Supreme Commander: Controls detailed, Xbox 360 demo confirmed |
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Converting a real-time strategy title to a controller-bound console has always been a dicey deal. And when you're talking about a title like Supreme Commander, it just tickles our imagination more regarding how the developers plan to pull off such a feat. For those asking about such a point, we're reporting on an interview IGN recently conducted with Gas Powered Games producer Marc Scattergood. He revealed a ton of details on how the studio was going to port Supreme Commander over to the 360, including snippets on controller layouts changes, and a possible teaser.
For starters, Scattergood detailed on the Xbox 360 port's wheel UI, which simplified the process of selecting build queues. As he elaborated:
Since the very first prototype of Supreme Commander on the console, we have used a circular UI that we simply refer to as "the wheel." The left stick quickly chooses the unit you want to build, and you can easily navigate through the tech levels, commander upgrades and the build template system.
Moving on, Scattergood numerated other changes that were being implemented or removed. The game's 360 port will run faster, although the devs removed its six largest multiplayer maps. Scattergood explains this was done to help facilitate shorter combat downtime on the console port.
Speaking of multiplayer battles, Scattergood also explained that Supreme Commander on the 360 would have a unit cap of 500, and would support up to four players per match. The game will also receive nine new units, three of which are exclusive to the 360 game.
The details getting you excited? Good - Scattergood further confirms that a demo's currently under development, although its release schedule is still TBA. That's the rundown on these latest details for Supreme Commander on the Xbox 360 - those interested in viewing the full interview will want to visit the source link.
Via IGN
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