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Preview: Supreme Commander 2 photo

If there is a genre out there that has sat pretty stagnant, it’s probably the RTS. In most cases you’re put on a flat map, given a bunch of soldiers, told to build something and then told to defeat someone by some general in a room. Personal stories are out the window, and becoming invested in what is actually a war that kills thousands of people is almost impossible thanks to your God-like disconnection from the battlefield. In short, while the rest of gaming has moved onto epic storylines and truly powerful tales, the RTS, which is a genre ripe for telling epic stories, has pretty much done nothing. This isn’t even touching on the fact that aside from attempting to cram the genre onto a console, the fundamental gameplay hasn’t changed in ages.

Square Enix and Gas Powered Games are hoping to change all this with Supreme Commander 2. By bringing together Square Enix’s well known love of story driven gaming and Gas Powered’s epic RTS heritage the two are hoping to make an RTS like you’ve never seen before. And they’re actually going in to the fundamentals of how RTS function and making them work better too. I got a chance to see exactly what they are doing with SC2 last week, and now you can read all about it.

Supreme Commander 2 (PC, Xbox 360)
Developer: Gas Powered Games
Publisher: Square Enix
To be released: March 2 (PC), March 16 (Xbox 360)

To begin with, SC2 is not going to be the computer destroying monster that the original Supreme Commander was. Gas Powered heard the issues people were having, and decided that needing everyone to upgrade their computer in order to play the game probably wasn’t the best sales strategy. Instead they dug their heels in and figured out ways to do more, but with using far less power. According to them they’ve succeeded, and SC2 will run on even some of the lowliest computers out there. To demonstrate this they had some not-so-nice computers running the game next to their all powerful computers. The differences I saw were negligible, so unless they were lying it looks like a far bigger audience will be able to actually play SC2.

One of the ways that the team at Gas Powered Games has made the game run faster is by revamping the path control of how units move. Previously in RTS games you gave a group of units a command to move and they all got individual routes to get there and if they ran into anything they’d bump and rotate and bump again and rotate, ad nauseum. However, in a game like SC where you can literally have hundreds upon hundreds of units on the screen at the same time it became a very big task for the computer to process every move, and on top of that you literally had hundreds of units running into each other constantly. So Gas Powered found some really smart guy and he figured out what they’re calling a flow field.

A flow field is kind of like how people move on a crowded sidewalk. No one bumps into each and then turns; we all just sort of move through each other. In SC2 this is exactly how units will move. When you tell a group of units to move they’ll form up and then move to their location. If they run into something or someone they’ll flow around it like people do instead of stopping and redoing their route or bumping and turning until they’ve figured it out. It cuts down on processor needs because the units are working as a group and it cuts down on gamer aggravation because your units don’t get stuck or muddled. It wasn’t something that truly awed me when they demoed it, but once I got some time with the game on my own it was clear how much better it could make an RTS. Throw in the fact that the new AI actually does whatever you can do instead of simply building and throwing enemies at you and you’ve got two changes to how the RTS works. Whether these fundamental changes are actually major changes is yet to be seen, but it could offer a more challenging and responsive gaming experience that runs far smoother than previous RTS.

Smoother is pretty much exactly what SC2 looks like compared to SC. The UI has been streamlined and slimmed down so that it takes up as little of the screen as possible, but it’s still easy to use and navigate. Meanwhile, the strategic view, a major bullet point for the original game has actually become strategic. One of the cool things about SC is that you can pull your camera out to see the entire map or zoom in on just one unit. This was great in the first game, but pulling out was simply that and nothing more. It gave you a great overall view, but actually wasn’t that strategic. In SC2 pulling all the way out gives you a truly strategic view. The map becomes a grid and your troops get marked as squads. There are also new commands in the strategic view that make it easier to control your troops all the way zoomed out.

The game also has plenty of stuff returning from the original. All three factions in the game (Cybran, UED and Aeon) are back though the Aeon are now called the Illuminate. The experimental vehicles that were such a hit in the original are back, but now there are a whopping 27. Plus, thanks to a new style of research tree functionality, in which players can pick and choose where their research points go, players won’t have to wait until the last few levels to get all the best weapons. You can have a giant walking dinosaur covered in guns by the end of the first level, and no, I’m not making that up. It kind of made me wish for a Dino-Riders RTS.

