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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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Orkhepaj: want to play multi?
Thanks, but no. I'm not into multiplayer/online gaming.
Played Supreme Commander 1 through the campaign and some skirmishes, it was an RTS visual dream with a great UI and great fun. When I saw the price on 80% sale - Instabuy!!! Enough said.
low rated
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aabe011: Played Supreme Commander 1 through the campaign and some skirmishes, it was an RTS visual dream with a great UI and great fun. When I saw the price on 80% sale - Instabuy!!! Enough said.
hmm isnt sc2 better?
What an amazing surprise to wake up to. Now, tell THQ to revive Dawn of War(1) 40k and my life will be complete :p
Excuse me GoG but you could please stop?

I've already spent 100+ here and you guys just keep making me spend dollahs.
Instabought...and thanks for the freebie as well GOG \m/
Does the first SupCom have a skirmish mode?
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Mark-Mark: If I'm reading things right here it seems yet again GOG hasn't bothered including the manuals with the game. I honestly can't understand why this happens, it must be sheer laziness.
With some games I get it, there isn't much in there beyond how to get the physical media working and most of the installation info is out of date now anyway, but when you have a complex strategy game knowing the strengths and weaknesses of units is essential.
When you buy it on GOG and you still have to go to steam to download the manuals, someone screwed up somewhere!
Lots of games on GOG include the manual somewhere in one of the installation folders after the game is installed. (This seems to be entirely unrelated to whether or not there's a standalone version downloadable from the game's extras section in the library.) Obviously, it would be nice if all the manuals were offered for individual, separate download, but as long as a given game's manual is available once the game's been installed, I don't mind much. (To be clear, I don't know what the case is for these particular games.)
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IronArcturus: Does the first SupCom have a skirmish mode?
Yes
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Ixamyakxim: Nice pickup!

RTSs weren't my genre (I always "wanted" to like them more than I actually "did") but it's great to see the big boys in the field here!

For so cheap I might even have to check one out - when you have the pinnacle here why not right?

I like the look of 1 more, but is 2 substantially "improved" that I should just go with that one of I do grab one?

Also, do these games have pause like TA did, and do they have that "super zoom" map where you can go from like one guy to just blips on a screen at the global level?
SupCom 1 is amazing. SupCom 2 is pretty, but way less deep - it plays like a simplified Command and Conquer-style game with a fraction of the depth. If you have to choose, go SupCom 1 and Forged Alliance.

Both SupCom games have the tactical zoom, yes. :)

]
Problem with Supcom 2 was it was released on consoles so they had to simplify the game. Supcom Forged Alliance is brilliant. Love playing the skirmish maps with huge armies and the battles are frantic and enjoyable.
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Nyktouros: No manuals, no OSTs. Very underdone release.
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BmB: I don't recall supcom having a manual. And the OST is still sold separately on Jeremy Soule's website I believe.
Supcom came with 2 manuals - the PDF was the full version while the paper version only covered the gameplay basics (no unit or faction descriptions). You also got a poster with a map showing the single-player campaign planet locations on one side and a listing of all the units on the reverse (UK buyers got a French version, which THQ replaced by post in my case).

The soundtrack should be accessible as .mp3 files within the game folder itself.
By the way, it’s a good idea when releasing the long-awaited classic games or just the very expected popular games here, to do at least a little interview with one of the creators.
It will be interesting to read, it will be a new interview (rather than copy-paste of some old ones), it will increase information and press coverage (many gaming and near-game media will be more willing to write news if there is also a new interview with someone from well-known developers than the simple "game X released on GOG store"), and at the same time more developers will know and remember the existence of such a store. Brand awareness will increase.
In addition, such interviews are important for preserving the gaming story. Thus, GOG will save both old games and information about old games (about creating a game, people who made it, etc.).
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i_ni: > Born in British Columbia, Chris ...
Does it matter, i.e. what's wrong with:
"Born in Canada, Chris ..."

British Columbians don't want to be called Canadians or there's something else?
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SirMrFailRomp: It's no different than saying "Born in Texas, Jim-Bob...".

It's not like it suggests that he's not Canadian (or American), it's just extra detail.

I wouldn't object to someone saying I'm from Greater Manchester instead of England or Great Britain or the UK (each one of those is less detailed than the last).
I've written the following reply which brings nothing to the table and I was about to scratch it. Nevertheless I put effort into it so "Post" is hit:

Question is does/should it matter, or to whom it matters and why?
AFAIK there are several Manchester around the world (time for a (great) movie ad: "Manchester by the Sea" (2016)).
Also, telling a world-wide audience of (never heard) province instead of a (well known) country could effectively result in a loss of information.

Does it matter (or why does it matter) that Chris is born in BC, not in NU(Nunavut) province of Canada? Perhaps it matters for Canadian or American, it certainly doesn't for me.
---
[url=https://en.wikipedia.org/wiki/Chris_Taylor_(video_game_designer)#Biography]https://en.wikipedia.org/wiki/Chris_Taylor_(video_game_designer)#Biography[/url] starts with
"Chris Taylor was born in British Columbia and started in the video game industry in the late 1980s at Distinctive Software in Burnaby. " that closes the case...
Nice to see these games released here. I'm not exactly an RTS buff, but I like to test my ability with the best examples in the genre, and these seem to belong there.