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Finally, I get the big picture

Beautifully simple.

Those are the words I must give forth to this game.  To all of you computer hogs, please vacate the building, because now the only computer I am able to afford can actually FUNCTION with this game.

Supreme Commander 2 introduces simplicity with strategy, embarking on a new RTS ideal which is:  Plan before attack.  A ideal that seems to have been in every other RTS of our time: Starcraft, Halo Wars, C&C.  But when you finally realize that tactics, pure reactions, were the goal of those games, you begin to understand why strategy is a REAL part of this game, and not in the others.

To beg the question: why did GPG sacrifice the econ system that made Supreme Commander so great?  Because of common players like me.  Throughout the original SC, I lost most of my games via rushes.  I had friends that mastered the art of getting a Monkey Lord up in 6 minutes and 14 seconds.  This strategy of gameplay is legitimate I must say, but is so normal.  Since starcraft, we have seen these early rushes as the gateways to real RTS.  But it isn't.  Real RTS actually uses it's key word: Real Time strategy. It finally happened.  And Supreme Commander 2 gave it to us, they gave us a RTS, not a real time tactical game.  It is something I have always been quite disappointed about, that most RTS games do not employ strategy, they employ tactics.

Now on a new front, the game dumbs down the graphics.  Thank you again Chris Taylor, for understanding I don't have $600 to pay for a beautiful dual core processor, 8 GB RAM, double layer 1G video cards, and a beautiful 25" LCD screen.  Thank you.

Now this is a review of the game, but I must say something about the GI reviewer.  Does the changing of resources hurt or help the majority of gamers?  Or does it help or hurt the middle school, high school, and college bound students in our everyday society?  Yes, these players are the main income of the gaming industry, but not all of us have the time they do to create a strategy that must be followed rigorously.  The reviewer complains how the new SC2 abandons the idea that you must be ever expanding your economy to keep up with your opponent.  If you EVER, and I mean EVER, forgot to do one simple part of your strategy, you would literally lose, because tactics in the original SC game was more important than strategy.  If you ever forgot to not building those next 20 mass fabricators and 23 power generators, the game was done.  Because if your not expanding, your not living.  I think we can all realize how time consuming it is to be building econ, defenses, units, and attacking at the same time.  Should one of those parts, like econ, be automatic?  Now with the ability to only buy what you can actually afford, to use a traditional Starcraft econ, it help simplify things.

Now, what is so interesting, is that early experimental rushes don't work nearly as well as their predecessors.  You need to upgrade your experimental in order for it to be a match against, well, anything.  For the everyday gamer, this is a godsend.

But the game still does have it's problems, like when you tell a unit to go somewhere and it does a little ritualistic dance.  But to be honest, i still see this in every RTS out there.  Units trying to go exactly where they are suppose to go, but there is another unit in the way.

For everyday RTS gamers, this game is a godsend.  For the highly addicted RTS gamers this game will lack the very essence of what you have mastered.  The original Supreme Commander is home for you.

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