Supreme Commander 2 review

  • Badass experimental units
  • Much more newbie friendly
  • Emphasizes strategy over clicking
  • Battles are scaled down
  • Skirmish AI is limp
  • Multiplayer seems to have uncounterable strategies

The best tactic we’ve come up with is the Cybrannosaurus Bubblebath. A hovering triangle wafts into your base and drops a dinosaur on you. The dinosaur is large, about the size of a dinosaur, and has a robotic head that breathes fire. A moment later, 25 translucent spheres pop up around it. The shields these Adaptors generate aren’t impenetrable, but they overlap and regenerate. They cling to the dinosaur as missiles spill from his back like he’s moulting. He stomps toward your commander as if to eat him, but of course he won’t. He’s an herbivore; that would be ridiculous.

Supreme Commander is like the fever dream of a Robot Wars contestant: you control hundreds of killing machines as they clash with hundreds more over land, air and sea. In the first game that got complicated, and if you weren’t an actual Robot Wars contestant you could be forgiven for giving up. The slightest error in establishing your economy could cause it to crash, leaving you crippled while your opponent’s forces spread like a metal virus. If that was you: good news, come in. You’re going to love this.

If that wasn’t you, if you spent your Sundays in eight-hour matches battling seven other commanders for control of a battlefield the size of the Isle of Wight, it’s best not to think of this as a sequel. It’s more like a side-project, as if Giant Robots and Vast Armies left the group to form their own band without Epic Battlefields and Advanced Economics – who was always kind of a square. We don’t know whether the old band will ever get back together, but don’t go into this expecting the nerdy glory of those four in concert. You could easily miss why Supreme Commander 2 is great.

There is a counter to the Cybrannosaurus Bubblebath, we’ve discovered. It’s called the ‘Screw you, I have a Magnetron.’ You drop your dino, the shields go up, and said shields suddenly jerk across the base and are minced in a maw of spinning metal teeth. Rex, wagging his flame-gouting head from side to side to try to see what’s happening, is dragged slowly backwards into the sparky deathcogs by a megaelectromagnet, where they chew through his flesh and metal with indifference. A Magnetron would eat your commander. A Magnetron would eat God if He had any metal on Him.

More Info

Release date: Mar 02 2010 - PC (US)
Available Platforms: PC, Xbox 360
Genre: Strategy
Published by: Square Enix
Developed by: Gas Powered Games
ESRB Rating:
Everyone 10+
PEGI Rating:
Rating Pending


  • Jospan - September 3, 2010 11:09 p.m.

    I had bought Dawn of War Soulstorm a few years back and was blown away with it. Just last week I took a look at the demo disk that had been included. On that disk was SupCom FA, I was blown away!!! Finally a RTS that actually required strategy to play efectivly. I loved the fact that air units had a fuel limit and didn't just hover around, it really added a sense of realism to the game. (Sorry to dissapoint but real things don't just float.) Second the economic emphasis was amazing, and added another level of strategy. It made it of prime importance that you target economic structures to soften up your enemy and bring down things like shields, radar, sonar, ect... Two days ago I bought SupCom2... This game is a flop! Completly dumbed down. I can not say enough to say how this game has become just another rts, so I won't. I can only say that if you want "just another rts" get it and continue doing the same lame stuff that you always have (rushing and other noobish things) or get SupCom1 or SupCom FA and be mind boggled by it's intricacies and various lovely bits. And to the developers, Be ashamed! and I see now why this game is a flop, you let SquarEnix ruin it just like FF 13
  • HateCrapWare - March 9, 2010 10:54 p.m.

    To bad the review doesn't mention the fact that the game doesn't allow you to save when playing skirmish. Not sure if that's a bug or intentional, either way it sucks
  • drizztmainsword - March 6, 2010 8:05 p.m.

    This game should shame the developers. There feel of this game is nothing like the first one. The scale? Smaller. The number of available units? Smaller. The number of units in a given game? Smaller. The resource system? Completely lackluster and derivative. The pacing? Exceptionally fast. It feels like Starcraft, it looks like a candy shop, and the "maps" are effectively a web of hallways. What I wanted from the sequel to my favorite RTS of all times was a game that could handle upwards of 4000 units in the game at once without choking on itself. I wanted a game that took the epic scale of the first and said "let's do that again, but BIGGER." I'll be sticking to Supreme Commander 1 thank you very much. Please go and make a true sequel without dumbing it down for the console crowd.
  • psycros - March 4, 2010 1:44 p.m.

    Sigh..."Supreme Disappointment" would've been a better title, judging by this review. So they basically turned it into a cross between Warzone 2100 and Beast Wars. Nice going, Chris - what you got planned next, Demigod II: Electric Boogaloo? Oh well, back to TA for another decade..
  • - March 3, 2010 4:44 a.m.

    Loved the first =D we shall see on this one...
  • KevIrl92 - March 2, 2010 6:29 p.m.

    I loved the first game and still play it to this day, but when i read some of the previews and played the demo for myself i knew i was not going to be getting this game. HeavyTank's points are valid and i agree with him completely because it feels nothing like the original game. I like the resources in vs. resources out economy system of the first game. It was one of the main reasons i still play the first over other rts's i own like AOE. The game has been made the same as soooo many other RTS games and with the economy system gone it only has one of the two things left(the experimentals) that made it,IMO, stand out against the rest. (Phew first ever comment on the site and it was a wall of text. Lol)
  • Dirt5o8 - March 2, 2010 1:41 p.m.

    Ooooooh, I love rumors!
  • HeavyTank - March 2, 2010 12:05 p.m.

    Meh, the demo really wierded me out, why did they change all that stuff?The original was awesome, although yes, it was hard and yes, some units and structures were too expensive and took too much time to build. Still, they could've come up with something better than a dumbed-down game with units that look like goddamn plastic toys.. BTW, I'm still going to get it :P

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