Supreme Commander 2
- March 01, 2010 09:21 AM PT
Featuring streamlined features, fantastic multiplayer, and various worthwhile gameplay tweaks, Supreme Commander 2 is an exceptional improvement over Gas Powered's popular 2008 RTS.
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Supreme Commander was a title that lovingly embraced established RTS conventions like base building and extensive micromanagement but it also introduced new ideas like a zoom-out tactical map, physics-based weapons fire, and massive armies consisting of hundreds of units. Unfortunately, the high-end hardware requirements and complexity of the game's core concepts didn't translate into widespread commercial success; while the game was critically well-received, its popularity never matched that of rival franchises like Command & Conquer and StarCraft. Perhaps that's why Supreme Commander 2 felt like an overt attempt to address the issues that kept its predecessor from establishing itself as a legitimate threat to Blizzard and EA's dominance.
The changes Gas Powered Games made to SC2 are apparent from the very beginning. One of the first things I noticed was the game sports a new stylistic look that helps to further differentiate one faction from another; it only takes a quick glance at the screen to identify the three main factions (an Aeon ground force looks different from a fleet of Cybran boats, for instance). This new visual approach also helps keep things looking sharp without demanding a whole lot from the hardware the game is running on, and I was able to run SC2 on the default "high" setting on my mid-range PC.
I did notice some slight hiccups during some of the biggest battles or on maps with lots of water to render, but overall, the game ran smoothly and without issue. It remains to be seen how well the game will scale to lower-end systems but you don't need a top-end gaming rig to enjoy optimal performance. You can thank a modified Demigod engine -- Gas Powered Games' recently released take on the World of WarCraft 3 variant, Defense of the Ancients -- for that. It renders naturalistic environments with much more flair than the previous game's engine ever did.
Beyond their improved backdrops, game maps now eschew the previously favored vast emptiness for a structured "arena" approach. Choke points and carefully placed resources offer much more room for strategy-oriented gamers and there's generally more variety to the types of landscapes. Some maps are enormous industrial complexes meant for large-scale four-on-four battles while others are small tropical islands perfect for one-on-on online skirmishes. The high unit cap also returns, and though I never reached the 300 unit limit, I did regularly field armies of 200 or more; having that many soldiers swarming the battlefield was more than enough to accomplish what I wanted to do, but having the extra legroom doesn't hurt.
SC2's new upgrade system is also a welcome addition. Just about every building or unit in the original game had three tiers, resulting in the player having to hunt and peck around the map for upgrades. SC2 has wisely gathered all these upgrades and placed them in a research window, which is accessible with a single click of the mouse button. Everything-from units, structures, and the commander's ACU (Armored Combat Unit) -- is upgraded through this window, which significantly reduces the player's micromanagement. I also appreciated the fact that every upgrade is retroactively applied to existing units: You feel a genuine sense of sinister glee all members of an 80-strong gunship squadron instantly gain personal shields and rapid fire. The research window is where you'll also find the real differences between the three factions, as each side's tech tree is vastly different from the other two. The factions have also been rebalanced so that each side has distinct advantages and disadvantages. The Aeon, for instance, no longer possess naval units but compensates with interesting new units like the Sea Hunter land experimental.
Of course, what makes or breaks an RTS is its online experience, and I'm happy to say that SC2 was smooth and responsive even with six A.I. and two human players sharing the battlefield. Servers weren't live at the time of my review so my online experience was limited to battles against a friend and computer-controlled enemies, but I thoroughly enjoyed utilizing the strategies gleaned from the single-player campaign on actual foes. The online functionality is bare bones compared to services like Battle.net but the Steam version does come with basic stat tracking and leaderboards, so online fiends may want to consider going that route. Only time will tell if SC2's immense scale and unique upgrade tree will translate into long-term online success, but Blizzard's reticence when it comes to StarCraft 2's release date will no doubt help it gain some traction.
SC2 improves upon its predecessor by taking the franchise formula and upgrading it in a very tangible way. Most of the issues which hurt the original have been addressed, and the game's immense scale allows for some incredible battles. Add in the interesting multiplayer offerings and the friendlier system requirements, and you have an RTS that deserves some real attention from the PC community.
PROS: Improvements abound, from slight art tweaks to considerable streamlining of previously frustrating features; story and voice acting don't really sour or sweeten the campaign experience.
CONS: Still a little bit of a demanding game hardware-wise; smaller maps may rub previous SC fans the wrong way, even with better landscape design.
Comments [9]
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- Mar 01 2010 at 01:24:54:PM PST
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Let's face it ... you can't wait to get back into the StarCraft 2 beta and tear it up haha.
I used to love Supreme Commander but some of the biggest problems I had with it were that every unit looked the same (robotic and shaded a different color) and each race had a gazillion units so it was tough to ever really understand how all of them worked. I wouldn't normally complain about having too many choices, but trying to figure out which units were effective against others was just overwhelming.
