting addition, though players of SC may find the new interface a tad
bit odd at first. It quickly becomes apparent the new interface is
vastly superior.
If you own SC, I can easily recommend picking up
FA. If you don't own SC and are an RTS fan, I highly recommend picking
up both.
Added Balance
I've thus far played through
the campaign with the UEF side. A list of changes I've noticed from the
original supcom:
-Cleaned up UI. It's much more streamlined. The
construction tab seemed a little too simplified at first, but it grew on
me.
-Some major unit balances. Nukes have a slightly smaller
blast radius and take WAY longer to build (engineer assistance does very
little to aid), other end-game options have been balanced to be more
employable (ex: Mavor cannon much shorter build time, nuke-sub only
takes 8 minutes, all experimentals build a touch faster, amongst other
things), mass fabricators have a much lower output, etc. Overall, I like
the new balancing more.
-The game handles 2000 units being on
screen better than the original in terms of processing speed.
-New
units. A brand new alien side and each original side gets a new
experimental along with 9 or 10 new units. These new units are unique to
each side (ex: UEF is the only side to get a new Tech3 point defense
while the other sides get other unique advantages) so it adds to the new
balancing.
-Some new multiplayer maps. These maps are nicely
polished and as playable as the originals.
-And of course, a new
campaign. The campaign is only a mere six missions long (for each side),
but these few missions last quite a while due to their difficulty and
extensive objectives. On average, each mission took me about 2-2.5 hours
to complete on the normal difficulty. The campaign may not be a work of
genius in terms of story, but it definetely is sufficient to set a
do-or-die tone on humanity's bleak outlook should you fail your
objectives. (Then again, it doesn't require too much of a grand story to
build up a massive army and bring the pain to the opposition.)
These
are top-notch changes and additions, and all quite welcome. However, I
don't think they are sufficient to qualify a forty-dollar price tag for
this expansion. (Just a few dollars more and you've got a brand new
game.) Hence, I am rating this game only four stars. As an expansion, it
is one of the best, but priced as a brand new game it doesn't quite
deliver the value.
If you find this game for less and you already
own the original supcom, consider it a must-buy hands down.
THE WOBBLY MARCH OF THE STRIDERS CONTINUES...
The original SupCom was
another excellent example of a good game that got too over-hyped for its
own good. When it eventually hit the stores, the impression it made did
not live up to the expectations (feel free to browse my review on the
original game as well).
Its main flows were unpractical graphics
(great looking yet unplayable when zoomed-in - whereas, the zoomed-out
warfare views were bland and generic), as well as strategically
irrelevant ground characteristics. Luckily, SupCom-FORGED ALLIANCE is a
standalone expansion that THQ obviously worked on improving.
As
with the original, SupCom-FA demonstrates its strengths when a great
number of units is deployed. After all, war is big and ruthless - and
this is SUPREME COMMANDER - and not...PRETTY BIG Commander; on the other
hand, there is no free lunch in this universe.
This expansion
sports improved graphics (on both units, shadows and terrain) - but this
also means higher system requirements that include the effective need
for a Dual-core processor.
Just like the original game, SupCom-FA
requires a lot of resources to calculate the physics and ballistics in a
way that other RTS games would not even touch with a pole.
So, when
the number of units increases make sure that your system *surpasses*
even the RECOMMENDED requirements (provided below):
· 3GHz Intel (or
AMD equivalent)
· 1024MB of RAM
· nVidia 7600 (256MB) (or ATI
equivalent)
· 6GB of HDD space
Now, even meeting the above, you
canNOT rule out stuttering and freezing. A Dual-core processor is, in my
experience, essential - and this is a requirement NOT justified by the
quality of on-screen graphics. Today, there are many games that do
wonders with much lower requirements - and this is where SupCom-FA
looses its 5th star.
The 4th star was withheld because of the
...cunning marketing locking of the game options - although this is sold
as a "standalone expansion": hence the pricing at about $40.
Supposedly,
one is buying all three factions of the original SupCom as well as the
new Seraphim faction. At $40 that would have been a good deal; after
all, the original SupCom is barely a year old game.
However, this
Seraphim faction is only available in Skirmishes and Multiplayer, and
does NOT have a campaign of its own! And, to add insult to injury, the
other three original factions are LOCKED and not available in a
Multiplayer - unless one has the original SupCom!
So, since SupCom:FA
is much more enjoyable as a multiplayer, these lockouts effectively
cancel out its standalone status - and make its pricing exorbitant.
All
in all: a good effort but wait for the price to get market-corrected.
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