Not just the number of experimental vehicles has been improved, though. Chris Taylor, the creator of SC and the lead designer on the game, flat out insulted the original game’s maps when comparing them to the ones in SC2. The maps in SC2 have three dimensional terrain and can go from ridiculously small to massively huge. Some of the maps can take your troops a solid chunk of time just to walk across, making strategy on an immensely key element. The maps aren’t just bigger in size; they’re bigger in scope as well. Unlike in the original game where a map had boundaries that you could clearly see by the fact that the world just ended, SC2’s maps go on forever. No matter where you spin the camera you can see the world going on, not simply ending because the map is over. Ocean’s have floors, ships cast shadows and if your unit falls off a cliff (one level is literally in the clouds) he’ll fall of a cliff and you’ll see him falling. The maps appear to be actual worlds, not just maps. 

The fullness of the stages is one of the major ways that Gas Powered wanted to actually immerse the player in the world of SC2, which brings me back to the game actually having a story. When Square Enix stepped in as the series' publisher they game to Gas Powered and said they’d love to have them do SC2, but they didn’t just want a bunch of military heads directing you what to do. They wanted a story, with characters you actually care about and a premise that makes the war matter. We got to see very little of this story, but there will be three separate story arcs (one for each faction) that eventually collide at the end of the game. The one we saw the opening cinematic to was the UED, which follows a commander who must choose between duty and love. Each story will have six operations that will give you 18 in all. Unlike the last game, SC2 will not have multiple endings. This is thanks to the extra focus on story, which is easier to create with only one outcome. It was also noted it’s easier to make sequels when there is only one ending.

The game also features a massive multiplayer component. Up to 8 players can take each other on or cooperate to defeat an enemy on a wide variety of maps from the game. The multiplayer functioned smoothly and was deceptively easy to dive into when I played it (as was the single player). Even more amazing was the fact that I didn’t totally suck at it right off the bat, which means they have to be doing something right. However, unless you’re an RTS fan it remains to be seen if the game’s multiplayer could hold your interest any longer than any other RTS could.

Finally, we come to the elephant in the room. The game is also landing on the 360. Anyone who played the port of the original game on the 360 knows that it had a few issues, most of which involved it not being that good. However, this time the 360 version is being developed in house at the same time as the PC version and will have everything the PC version has except for eight player multiplayer as the 360 is capped at four. Of course things have been rearranged a bit for the 360 version. The UI is condensed down to radial selection, much like we saw in Halo Wars and movement and selection have been simplified a bit. To tell the truth, moving into the 360 version of the game straight from the PC version was like hitting a brick wall made out of glorious PC user interfaces. However, once you get use to the interface it does seem to work well enough, with only a few minor problems here or there that could be easily worked out by launch date. Of course, as much as they’d like us to believe that playing on a console is just as good as on a PC, it doesn’t look like Gas Powered has found the secret to making an RTS a truly equal experience on consoles. It will be a few months before we find out for sure as the game launches on March 2 for the PC and March 16 for the 360.








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Matthew Razak is Destructoid's Associate editor and co-founder of film site Flixist. He began as community member "cowzilla" and was since sequestered to write brainy features material. He lives in Los Angeles with his beautiful wife. Likes Games! Movies! Hats! Meet the rest of the team



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36 comments | showing # 1 to 36
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mrsatan's Avatar - Comment posted on 01/19/2010 17:46
mrsatan
I am excited as hell for this one. The first game was good besides the fact that only 10percent of the population could run it without desyncing.

Also anyone who plays RTS games on a console is a fool.
Draconianviper's Avatar - Comment posted on 01/19/2010 18:05
Draconianviper
Mmm, Supreme Chowder 2. I mean Commander! I some what agree with the story telling problems of late, but looking back on a game like WC3 which had it's RTS suffer but had a decent story I'd go right back to the WC2 formula instead. Starcraft did a pretty awesome job though story and RTS wise. Also Homeworld.
Volomon's Avatar - Comment posted on 01/19/2010 18:08
Volomon
@mrsatan Console RTS might be a joke but only because the peripherals make for poor replacements for a mouse and keyboard. I don't understand why someone hasn't put out a peripheral for RTS gaming for consoles, it's not like their not capable.

Anyway though, does anyone else just wonder where Starcraft 2 is everytime they see an RTS?
vecha's Avatar - Comment posted on 01/19/2010 18:11
vecha
"Also anyone who plays RTS games on a console is a fool."

I enjoyed Civ Rev...and really love Civ on the PC.

