So, you've heard about or played the first one. It didn't run good, it wasn't Total Annihilation 2 or whatever.
Well forget about that.
Coming March 2nd (PC) and March 16th (Xbox 360) Comes the sequel.
Now there is a lot that has and hasn't been revealed. A good place to start is
this interview by Gamespot.
In the interview it is revealed that the game is designed to run on new and old PC's alike, with new graphical upgrades for the newer ones, and the ability to scale back.
It is mentioned they are stress testing the game on a 2.8 GHZ PC with 1 gig of ram and Geforce 6800.
Other news is all three factions will be returning, the single player is expanded and even though each side has their own unique 6 "operations" (their word for mission cause each one is like 4 missions in one) they will all follow the same overall story. Or something.
27 Experimentals! From Minor to major there will be a lot more big toys this time.
The game supposedly starts faster, you can get your economy and base rolling in 3 minutes as opposed to 10-20 that the first game often took.
Apparently using steam's matchmaking service and updater service which means no more GPGnet! HORRAY!
How about pictures?
Click here for Youtube High rezThere is an interview with Chris Taylor here.And this is the link to the official trailer.HERE IS THE STEAM GROUP
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Also I still find it weird seeing the Square Enix logo on stuff like this.
my prayers they have been answered!
Not to mention that graphics are not the most important part and everyone should focus more on gameplay/story but that's another subject altogether.
Speaking of experimentals, Supreme Commander 2 will have 27 of them, including "minor experimentals" like the AC-1000 (a futuristic imagining of the modern-day AC-130 gunship) on up to heavy-duty "major experimentals," like the King Kriptor mech, a gigantic humanoid robot that dwarfs the average ACU and is basically made entirely of huge guns (no, that's not an exaggeration). There's also a huge variety of experimental units, including land, sea, and air vehicles that act either as heavy-duty attackers or as humongous troop transports, as well as defensive stationary emplacements like the Illuminate space temple--effectively a two-way teleporter once you've built a secondary beacon, though your enemies can use it too; or the UEF Noah-Unit Cannon, which is a long-range artillery emplacement, a unit-generating struction, and also a unit quick-transporter all in one (this massive cannon pounds the target area with gigantic shells that contain units of yours that it builds).
I'll get this, turtle up and lob shells at asshole half the map away like I always do. And I'll fucking love it.
Also they have extensively streamlined the UI according to the interview.
I saw a video a couple months back with that thing in it, that's pretty sweet. I'm excited, I really enjoyed the shit out of the first SupCom, even if I was totally awful at it.
My friend is totally bummed about the new economy model though. Easier to manage and less possible to drill yourself into a hole, but that gloriously ridiculous mass<->energy ballet is gone.
The sky looks like ass and the lighting is horrible.
They... they hate Giant Firebreathing Cyborg Dinosaurs!
Anyways, I sure hope it really does run good, because the first game scales like shit. Actually I didn't like the gameplay all that much anyway, and I hope this is more in line with TA, which I still play.
A better piece of advice is to avoid any official forums for any company/game ever. They are all filled with the dregs of society who will complain about anything and make you hate yourself.
Seriously though, I don't want usually want the sequel to be the same game with a prettier engine and new maps, it usually isn't worth 50+ bucks to me.
edit: Cyborg Giant Fire-breathing dinosaurs no less. They look Cybran to me.
It was black and red, so that's Cybran colours isn't it? I guess they like making Giant Cyborg versions of things.
Yes it does.
I even think they patched in the UI change for those without the expansion. I think.
I guess I'm buying the expansion then. I love the game and all, but the interface is horrid. And I was all set to finish Batman
Well, there's still mass and energy around, but the biggest change is that the game now revolves around a "pay upfront" model that's used by every other RTS in existence (i.e., you must spend the exact amount at build time, all or nothing), instead of a constant drain from TA/SupCom1.
Oh and the game also has a research/tech tree now, too. Go out and amass research points to unlock upgrades from a menu. Points can also be accrued by spending mass/energy.
I am very much a fan of the first game (and TA for that matter), and I can only say I'm glad that they're streamlining some of the superfluous parts of the economy management and focussing on getting the action moving faster. Those are good things in my book. The fact that they're lowering the number of units is a good thing. T1 tanks were pretty much useless when T2's started hitting the field, and similar with T3's, and often times you'd even end up sacrificing low tier units just so you could get back down to the unit cap and build more of the higher level ones. Going with an upgrade system and trying to make sure every unit can stay relevant throughout the match with the appropriate upgrades is something I can get behind.
@ UBS: The picture's look like crap, but that's likely because they're from early Alpha. The preview videos however are much better, although IIRC that one's also labelled pre-Alpha. I'd suggest sticking this in the OP.
http://www.gametrailers.com/video/graphics-supreme-commander/59161
Advice putting this in the OP. Youtube version in the spoiler, although you really want to watch it hi-def and full screen so you can see what's going on. Battles in SupCom are naturally large scale with lots of small units:
@ Loki: RE: The interface in SupCom 1. That was actually patched quite a long time before Forged Alliance came out. You can simply swap between the different interface styles now. IIRC the command is "CTRL + UP", but it's been a while.
The new interface was a lot more streamlined, and was pretty similar to FA's, which evolved from it. Some screencaps I took years ago when someone else asked this same question:
If the interface looks big, IIRC it's because I took the screenshots at a much smaller resolution at the time so that I wouldn't have to re-size them. Running at full screen the newer interface took up much less space (and far less than the original interface).
edit: I'll add that into the OP. If you can find better screens too let me know, gamespot's compression can be dodgy at best.
Also, for those of you familiar with the awesome Freespace 2 Source Code Project trailer, the same guy did a series of videos for Supreme Commander.
http://www.gametrailers.com/user-movie/flail-supreme-2/98494
Does a good job of illustrating the scale of the game. Only problem is that because SupCom is focussed on large number of small units, it's really quite difficult to make out the detail of what's happening in a low res video (and the HD version has since been taken down by fileplanet, although it might be available elsewhere, who knows).
He did a video after this one (an HD version of which IS still available) but I thought this was the best (well, the other's really good as well, it's just that it's over 400 MB if you DO get the HD version).
This game looks awesome in pre-alpha.
Perhaps some shameless stealing is in order. I will throw this in the OP.
I didn't believe you. Then I saw the developer walkthrough of that mission where he introduced the Cybranosaurus Rex. This game took another step towards awesome.
Right at the end, I believe.
I can't wait.