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With the real-time strategy series Supreme Commander coming to GOG.COM, we thought it was the perfect time to highlight the creator of the series, Chris Taylor, as well as dive into their journey through the world of video games, while also highlighting the amazing RTS titles he helped create.

Born in British Columbia, Chris got his start in the game industry in the late 1980s with Distinctive Software. The first game he was a part of was the baseball title Hardball II, but it wasn’t until his move to Seattle, Washington in 1996 that his path really started to become clear.



It was at that time, with Cavedog Entertainment, that Chris got the chance to stretch his creative legs as the designer and project lead for the iconic RTS Total Annihilation.

Total Annihilation was a huge success, even though it had to compete with one of the titans of the industry, Age of Empires. It even won Gamespot’s Game of the Year award in 1997.

After his time with Cavedog Entertainment, Chris went on to found Gas Powered Games in 1998.

Chris Taylor, Gas Powered Games, and a look at the amazing Supreme Commander

Taylor hit the ground running with Gas Powered Games. First, he and his team created the fun action-RPG title Dungeon Siege in 2005, but the real star of Gas Powered Games was Supreme Commander, released in 2007 along with its sequel, Supreme Commander 2 from 2010.



The Supreme Commander series is considered the spiritual successors to Total Annihilation but due to rights issues, Chris Taylor and his studio could never completely come out and state that. Even so, the game is heavily influenced by it.

Like in Total Annihilation, Supreme Commander has you playing as a powerful singular unit. This unit, called an Armor Command Unit (ACU), takes lead over one of three factions and each faction has its own storyline consisting of six missions.

Balancing real-time strategy with micromanagement

Both of these real-time strategy titles offer a unique look at resource gathering, something RTS fans are sure to be familiar with. To keep this part of the games’ experiences straightforward, these titles only focus on two resources. In Total Annihilation, those two resources are Energy and Metal, while Supreme Commander uses Energy and Mass.



Supreme Commander also does a great job of dealing with tedious micromanagement issues by streamlining how you control units. While you can individually decide what a unit is doing, you can also set up a queue of actions, allowing units to go about their business while you continue to manage things elsewhere.

Another thing Chris wanted to make sure of when creating Supreme Commander regarded the scope of the game. He believed that many titles at the time were closer to “Real-Time Tactics” games, in that they didn’t really get the scope right. That’s one reason why the title is so epic in scale, to help really drive home the fact that it was a strategy game and that players’ choices would echo throughout a large, engaging map.

Upon release, the game was a huge hit with fans and critics alike. Critics praised the title for its unique map that offered seamless strategic zoom and its dual-screen mode. Even the story, not typically a huge selling point in RTS titles, was acknowledged for being thought out and engaging.



Now available on GOG.COM

Overall, Chris Taylor and the team at Gas Powered Games knocked it out of the park with this iconic RTS title. Supreme Commander and Supreme Commander 2 are still totally worth playing, and now, with both games being released on GOG.COM, it’s the perfect time to dive in for the first time or play it again if you love real-time strategy titles!

What do you think? Plan on checking out the Supreme Commander series on GOG.COM? Let us know down in the comments!
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eiii: Is SC2 also easier to play than SC1/FA?
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ariaspi: Yes, it is.
Thanks for the info! I do not like the simplified gameplay, but when the campaign is easier I might grab it on the next good sale. The SC1/FA campaign is too hard for me. It seems to be a lot harder than the TA campaign. And the SC1 skirmish mode is too fast.
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ariaspi: Yes, it is.
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eiii: Thanks for the info! I do not like the simplified gameplay, but when the campaign is easier I might grab it on the next good sale. The SC1/FA campaign is too hard for me. It seems to be a lot harder than the TA campaign. And the SC1 skirmish mode is too fast.
don't forget you can play "pause and order" too in supreme commander. it is the pause/break button, hit it and the whole game comes to a halt. Very usefull if you want to think how to setup your attacks, i myself are pretty hopeless even with timed move points, not to mention if you are under full attack and need a clear mind in how to proceed
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eiii: The SC1/FA campaign is too hard for me.
Indeed, those campaigns are quite difficult, especially the one for SC1, maybe because it lacks the more advanced units introduced by the FA. Also, the veterancy system for the units in SC1 is too slow, the one in FA being much better.

In case you didn't know, you can postpone completing the mission objectives as long as you want (I don't remember very well, but there are not many missions with time limits), thus preventing the map expansion and allowing you to build a stronger economy, better defences and units, gaining veterancy and all that stuff.

And, like Radiance said, you need to pause the game very often. Plan the base building and order the units while paused. I was using it so often that I bound the Pause key on one of the mouse buttons.
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Radiance1979: don't forget you can play "pause and order" too in supreme commander
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ariaspi: Indeed, those campaigns are quite difficult, especially the one for SC1, maybe because it lacks the more advanced units introduced by the FA. Also, the veterancy system for the units in SC1 is too slow, the one in FA being much better.

In case you didn't know, you can postpone completing the mission objectives as long as you want (I don't remember very well, but there are not many missions with time limits), thus preventing the map expansion and allowing you to build a stronger economy, better defences and units, gaining veterancy and all that stuff.

And, like Radiance said, you need to pause the game very often. Plan the base building and order the units while paused. I was using it so often that I bound the Pause key on one of the mouse buttons.
Thanks for the advice! Actually I already was playing FA. So it's no good news to hear that the campaign of the base game is even harder. I try to build a strong economy. But I hate it to get harassed right from the beginning and getting my base destroyed faster than I'm able to gather resources and rebuild it.

Regarding the skirmish maps, is there any way to reduce the game speed when playing against the computer?
Post edited June 22, 2020 by eiii
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eiii: Regarding the skirmish maps, is there any way to reduce the game speed when playing against the computer?
You can choose free option in game speed settings to freely set speed values from +10 to -10 with numpad's +/-.
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eiii: Regarding the skirmish maps, is there any way to reduce the game speed when playing against the computer?
Deimos already gave the answer. Don't forget to also check the wiki, you can learn from there more about the units and different strategies. Start with the page for the controls, which are so many.
I'm currently in mission 7 or 8 from those green girl squad, trying to win the war without to much casualty man, allthough the a.i. is a bit clunky now and then the whole setup of dropping on such a planet and start laying out the groundwork for the coming battles that only will up in scale is pretty amazing.... so amazing i decided on taking a breather for a couple of weeks before i dive back in again
you can play gog copies of supreme commander and forged alliance online using GameRanger