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Supreme Commander 2

A new strategy
"If I start the game and in the first 60 seconds I build a tank, I want that tank to be able to deliver the killing blow to my opponent 35 minutes to 90 minutes later."

That's Chris Taylor's goal for Supreme Commander 2. It's completely counter to the philosophy of both the beloved Total Annihilation and the mighty Supreme Commander. Both strategy games revolved around a stark stratification of combat power: Tech 1 bots were tiny gnats next to the state of the art killing machines you'd be churning out half an hour into a match.

But Chris and his team are fresh from their success with Demigod, the small-scale strategy/RPG hybrid where hero units level up and buy equipment on the battlefield. It's a safe bet we'll see Supreme Commander's Veterancy system expanded, in which units become tougher as they score more kills, but that's not all. Their objective, Chris says, is to ensure that "every one of them has the ability to sustain themselves throughout the entire game, so we need each of them to be much more complex and have many facets."

Elsewhere, though, Supreme Commander is getting simpler. In the first game it was as challenging to set up a functioning economy as it was to win a given skirmish. Now, Gas Powered Games have decided to "take economy management off the table... You'll be able to play this like any other RTS," Chris says, worryingly.

It wasn't always fun to deal with a crashing mass infrastructure in SupCom, but that challenge was half the game. Even Chris sounds upset about it: "The nerd in me died a little bit," he confesses, "but said, 'That's OK Chris, because more people are going to have fun with the combat aspect of the game, and not get bogged down in the economic management.'" It was an expressive nerd. Bizarrely, Gas Powered Games have chosen to partner with Final Fantasy creators Square Enix for the sequel.

Chris says this is part of their push to give Supreme Commander more character. "We're going away from iconographic units to a living, breathing RTS game... Square Enix has this unbelievable resumé for creating stories and characters, and they're experts at this."

Hard details are currently too scant to get a clear idea of where Chris and his team are going with this, but it's already clear that SupCom 2 is going to be a very different game.

It'll still have hundreds of units on screen, though, and as a final deal-sweetener, Chris promises "spectacular visual change" that'll run well on a £500 PC.

PC Gamer Magazine
// Interactive
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Posted by CrispyLog
How is this even SupCom 2, it sounds too different? As a turtler then maybe the lack of economy is a good thing, as it took like an hour before you would even see the enemy's base. Also with every unit being useful, does that mean no gigantic experimental units and no radical changes in scale of units? No matter how many T1 tanks you had, you would never be able to stop the Aeon Colossus. I hope they keep the ferrying system and have it as PC only. Has the emphasis on economy been changed to make it work on consoles? Watered-down maybe?
Posted by Cartho
"Huge visual change"
Battlefield Heroes
TF2
Recently Borderlands with its new art style

I think its fairly clear what this "massive visual change" is going to be

Cartoony cel shading style graphics ftw? or not?
Discuss :)
Posted by Togra
Judging from the screenshot with the article in the magazine it doesn't look cartoony at all. Finally a proper city tileset and much better smoke trails/other visual effects. Units seems more diversified/clearer in looks which is a good thing, anti-aliasing wasn't active yet as well apparently. :)

I don't know if Tom/PC Gamer UK can answer this here but the whole SupCom community is a bit upset/extremely eager to hear more, especially about the eco trimming (scrapping?) stuff. Any idea when a bigger media storm of this game will be launched?
Posted by boggsi
Nooooooooooooo! My economieeeeeeeeeeeee :( best aspect of the game, fact. (well expies are kinda cool..) But it is like World of Warcraft saying we are taking out item stats now and simply giving gear a number based on how good it is. Ok.. not entirely the same, but still distressing for those that loved SupCom's economy side.
Posted by bigtallanddopey
agree on the point that crispylog made about it not really being supcom2. i think i would have preferred a marriage of the two ideas. supcom as concept was brilliant it just needed certain things tweeking, like the unit experience needed upgrading, and the idea of being able to upgrade the units is great. although it is just like upgrading your commander so not exactley new, but who wouldnt want to send 20 commander style units into battle, each with certain upgrades like stealth, beam weapon etc.
Posted by dmoojunk
well it looks as if ill be staying with the original, it sounds as if they removed everything i love about this game in a move to please more casual gamers :-( i liked the fact this game was so demanding and required real skill!
Posted by EtsSpets
Yes, original SupCom still rocks and it will rock on. But it seems that Chris and his team has gone down the slippery slope of money making. That means more clients simpler and more fun (read dull) games. It seems that they never learn, look at EA, they actually retarded themselves to a point where they were making "baby food". And now after a pretty big (and painful) learning curve they are coming back. Does every developer have to walk the same path ?

I mean if its a question of survival, sure, sell diapers with the baby food. But don't over simplify (arcade) the games that are loved because they are complex and actually require a brain to play.

Talking about brains, i remember in the beginning when i was just starting the SupCom multiplayer my brain used to overheat. I was like...do i have a fever ? nope, just supcom stressed your 2 cores :) and the stock cooling isn't really doing the job anymore especially with todays multitasking :)
Posted by Togra
"But it seems that Chris and his team has gone down the slippery slope of money making. That means more clients simpler and more fun (read dull) games."

Maybe we'll just have to wait to find out how big the changes are, quoting CT and making lots of guesses to make for a "scoop" article is one thing, seeing how it actually plays out in the game is something entirely different. :)

SupCom/FA surely aren't perfect in terms of how they portray the economy and how the player needs to handle things there, it could be made much simpler and handier to cope with through interface improvements while still retaining the same complexity.
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