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Supreme Commander 2: Supremier

Ack, how did we manage to miss this? Oh yeah – it must be because we don’t care about PC games one jot. So did you see that Ratchet & Clank XII, eh?

Pfft. SupCom 2 is a fascinating endeavour – partly because it’s a sequel to a game that scared away half of the people it wanted to appeal to, and partly because developer Gas-Powered Games teaming up with Square “…” Enix is about the most improbable match-up since Howard the Duck and Lea Thompson. Uber-hardcore RTS meets incoherently self-indulgent auto-mythologising: whatever will happen?

Well, something like this:

No, not that. That’s just bullshit CGI posturing with zero relation to the game itself. More like this:

And this:

Interesting that this stuff concentrates on the fundaments of RTS combat, and reassuringly so to PC old-hands, whereas reports I’d heard previously had concentrated on the improvements to storytelling and accessibility: always SupCom’s greatest stumbles. SupCom2 seems to be trying to do two very different things at once. Really hope it can pull it off, and that the mewling of the shocked fanbase doesn’t mean whatever GPG are trying to achieve with this gets lost in the noise.

Oh -those ramp-based levels seem a bit DemiGod, no? Quite the departure from SupCom 1’s endless, strangely flat battlefields…

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Alec Meer

Senior Editor

Co-founder of RPS. Dungeon Keeper & X-COM 4 Life.

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