Chris Taylor desires to take us all down, down to robot community. He intends to make Supreme Commander a lot more available as well as less unwieldy, pressing a type of technological miniaturisation. The Very same product, just a little smaller, smoother, shinier and also much more fine-tuned.
Supreme Commander was a typical RTS (read: Total Annihilation) with the single specifying attribute being its ludicrous range. 300 various units, three different degrees of land, sea and also air factories to press through, large maps, nuclear warfare and comically large “speculative” robots that took an age to appear in any suit. And for the sequel they’re … lowering the scale?
For one thing, the scale still overshadows other RTS out there, and you still have the possibility to fling hundreds of robotics at your opponents like a youngster spending his toybox on his kid sis.
For a second point, Chris Taylor is a right-winger of the RTS style. In his meeting with Eurogamer, a couple of weeks back he, in fact, contrasted development in RTS video games to either putting the 5th wheel on an auto or taking the wheel off.
Placing away the fact that anyone that can call the ideas present in Company of Heroes, Sins of a Solar Empire or World In Conflict “putting a 5th wheel on an automobile” needs a strict speaking with, supreme bot Commander 2 represents Taylor playing to his stamina. In returning what was extravagant concerning the initial game, he’s overseeing the development of a game he’s more comfortable with, and also it shows.
Below’s just what I’m talking about: in substantially lowering the number of systems from 300 to 120, each one plays a less complicated, a lot more comprehensible purpose. In removing the different levels of each kind of structure (you now only obtain one sort of land factory, one mass extractor, one anti-air turret and so forth) you get a much better grip on how to build your base.