Obviously, the Strategy genre doesn't really lend itself to an 'involved' story and Taylor gets points for trying, but it doesn't change the outcome. Whether it's the shortness of the three campaigns (one for each faction as usual, but only 6 missions a piece) or the rather quick progression of the plot, the emotional undercurrent associated with the situations you find yourself in get glossed over. This sounds reasonable on paper, however the reality is a little less impressive than Taylor probably intended. The ACU remains the key to your operations, and the only 'manned' entity.īelieve it or not, this is a 'minor' experimental. The latter is the tamer of the two ideologies, and simply manifested itself into a more intricate story line filled with stronger themes such as family and loyalty. The end result is the same however: As we mentioned last time, two key concepts were at the forefront of SC2's development, and are quite noticeable whilst playing the game: Accessibility and Narrative. Whether this was a result of Gas Powered Games new partnership with Square (who have had a bit of a rocky start in the western strategy market in our opinion) or because Chris Taylor genuinely wanted to alter the fundamentals of his game is anyone's guess. This is not necessarily a bad thing, as it's more of a case of targeted audience more than anything, but just so we're clear from the off - we weren't wrong. Supreme Commander 2, whilst it showed promise, was clearly going to be but a shadow of its former self. Not so long ago you read our preview on Chris Taylor's sequel to his epic strategy game Supreme Commander.
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