Supreme Commander 2 Impressions - Early Campaign, High-End Units, Gameplay
Posted by Donster on: 2010-01-18 18:46:22 351
Take an exclusive look at the early campaign, gameplay, and some of the powerful experimental units of this epic strategy sequel.

By Andrew Park, GameSpot

Prior to 1997's Total Annihilation, no one had ever tried to take real-time strategy on a truly large scale--the game implemented a radar system so that reconnaissance could play a larger role on the game's large battlefields. Some years later, the game's designer, Chris Taylor, headed off to the rain-drenched Pacific Northwest to found Gas Powered Games and design 2007's Supreme Commander, an epic successor to Total Annihilation that featured enhanced versions of Taylor's original ideas of large-scale strategy and radar scouting along with impressive new technology that let you zoom your view all the way out--far enough to turn the heated battles between the game's three futuristic factions into colored blips on an all-encompassing strategic map.

Now, the studio is hard at work finishing Supreme Commander 2, a sequel that will attempt to improve on every aspect of the previous game by offering streamlined gameplay and research, a very thin and clean interface, faster-paced matches with action that heats up more quickly, and a brand-new single-player campaign with a much more-intimate story.

Read on...

News Source: Email

Related Stories


Post New Comment
Note: Comments have been disabled.
Icon:
                 
                 
Message:
Include my profile signature.
Disable smilies in this post.
Disable block tag code.
Add [url] tag at URLs.


© 2024 COMBATSIM.COM - All Rights Reserved