Calculated Conflict- Supreme Commander 2 Review
Despite their long-standing popularity on PCs, real-time strategy games have only recently been embraced on home consoles. A significant portion of this sluggish acceptance can be attributed to the construction of a capable control system- translating an intricate mouse and keyboard interface onto a controller design for action games has been an enduring challenge for developers. The recent adaption of Supreme Commander 2 onto the Xbox 360 illustrates that RTS can succeed in proficient hands.
The title’s control scheme is intelligently implemented and intuitive once players invest a couple hours into skirmishing. Gamers use the left thumbstick to pan across the battlefield, while the right stick adjusts the viewing perspective from tightknit closeups of clashing forces to omniscient outlooks which display the entire arena of war. Movement or attack commands are handled by designating an objective with the ‘X’ button. Sadly, the game’s pathfinding intelligence is questionable, forcing players to be continually conscientious with the trajectory of their troops.
Unit building is handled through a convenient radial dial, with the option to move through land, sea, and air construction facilities with a press of a bumper button. While Supreme Commander 2 forgoes the tiered tech promotions of its predecessor, the alteration is welcome and eliminates the requirement for cultivating your engineering squads. Instead, upgrades are handles through a convenient tech tree screen, which allows players to easily upgrade their ground, naval, air, and structural forces. Supreme Commander 2 presents a respectable amount of augmentation options to gamers, from boosting a unit’s regenerative health capabilities to giving the access to the formidable nuclear strike. Regrettably, the game doesn’t allow players to locate an idle engineer, requiring gamers to periodically scour the map for indolent builders.
Like technological upgrades, the game’s resource management has been streamlined to allow participants to concentrate on warfare. The game’s economy revolves around two restrained commodities- energy and mass. Although energy accumulating facilities can be built on any flat terrain, mass is collected at predetermined nodes scattered across the map. Often, this requires players to perilously push into enemy territories to satisfy the ravenous requirements of a burgeoning army. These slight changes allow gamers to concentrate on the complexities of battle, instead of dwelling in the doldrums of economic micro-managing.
Despite the simplifications, Supreme Commander 2 presents a wide variety of strategic options for both single players and the title’s online matches, which can accommodate up to four players. Gamers which favor preemptive blitzes can channel their energies into a rapidly fabricated assault force, while turtlers can construct a sturdy defense to repel any malevolent encroachers. Despite allowing a host of tactical techniques, Supreme Commander 2 rarely displays the expletive-inducing difficulty shown among its peers. At the median difficulty setting, the game offers just enough challenge to allow victories to feel triumphant. Each of the game’s 18 campaigns are split between the game’s three factions- UEF, Cybran and Illuminate armies, giving gamers a modest taste of each militia. Skillfully, each group is balanced without resorting to paralleled abilities; while the Illuminate don’t have a naval fleet, some of their units have the ability to hover across the water. The downside is that gameplay relies too much on the requisite rock-scissors-paper RTS cliché. For once, I’d like to see a large squadron of bombers to not be vulnerable to a lone fighter.
Initially, Supreme Commander 2 visuals may come across as a bit utilitarian, as units are built from an economical quantity of polygons. When multitudes of militias fill the screen, gamers will be thankful for the thriftiness- the title rarely shows the graphical slowdown that plagued its predecessor. More impressive is the game’s weaponry and explosions, as mortars arc across the sky and blasts send out pixels convincingly radiating from a fiery epicenter. Although the game’s dialog flounders in hokey sci-fi speak, it’s competently delivered by a cast which includes the industrious Nolan North.
Although hardcore fans may initially bemoan some of Supreme Commander 2‘s simplifications, each truncation serves to orient the game toward a RTS game’s most gratifying element- combat. As such, the sequel translates especially well onto consoles, allowing players to wage wars from the comforts of their couches. While the title may not have the brand recognition of Halo Wars, there’s little doubt that Gas Powered Games title trumps Master Chief’s tactical efforts in almost every conceivable manner.
I didn’t like Halo Wars at all. Too simple for me. I might have to try this.
Really, if you have a PC, thats the way to go for any RTS.
Chris Taylor is the man.
Here’s an interview where he explains some design decisions on SupCom2:
http://arstechnica.com/gaming/news/2010/02/chris-taylor-interview.ars
Can you play as the Seraphim in this one?
I hope people buy this, so that maybe we see a Dungeon Siege game on disk or DLC.
Not into the RTS game too much.
Good review. I was kind of hoping you’d review this one.
I bought the first one at the $10 BB sale. Hopefully, this one I can get for about the same price.
I have it, and the sound mix is pretty awful on the 360. Too many explostion and pew pew pew at once gives Primal a headache.
I’m wishing there was a demo to try first.
Nope.
Thanks, I was looking for a review of the 360 version. Could only find PC info.
I’ve noticed you guys don’t review too many RTS games. Hopefully that will change. Desert knows his stuff.
He’s created some kick ass games.
How much are the 360 and PC versions? If the PC one is cheaper I’m going to go with that.
I’d easily buy that!
pretty good review. I want this.
How long is each mission? Do they try to get you for DLC?
Those screenshots look pretty good to me. I’m not really a graphics whore when it comes to RTS games.
Ive been going and playing the C&C series lately. Which do you think is better?
Youre joking about Nolan North, right deagle? I cant believe how many games that guy voices.
I’ll rent SC2; RTS games aren’t fun for more than one play through.
No demo on Live, I wish there was one.
Is Chris Taylor the guys who did Total Annihilation? I loved that game. I wish my PC could still run it.
How long does SC2 take to complete? 4 player might be worth a try.
No one should complain about the graphics. The engine is sooo much better than the first SC its crazy.
I always liked Endwar because of the voice command. I assume this game doesn’t have that.
I really didnt like the first one all that much. RTS games on consoles aren’t my thing.
I also picked it up for $10. Still haven’t opened it yet.
I still play Endwar from time to time. Anyone who sees this on sale should scoop it up.
Someone somewhere needs to developer good pathfinding for rts games.
Is there any log in the mp matches?
Great review. I’ll be coming back to this site.
I like the mortar effects in the bottom shot. Looks epic like a Michael Bay movie.
Is the PC version any better besides mouse and keyboard control
If I see a good deal on this one I’ll pick it up.
I heard that rumor as well. Oh well.
I loved the first game when it was on PCs. Probably one of the most complex RTS around, but if you mastered it, you like god-like.