When faced with the option of playing Company of Heroes or World in Conflict ... or StarCraft 2 ... I'll choose any of them over Supreme Commander now.
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Ehh I think SC2 will still be better if you're looking for an invite you might want to head here
bit.ly / bWxzYi
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Obviously having not played the game yet, I'm very curious about the "fun factor" of Supreme Commander 2. I go back to Total Annihilation in 1997 and into the early 2000s and that game was fun. The multiplayer for TA was great and made for many a night of long battles. I think what made TA fun was the fact that it was a good strategy game that was not over the top difficult to learn to play and at least be competitive. Supreme Commander and Forged Alliance, the latter I enjoyed more, were not as much fun as TA.
I think the primary reasons were the enormous amount of unit options, and the scroll out feature. The scroll out is a nice feature, but at the same time you couldn't tell what units you had on the field unless you scrolled back in. And again, with all the units available, that made having the right units for the job harder.
Two other issues, to me, were the map size and the economy aspect of the game. Some of the maps were rxtremely big, which was great for the zoom out feature, but just made things more complex. And with the resource system, you really did not have to go out and control area and the resources in those areas. In TA a metal spot on a land map was valuable and really aided in your economy.
In SC you could pretty rapidly move away from territorial acquisition and control and build resource manufacturing in your base and enough so that map control is not that important.
I've enjoyed all 3 Chris Taylor RTS games and will probably enjoy this one.
So I am hoping for a mix of TA type action and fun, with elements of SC and SCFA added in.
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Why is this review listed as an Xbox 360 one when it's obviously the PC version?
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VermithraxDagon wrote:
Why is this review listed as an Xbox 360 one when it's obviously the PC version?
It was tagged as 360 because it came out on the 360 as well as the PC, but you're right -- this is a PC review.
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that narcz guy had a scam site, I put my email up and it was stolen 2 hours later..
For those who haven't gotten a SC2 beta key yet, there are a few people giving them away, my friend was begging me for a key until he tried this blog which randomly gave him one. I applied there myself but didn't get the key, but a lot of others seem to have gotten it. Here's the link: starcraft2betainvites[.]blogspot[.]com
See you guys on the battlefield!
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My Loyalty to the name has fallen today!
I read this review and also saw a few videos released by the creators and being a finantical fan of TA and SC1 I knew this was a no brainer for paying 1st day premium price for it. It did not take long into playing the Campaigns for me to wonder what the hell is going on here. Is this really the game!?! I played the missions on hard and breezed through them all in no time thinking those were surely warm up missions for the real fun. But by the time i had completed the last mission for the last race i knew i had been conned by another marketing campaign using the Supreme Commander following to pawn off a game that was several generations pre-SC1. I want to give some fairness that there are still some unique features that continue to show the ingenuity of the creators are still working...but in this RTSer's opinion they took way too many steps backwards to create this game. Do not be fooled...this is not the supreme commander game everyone has grown to love. Besides a number of existing bugs with no patches available yet the rts play is way too basic. There are less units than the original Red Alert game. Multiplayer has a major bug in lobby where it looks like tons of games available but there are really not. So you get error after error trying to join. But then...i realized what must have happened. At first i thought they rushed to finish the game and it didnt work well. That isnt it at all...the game was designed for simple controls and simple taste for xbox players. PC gamers only got the simple xbox game repackaged :S
Here is a partial list of what SC lost in SC2. - continue to the next post for a listing ....
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- Missions are too simple and silly. - Only one engineer can build something or repair something at a time. Navy wars are pretty much gone. No one bothers making navy even on water maps. Small features like rocks, trees can no longer be absorbed for resources. Commanders cant go into the water. Air and Land warfare is very limited now. Only 1 factions truly has a air to air only fighter. Flak guns dont exist. A small unit like an engineer can bump a battleship unit out of the way like bumpercars. There is a bug that you can even bump ships inside the land zone to get stuck. Resarch Tree is a new concept that i liked but some factions like cybran can make long range land experiementals in under 7 minutes in multiplayer that just roll over the enemy. Even under a week since game release the multiplayer has already evolved to find the holes that make it unfun. I really like the way engineers auto repair anything in range and reclaim reckage (i give that kudos). In summary... SC1 was a truely amazingly indepth RTS game with the ability to have some very complex strategies. If you enjoy tons of different types of units for whatever your strategy requires than SC2 game is not what you are looking for. This game should have been a variant for xbox players but should have never been allowed to wield the name Supreme Commander 2. I can only assume this was a quick attempt at using the name to make a quick buck. My loyalty to the name has fallen today.
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SC2's new upgrade system is also a welcome addition. Just about every building or unit in the original game had three tiers, resulting in the player having to hunt and peck around the map for upgrades. Jocuri Full
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