

You see the most diversity in terms of the "experimentals" that offer each faction the most useful and interesting firepower. Rounding up dozens of land, sea, and air units to march into and eviscerate an enemy stronghold never really gets old, especially given your broad swath of abilities (do you want to capture those enemy tanks or just teleport your battalions past them?) and the wide range of different units that are always at your disposal. That the graphics are also less magisterial in scope-they look good but have been simplified considerably, likely to appeal to owners of wider ranges of CPUs and video cards-only adds to the impression that the experience has been scaled down rather than ratcheted up.Įven so, Supreme Commander 2 is still solidly enjoyable in the "itchy trigger finger" way most every RTS game is. Many of the conflicts you'll witness as you play representative leaders of all three factions during the course of the game's 18-chapter campaign play like little more than a bloody, and often melodramatic, day at the beach. But gone is the feeling that you're really presiding over epic struggles between the United Earth Federation (UEF), the Illuminate, and the Cybrans. And building units now drains your accumulated Mass and Energy immediately-rather than gradually, as in the previous game-which creates different (and less-headachey) organization challenges.Īll this makes Supreme Commander 2 much more manageable than its predecessors, particularly for beginners. Tech research is now less involved as well, using a "resource" model (à la the Civilization games) rather than the old three-tiered development design that often threatened to strand you against warmongering behemoths with only a few entry-level armies to control. Maps have been reduced to a more digestible size, for one thing they're still big, but seem less empty. Many of the changes in Supreme Commander 2 revolve around relieving the grinding tedium that was almost as integral to the original as its scorched-earth-air-and-water battle scenes. This won't matter much for those who just want to blow stuff up-whether alone or online-but fervent fans may be disappointed that the hard-edged Supreme Commander has spawned such a soft sequel.


With many of the micromanagement minutiae reduced or removed entirely, Supreme Commander 2 is more of a garden-variety real-time strategy (RTS) title than a proud member of a distinctive series. Not that this game isn't a fine follow-up to the 2007 original, but it's definitely aimed at a broader (and less patient) audience. Supreme Commander 2 ($49.99 list for Windows, $59.99 list for Xbox 360) probably doesn't deserve the word "supreme" in its title, but then changing the title would defeat the purpose of making a sequel.

