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Supreme Commander Q&A: nuke 'em first, ask questions later

Posted Dec 8, 2006 at 2:18PM EST by QJ Staff

Listed in: Interviews, Titles, Genre Tags: Chris Taylor, interviews, THQ
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SET CONDITION 1SQ FOR STRATEGIC MISSILE LAUNCH! - Image 1SET CONDITION 1SQ FOR STRATEGIC MISSILE LAUNCH! - Image 2


We're still not through blurting out four-letter words, but not because of screens that make us pee our pants. It's because when Gamespot asked how long a two-player game would last in THQ's Supreme Commander, Chris Taylor replied,

In my estimate, if two players played on the largest map, it could be anywhere from six to 12 hours (with a healthy amount of water on the map), and the game would end with nuclear attacks all over the place, massive invasions, and experimental units aplenty. It would be insane, to say the least.


If we pee our pants, it's because we can't hold it in for six-to-twelve hours on those wide-load maps. Now you know why nukes can become critical in the game - or why they come in so many real-world-analogous flavors in Gas Powered Games' mega-RTS extravaganza.

You've got city-busting strategic ones on missiles, tactical battlefield pieces, shorter-ranged but more secure sub-launched missiles, a nuclear artillery piece that will range across the map as well, and a nuke cannon that's the personal sidearm of one of the factions' Supreme Commander (Kim Jong-Il not so very ronery anymore).

Six to twelve hours on 1v1, and all those nukes... now you truly understand the scale of the game while holding down the urge to release the remnants of those 20 glasses of iced tea you've been chugging the past six-to-twelve-hours. And with Chris saying that the beta is going on as we speak, and the Gas boys are tweaking and tuning the game, sooner or later, you too will taste the almighty power of nukes raining down on your enemies... and the pee raining down from the chair. Ew. Gross.



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