![]() Certain aspects may have been made more accessible, but the skirmishes themselves are more intricate than ever, supported by a myriad of unit types and individual upgrades that bring new twists on regular designs. SupCom 2 looks to make a return to the agreeably complicated land/sea/air based combat and battle tactics the first established. It's a cannon with tanks for shells, people. ![]() It resulted in a match geared towards air support, as ground troops were limited by the twisting terrain, unless deviously upgraded to include jump-jets or fired through the air from the aforementioned cannon that fires tanks. High-concept battlefields have been created with flair – a favourite was one that takes place on the top rigging of a vast planet-core deep mineshaft, suspended over a gigantic tunneling abyss with Demigod-like bridges and walkways to hide your sense of vertigo. The maps provided however feature a visual grandeur that seems difficult to top. He was, however, adamant that you should never say never when it comes to the PC modding scene. Taylor explained that the campaign maps were designed with a bevy of industrial-grade tools and programmes and simply could not be shipped or supported officially on the user-end. This overall streamlining of the series does come at a cost, however: mod support, while still supported with an inherently moddable engine, does not extend to custom maps. No more CPU time spent on the AI of dead tanks, overall optimisation and fancy weather and shadow tricks result in a game that, Taylor assured, won't even need to support quad-core PCs. SupCom 2 has been designed to run more efficiently over a greater range of PCs, even ones at a lower spec than SupCom 1's minimum requirement (game developers: this is a lovely feature to see from a sequel. Released as a beast that barely ran on many PCs out there, if at all, the inherent power-hungry build of the game limited the user base right from the get-go. This would naturally be a moot point if SupCom 1's debut is considered. Streamlined economy equals an easier learning curve and, he hopes, more fans. Taylor was adamant that this change was implemented to ease players into the fold, admitting that SupCom 1 really was just too complicated for many players out there to even bother learning the mechanics. The economy has been made more like the industry standard for these sorts of games: building up resources in your bank before plonking down buildings and upgrades wholesale. This effort to revamp and streamline the game experience extends to the core mechanics. PROBABILITY OF MISSION HINDRANCE.ZERO PERCENT GPG net will not be making the transition. ![]() Taylor announced another improvement to the game, this time affecting multiplayer: SupCom 2 will be completely supported and integrated into Steam and utilise Valve's superior server browser. It's this sort of thing however, these threads of humanity, that you can expect to find weaving together SupCom 2's epic plot about robots and explosions. It was rejected for being too concerned about the dynamics of the father/son relationship and was dismissed as unmarketable, and the recent success of Pixar's Up hasn't done much to soothe the bitterness. The inspiration for this focus on character was a game that never saw the light of day, a dungeon crawler Taylor took to publishers after Dungeon Siege 2 about the relationship between a classical hero adventurer and his father. But it's a personable talking brain in the jar, you understand. Of course, this is a game that features dinosaurs in power-armour and a cannon that fires tanks, so these 'human relationships' are being explored by characters like a talking brain in a jar. The single player campaign has therefore been expanded with this improvement in mind, and an involved story that features fractured relationships between a core cast of characters will be told, chiefly through brief in-engine cutscenes at the beginning of missions and, refreshingly, during the gameplay itself, with plot and character development coming over the radios as the plot-specific units chat to each other. Taylor was happy to admit that SupCom 1, while grand in gameplay terms, was lackluster when it came to story, which Square Enix has been happy to flesh out for this sequel. After last year's announcement of a partnership with famed Japanese firm Square Enix, a lot of fans felt some trepidation: what did this collaboration between two companies who make very different games spell for the next iteration of their beloved title? Happily, what we saw of SupCom 2 has dispelled any doubts. Normally such digression would pose a problem to a time-restricted gameplay demonstration, but happily it all comes back to SupCom 2 especially the human side of things, as it turns out.
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