I think they should work on making them more streamlined for the console. Less ports...
RIMoonlight's Avatar - Comment posted on 01/19/2010 18:14
RIMoonlight
Except Civilization Revolution wasn't an RTS, it's a 4X game.
Anyways, incredibly excited about Supreme Commander II. SupCom 1 was pretty damn fun, so I can't wait to see what GPG does with SupCom 2.
Volomon's Avatar - Comment posted on 01/19/2010 18:18
Volomon
4X is like the word Classic on Coke it doesn't make it any less a drink, it's just a catch phrase. Technically Civ isn't RTS it's a turn based strategy.
Rockvillian's Avatar - Comment posted on 01/19/2010 18:25
Rockvillian
SC2

SupremeCommander2
Starcraft2
SupremeChowder2

Confusion!
vecha's Avatar - Comment posted on 01/19/2010 18:31
vecha
Well..my point still stands...

It could work...just need a bit more tinkering...and a lot less port.

Sure...it may be "dumbed down" or less "complex"...but it could still work.
Exrecaller's Avatar - Comment posted on 01/19/2010 18:37
Exrecaller
Command and Conquer 4 has pretty much all of this, and comes out almost at the same time.

And it makes me pretty mad. Don't touch something that's prefect.

Honestly, RTS have been 'complete' since Starcraft : that was the perfect model : gathering, construction, destruction.

So called 'advanced RTS' should be branded as Action Real Time Strategy, because they simply take out the gathering and constructing, leaving pure destruction.
GodofWar86's Avatar - Comment posted on 01/19/2010 18:38
GodofWar86
Can't wait for this game but I think the key to a good RTS is a balanced and competitive online mode.

I do look forward to a good story but I desire a competitive online mode the most as I think I'd get a lot more hours out of online play than story mode.
ZethUK's Avatar - Comment posted on 01/19/2010 18:55
ZethUK
I think the RTS has seemed stale for years just because they don't work on consoles so rarely become popular with the mass market, not because of the mechanics of the games getting old. If console RTSs just allowed the use of a mouse and keyboard then everyone could enjoy the genre. Controllers just don't work for this type of game I'm afraid.

I enjoyed the first game on the PC but just found that games took too long to play. If by making the game a little simpler and more stream-lined it shortens the time a game takes I'll be very happy.
wolverine's Avatar - Comment posted on 01/19/2010 19:04
wolverine
Hell yeah! Sup Com 1 was bad ass, looking forward to part 2!
Catmurderer's Avatar - Comment posted on 01/19/2010 19:13
Catmurderer
I know! Allow mouse and keyboard for the 360. OH WOW.
True Axiom's Avatar - Comment posted on 01/19/2010 19:27
True Axiom
I have a bit of a soft spot for SupCom. There are really two types of RTS' games: those akin to fighting games (Starcraft), where there's less strategy and more sheer reaction time and micromanaging, and then there's the ones more like turn based games, like SupCom. I doubt I'll buy it at launch, but...it looks like it might be fun when the inevitable e-sale comes along.
Ghost125's Avatar - Comment posted on 01/19/2010 19:30
Ghost125
this year will be awesome for RTS, C&C4, SC2 and starcraft 2, hopefully, i'll get them all
mrsatan's Avatar - Comment posted on 01/19/2010 20:01
mrsatan
Console RTS games will never work without mouse and keyboard. Microsoft is dumb as hell for not allowing mouse and keyboard support for their system. Now if only more devs would take advantage of the fact that the PS3 supports mouse and keyboard.

I think the main problem here is devs try to shoehorn the controls to work with a controller since all consoles come with one. A controller will never work for controlling an RTS.
EraVulgaris's Avatar - Comment posted on 01/19/2010 20:15
EraVulgaris
"Instead they dug they’re heels"

Ahurm hurm.
vecha's Avatar - Comment posted on 01/19/2010 20:16
vecha
@mrsatan

many people enjoyed Halo Wars. I never had an issue with it.

Now...personally I enjoy my PC RTSs more...but I wouldn't call the likes of Halo Wars as not "working".
Total Casual's Avatar - Comment posted on 01/19/2010 20:55
Total Casual
Is turtling the best strategy in multiplayer like it was in the original Supreme Commander? Making sure it *isn't* is the best thing they can do to make Supreme Commander 2 an enjoyable game, instead of a matter-generator construction race.
Buga's Avatar - Comment posted on 01/19/2010 21:48
Buga
starcraft 2!!
Enossir's Avatar - Comment posted on 01/20/2010 00:32
Enossir
"The game also features a massive multiplayer component. Up to 8 players can take each other on or cooperate to defeat an enemy on a wide variety of maps from the game."

how is 8 players MASSIVE MULTIPLAYER???? srsly guys define MASSIVE
SAMA1984's Avatar - Comment posted on 01/20/2010 00:58
SAMA1984
I've played Supreme Commander and SC: Forged Alliance, and loved them both. With Square Enix on board for the sequel, I'm betting it'll be much better than the original.

