Note that the title is still in Norwegian – it’s just a proper noun.
This past week was practically taken off to play supreme commander 2, as well as supreme commander and forged alliance beforehand. I’ll quickly list the other things of note that happened, and then leave the post to a discussion of the supreme commander series. Non-fans may wish to stop reading at that point, consider it an advantage of the medium that you can leave without offense.
Non-Supreme Commander events: I was so on top of my bug reports that I cleaned them up even though I had taken the day off (there was a special request for everyone to clean their bug reports that day, and it took me less than five minutes). I went skiing on Sunday, approximately 12 kilometers, and the cabin in the middle of the journey was so crowded it seemed half of Oslo had gone skiing that day (probably not an exaggeration, considering there are other cabins to ski to). Sedna suffered spillage and shorted severely, or something like that – since I had to play Supreme Commander 2 that week I immediately purchased a replacement, Marxon, which is running smoothly. I’m trying spotify and quite liking the service, I am finding that the superior internet over here leads to many additional uses (like spotify and steam) that greatly enhance convienence.
Supreme Commander 2 I’d characterize as a bold move. It’s interesting (and nigh unavoidable) to compare it to Starcraft 2, but the comparision works better on a series level. Total Annhilation is the clear analogue to Starcraft – a classic game that is still great fun to play and was an amazingly great game for its time. Now modern computing advances make it less awesome, as we come to expect more from the UI. Supreme Commander and Starcraft 2 bring the same gameplay and concepts to a modern game and are (or in the case of Starcraft 2, is expected to be) even better than before. Since Supreme Commander has already brought TA to a modern UI, Supreme Commander 2 cannot do that. While ‘more of the same’ would certainly provide a decent experience, I approve of the idea of trying a different take on the TA style of game. The implementation I find lacking in several areas, and so I’d likely rate this below Supreme Commander overall.
When considering Supreme Commander there are two flaws with the gameplay that I have heard often, though this might just be from the people that I play with. They do not like the complex economic model which requires more attention than the standard model and is harder to understand. And the games can take quite some time, much of which is not in contact with your opponent (due to the size of the map). Another perceived flaw I’ll raise is that the tech levels were often seen as a weakness, in that units from a higher tech level would often trump those from a lower tech level (which I would say is only true to an extent) and so games would be a rush to the highest tech level. These three problems appear to have been the focus of Supreme Commander 2’s design, as I am interpreting the two primary driving forces in Supreme Commander 2’s design to be mitigating these problems and improving the console port.
By rewriting the economy and tech structure, and shrinking the maps a little, I would say that Supreme Commander 2 has solved these probems. The games are faster paced, tech levels are de-emphasised and the economy is simpler. The Supreme Commander feel has been maintained, by having a powerful ACU to start with (although I don’t think you should get 2 engineers as well, and overcharge has been placed too deep in the tech tree) and by having both giant armies and giant single units as viable options. The tech tree approach also allows for an increased number of nifty tactics that you can employ – you can unlock teleportation, jump jets and shields for your units. And all the units are still robots built at factories on-site. I approve of the courageous attempt to perfect on the TA style gameplay with some radical changes; but I hope that they learn from this and keep improving, as there is just as many problems as improvements in the new game.
