It took some doing, but we squeezed in this conversation with Supreme Commander designer Chris Taylor. Thanks, Chris, for stopping by. Best of luck with the game. - Curt Feldman
After getting an opportunity to play the demo, let me be the first to say who cares. It was bland and uninspired.
yacbos, thats why you have more than one engineer build it. use your brain or you'll get destroyed in this game
umm well i got the demo i got a decent system already so i started playin the gfx are awesome the sounds are good the gameplay is nice but to build a nuc in 85 minutes wut?? r u kidin me?? strategy games dont last that amout of time while you already stay around 85 other minutes to upgrade to the level at which you can build nuc and anohter 85 minutes you can finish a game b4 you pass to a grave lol
This game looks so friggin' tight, i've just spent over $2750 on a new system, desk, etc for it to be able to play at the max possible settings.
The feature I like best about SupCom is the dual-monitor support. That's such a bad ass feature, I wish more games would use both screens. Can keep one screen zoomed out all the way to keep an eye on everything or you can zoom one screen to your base and the other screen to the enemies base and send tanks over there extremely fast by clicking between the screens.
i played the demo and thought the concept and game design was great, but it runs too choppy on my computer. Both the minimun requirements for processing power and video display are jacked up beyond what casual gamers' computers are. Even at the lowest graphics setting it doesn't run smoothly. If i'm looking for sweet graphics, I'll just get a game for my PS3.
Chris Taylor is the right man for the job. He is definately in touch with his customers. Reminds me of the early days of Blizzard Entertainment. Blizzard made games for gamers. Life is good on the gamer cruise ship with Chris Tayler at the helm.
Wicked stuff. Shame I can't currently get 256 RAM out of my machine or I'd be clawing at that demo. System upgrade incoming I hope.
It sounds like CT is almost apologizing for SC's complexity and demands on the gamer. Or that he has to explain to people why SC is "fun". I can why he might think that, since the demo is, IMHO, overwhelming in a lot of ways. But, I think back to how smashingly fun TA was, so I then think ahead to how likely SC is to be just as fun once enough people wrap their heads around it. I mean specifically: dealing with the unusual camera, balancing zoom and strategic views, making way points efficiently, and creating effective build orders.
Chris Taylor and the "Gas Powered Games" team, I think, are changing the way games are both made and the way their played out in various ways. Can't wait to get the final copy of Supreme Commander in my hands, and I am looking forward to what their bringing to us in the future. :)
It took some doing, but we squeezed in this conversation with Supreme Commander designer Chris Taylor. Thanks, Chris, for stopping by. Best of luck