Can't wait.
Sexualchocolate's Avatar - Comment posted on 01/20/2010 03:15
Sexualchocolate
I thought Endwar was a pretty epic, reality based story with a nice "eye of the unit" camera style which made the experience way more personal.

Not to mention the persistant online war, which i thouroughly enjoyed 2 or 3 cycles of.

Shame the gameplay was a bit rock paper scissors, would have been fun for longer had it been a little more varied.

That's a point, didn't I hear whispers of an Endwar 2? A less predictable Endwar?

Where did they go?
ChaosTeaCup's Avatar - Comment posted on 01/20/2010 03:58
ChaosTeaCup
how is 8 players MASSIVE MULTIPLAYER???? srsly guys define MASSIVE

8 players on one map in an RTS is pretty epic. That can lead to thousands of units in any one game. That's massive. I'm guessing you're not too familiar with RTS games?
Chuzzle's Avatar - Comment posted on 01/20/2010 08:38
Chuzzle
Dawn of War, and DoW 2 had some pretty decent story telling. Especially 2. No longer in command of faceless minions, but rather named commanders each with their own distinct personalities. Im not a big RTS fan, but the more action oriented ones caught my attention. DoW, Company of Heroes..
Kefka's Avatar - Comment posted on 01/20/2010 09:57
Kefka
I hated Supreme Commander and the expansion, which is strange because it copied the Total Annihilation formula as close as it could have. Guess you can't catch lightning in a bottle twice. I'm going to probably pass on this sequel unless it comes out and is absolutely awesome by all accounts.
ZilorZilhaust's Avatar - Comment posted on 01/20/2010 13:16
ZilorZilhaust
Holy shit I love Dino-Riders, I'd pay a 100 dollars for a Dino-Riders game of any type, RTS, FPS, hell a kart racer, anything!
feighnt's Avatar - Comment posted on 01/20/2010 16:49
feighnt
eeh. the opening paragraph of this article - i really dont get it. there are plenty of RTS'es which break the categorical claim in the opening paragraph. especially regarding the matter of stories - the first Supreme Commander didnt have an especially interesting story (to me, anyway), and was pretty similar to a lot of the older RTS games i've played, but a hell of a lot of RTS'es since, at *least*, Starcraft, have told great, epic stories which often focus on a particular individual, or a small group of protagonists and villains. Warcraft 3 expanded on the story elements to an even greater degree, the aforementioned Dawn of War (and the first expansion) focused on telling a story, with important protagonist-driven plot/gameplay, and Company of Heroes being an attempt to make an RTS version of something like Band of Brothers (lite). there's also the oft-forgotten Warhammer - Mark of Chaos (which, i suppose, belongs to a kind of sub-category of RTS'es, one which focuses on battles and no construction of buildings)... etc.

i mean, really!
seospromo's Avatar - Comment posted on 01/29/2010 01:34
seospromo
Oh Gauss ! I'm damn exited about it. Hope to get in with it.

<a href"http://www.goarticles.com/cgi-bin/showa.cgi?C=2426710">seo</a>
Christopher Coupe's Avatar - Comment posted on 02/02/2010 23:45
Christopher Coupe
Look, if you have issues with the game because it is harder to play on consoles vs. computers wouldn't be logical to get the computer version and not complain about it being hard? I honestly don't see the point of having a mouse and keyboard on an Xbox 360 because it would be pretty much a computer, let alone all the extra strain it would put on the console..... I'm sure sooner or later they will create a way to give the "ultimate gamer experience" with some version of virtual reality, when that happens there will be little need for controls. All that would probably be required is to know the voice commands or something.
As computers evolve (not sure of correct term) and we (humans) learn; things like voice activation in games and virtual reality etc. will be more likely to exist, so all these RTS's that are being made for consoles are perhaps just stepping stones toward something greater. If anything it would be just to test on what is required to allow the user to interface with the game via different operating systems.....

In any case i am looking forward to the release, i thought the originals were great so if this is better that will just be awesome
Anna Hannah's Avatar - Comment posted on 02/14/2011 04:51
Anna Hannah
I hated Supreme Commander and the expansion, which is strange because it copied the Total Annihilation formula as close as it could have. Guess you can't catch lightning in a bottle twice. I'm going to probably pass on this sequel unless it comes out and is absolutely awesome by all accounts.
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