Supreme Commander 2

Go down

Supreme Commander 2

Post  EVANdersar on Thu Sep 02, 2010 6:38 am

Supreme Commander 2 [You must be registered and logged in to see this link.] Avem si [You must be registered and logged in to see this link.]

Minimum PC System Requirements

OS: Windows XP/Vista/Windows 7
Processor: 2.6 GHz
Memory: 1GB RAM (XP) 1.5GB RAM (Vista/Windows 7)
Video: 256 MB VRAM DX9 compliant with Pixel Shader 3.0
DirectX Support: DirectX 9.0
Sound: No accelerated sound hardware required
Hard Drive: 4-5 GB, for full install & DirectX
Internet Connection: Cable/Broadband

Recommended PC System Configuration

OS: Windows XP/Vista/Windows 7
Processor: 3,0 GHz Dual Core AMD or better
Memory: 2GB RAM
Video: ATI Radeon™ X1800 or equivalent card with 256 MB VRAM with Pixel Shader 3.0
DirectX Support: DirectX 9.0
Sound: No accelerated sound hardware required
Hard Drive: 4-5 GB, for full install & DirectX
Internet Connection: Cable/Broadband

Supreme Commander 2 is a real-time strategy video game developed by Gas Powered Games and published by Square Enix. It is a sequel to Supreme Commander. A PC only demo was initially released via Steam on February 24, 2010, with the full game released on March 2, 2010.

The story starts with the newly-elected president's assassination. A trailer for the game released at the Entertainment Software Association's 2009 Electronic Entertainment Expo indicates that the story takes place twenty-five years after the conclusion of Supreme Commander: Forged Alliance, and centers on the breakdown of peaceful relations between the United Earth Federation, the Illuminate, and the Cybran Nation, implying that war has been instigated through a single bullet. Supreme Commander 2 has 18 missions; 6 for the UEF, Cybrans and Aeon Illuminate, collectively. The UEF campaign follows Dominic Maddox, a UEF commander who fights off Cybrans and later withdraws from the UEF and fights to defend his family and later a portal that leads to Seraphim VII. The Illuminate campaign follows Commander Thalia Kael (probably a descendant of Evaluator Kael, one of the major enemies of Supreme Commander: Forged Alliance) as she fights to restore the Illuminate to its former glory before realizing her mistake and turning against her former comrades, while the Cybran campaign follows Ivan Brackman, 'who is an experimental genetic composite of Dr. Brackman and Elite Commander Dostya, a deceased Cybran commander from the original Supreme Commander and Supreme Commander: Forged Alliance, who fights under the direction of his 'father' while attempting to help his friends. The end goal is to acquire a planet killer superweapon. Throughout the campaign the player will run into one Commander Gauge , an earlier version of the Proto-Cybrans who is also a bit mad and likes to use a mix of Cybran and Illuminate tech, several times before the final battle.

On February 24 2010, a demo of Supreme Commander 2 was released on the Steam digital distribution service. The demo includes two tutorial levels and two campaign levels all played as the UEF faction, but does not include skirmish or multiplayer modes. You play the 3rd and 4th UEF missions. In the third mission, Strike while cold, the player is tasked with fighting a naval and air battle against a Cybran commander. In the 4th, Titans of industry, you use experimentals to fight against a UEF commander. They picked these missions to show the more advanced portion of the game.

Changes from Supreme Commander

* The key difference from its predecessor is that research is a cumulative resource gathered by building labs. Build more labs and you get faster research points to spend. This means you can spend research points on any tech you wish at any time. This produces an entirely different game to Supreme Commander 1 because it often results in a multiplayer game where one side will suddenly acquire an invincible tech advantage: for example, the ability to use a loyalty gun which converts masses of enemy units to your side, or the ability to fire a nuke. It is often this sudden game changing acquisition of tech which marks the end of a multiplayer game.
* There are fewer units and buildings in total; three or four units in Supreme Commander have been condensed into one unit in Supreme Commander 2 and many buildings have been removed. There are 8 experimentals per faction divided into major and minor, and are now built by special experimental construction buildings (except for sea based units, which are still constructed by engineers).
* Experimental units are generally more expensive, slower to build, but pack more of a punch than the regular units. These units are what generally leads to victory between two players (or AI vs. player).
* Mass fabricators, which automatically changed energy into mass at a fixed rate, have been replaced with mass converters, which must be manually triggered from energy generators.
* Construction is now based on presently available resources; queuing up more units than there are resources is rejected, and trying to place advance building orders does not work. Saved build orders have been removed.
* The adjacency system has been removed, perhaps in part because the new navigational AI has trouble with tightly packed bases. Some buildings no longer deal area explosion damage when destroyed, power generators and mass converters still explode on death.
* There is a research tree instead of three tiers of tech levels, although buildings are split between 'basic' and 'advanced' (everything in 'advanced' is unlocked by research, except for the radar/sonar station).
* The graphics are less detailed and the texturing is not as thorough.
* Formation based movement has been removed in favor of an automatic self organization system, however many players have complained that this feature organizes mixed groups badly.
* The Aeon Illuminate has been renamed the Illuminate, and has been stripped of all naval vessels in favor of almost all units using hover technology. Illuminate unit names are now primarily based on puns, with a few holdovers from the original. For example: a fighter/bomber air unit named "Weedoboth" (We do both), an anti-air experimental named "Airnomo" (Air no mo').
* Supreme Commander 2 campaign is more focused on conflicting characters rather than ideologies; there is not a state of total war on as in the original.
* Resource storage buildings for mass and energy have been removed. There are no longer any player-affected resource caps.
* Maps are generally smaller. There is also less "playable" battle space on maps due to an increase in decorative terrain.
* The tech tiers of Supreme Commander 1 have been replaced by 5 technology trees for: Air Units, Land Units, Naval Units (Absent while playing Illuminate), Structures, and ACUs.
* Except for the mission briefings, cutscenes cannot be skipped, this includes the end credits.

As of June 2010, Supreme Commander 2 has scored a Metacritic rating of 77, receiving generally favorable reviews from critics and mixed reviews from fans with an average of 6.1/10. Some praising the new game play and others criticizing the game for not being the same or nearly as complex as the original Supreme Commander, along with its use of Steam and large update (approximately 2.5 GB) necessary to play.

GameZone's Dakota Grabowski gave the game a 7/10, saying "When push comes to shove, Supreme Commander 2 is worthwhile RTS to a certain demographic, which ends up being the casual audience who only toy around with the genre at their own leisure. Hardcore fans will instantly be turned off by the changes and removal of particular elements, so they may want to try the demo out first before hunkering down to pay their hard-earned cash on Supreme Commander 2.