Through a similar order queueing system and repeating build queues on factories some of the scale of Supreme Commander was maintained despite the new economic model, which requires you to have the resources before spending them. However several things were lost which did not have to be. Engineers should be able to queue up buildings without having the resources (this would be clearly indicated) and they’d pause if they do not have the required resources upon reaching that point in their orders. What I’m describing is the application of the same system in place on factories in Supreme Commander 2, but you cannot do it with build orders. This is a great shame, because one of the best parts of the TA style gameplay was that structures were treated as the equals of mobile units. Additionally, the templates in Supreme Commander: Forged Alliance were a great boon to the UI, and with the current Supreme Commander 2 system there are no templates as they cannot queue delayed building. Other details have been lost along the way as well, and reasons are not always readily apparent. The UI overlays from Forged Alliance, able to show constant summaries of intel or weapons range, are gone. I cannot seem to find a way to discover radar range at any point, a feature that I have liked ever since TA. Similiarly, scout units have disappeared, and this lack of effective intel gathering removes a measure of the strategic thinking that was in the previous games. The drop in the number of unit and building types also feels like a step back, although it is vaild in the context of the new tech tree. Additionally, there is a different feel to games on a large scale map. With 1000 units over more than 5000 square kilometers you really get a sense of scale. It it more thoughtful, and containing less instant gratification, when it takes five minutes for troops to move into position – even when transported by air. I thought that Supreme Commander on a giant map did a better job of a strategic, grand scale battle than even the Total War series or Sins of a Solar Empire. This feeling does not yet extend to Supreme Commander 2. With these changes, Supreme Commander 2 feels less like TA and more like Starcraft or Red Alert. It is a subtle distinction between ’selling out’, and trying to mix the successful elements of other popular games into your own distinct feel in hopes of improving the game experience. If it weren’t for the console-port feeling that I get, I’d be convinced they were aiming for the latter.
The main thing that bugs me about Supreme Commander 2 is that it feels like a bad console port. There is a feature which allows you to ‘paint’ attack orders over enemy units. I have seen a similar feature in Halo Wars, it was the console controller equivalent of drag select. It was valid in Halo Wars, as it is a reasonable control scheme with the console joysticks. It is not valid on computer, where you can use the mouse with sufficent precision to place an effective attack move, you just assign the attack orders manually (and do a MUCH better job on the order). The graphics system has also been scaled back, presumably to cater to specific console hardware as opposed to the superior PC hardware. And the multiplayer interface seems appalling poor to me – it is likely they’re relying on XBox live for console and so didn’t spend much effort on their PC interface. While trying a different take on Supreme Commander is a bold decision which makes sense, this is a bold decision which does not. Strategy games not only have their primary market on PC, but the Supreme Commander series is even more so in that direction and away from the shiny, fast reflexes gaming of the consoles. Even if you want to bring strategy gaming to the console, which I believe cannot happen properly with the conventional console controllers, Supreme Commander is not the right series to experiment with.
The campaign felt a lot more standardized than the previous ones. This campaign did not stand out, in fact it felt outdated. Modern games, even the Command and Conquer series, are shifting to a strategic map view for a grand campaign vista that gives a sense of progress and strategic control. The other games in the Total Annihilation series had great campaigns where each mission sent just you, the commander, to a new world on a mission. And the previous games also had a great connection between the campaigns for different factions, you’d cover the same ground and same places as a different character. None of these approaches have been used – Supreme Commander 2 has the ancient formula of a linear series of campaigns, containing linear missions, telling a story (it is not a very good story either). The cinematic cutscenes are even inferior in visual quality to the Supreme Commander ones, in a suprising step back. The campaign is unfortunate in that on the ’selling out’ vs. ‘perfecting the game’ dimension, it only supports the former. If there was a good multiplayer interface I’d play online to compensate, but no such luck. It even locks you to games in your region – which is absolutely infuriating whilst I’m on vacation out of my home region and sounds like it’ll be a game breaker when I return to a sparsely inhabited region like Australia. These issues, among others, have prevented me from fully enjoying the game. Particularly since the AI is still quite puny and there has not yet been time for a community AI to spring up and fix skirmish mode.
Supreme Commander 2 has potential, and a lot of my issues could be fixed with a big patch or an expansion. But it has been difficult for me to enjoy so far and will not be replacing Supreme Commander on my most beloved games list. It should be noted however that it doesn’t appear to be aiming to replace Supreme Commander, but instead complementing it with a different style of gameplay. I would still say it is better than Red Alert 3, and forms a nice balance between the more strategic supreme commander or the more tactical, but still strategic, Starcraft. But in its current iteration it is “Jack of all trades, master of none”.
PS: Due to the small number of anticipated readers for the ‘Supreme Commander 2 Essay’, proof reading has been omitted to save time – time that allowed for writing those hundreds of words.
Update 12/03: It turns out that you can set it to show Intel and weapons ranges, but it’s hidden behind a toggle in the options menu. There’s one gripe down, although I wish there were an option to have the minimap start open as well.