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Supreme Commander 2

Supreme Commander 2 Boxart.jpg
Developer(s) Gas Powered Games
Virtual Programming (Mac)
Publisher(s) Square Enix
Designer(s) Chris Taylor
Platform(s) Microsoft Windows, Xbox 360, Mac OS X
Release date(s) Microsoft Windows
  • NA: March 2, 2010
  • EU: March 5, 2010
Xbox 360
  • NA: March 16, 2010
  • EU: March 19, 2010
Mac OS X:
  • WW: September 24, 2010
Genre(s) Real-time strategy
Mode(s) Single-player, multiplayer
Aggregate scores
Aggregator Score
GameRankings (PC) 77.33%
(X360) 76.50%
Metacritic (PC) 77/100
(X360) 75/100
Review scores
Publication Score
Eurogamer 8/10
IGN 8.4/10 (PC)
8.3/10 (X360)
PC Gamer (UK) 87/100

Supreme Commander 2 is a real-time strategy (RTS) video game developed by Gas Powered Games and published by Square Enix. It is a sequel to Supreme Commander. A PC-only demo was initially released via Steam on 24 February 2010, with the full game released on 2 March 2010.

A Mac OS X version of Supreme Commander 2 was announced by Mac games publisher Virtual Programming in May 2010. They released the Mac OS X version of the game on 24 September 2010 and released the Infinite War Battle Pack for Mac OS X in January 2011.

In both the skirmish and multiplayer modes, players start out with an Armored Command Unit (ACU), which is a large, powerful, construction-capable unit, as their avatar on the battlefield. They build mass extractors and power generators, which produce mass and energy, along with research facilities that produce research points faster. Players can also build land, air, and sea factories that produce land, air, and sea units, respectively. Players may also build add-on structures, expanding the capabilities of existing factories. Some buildings and units are more advanced than others and as players' bases and research levels expand, so does the quality of their units. Research points can be spent on faction-specific tech trees to add bonuses, abilities and upgrades, and to unlock more-advanced units and buildings. The final result of this development is the unlocking of experimental units, which are large, research-unlocked units and buildings with significantly more power than other units and buildings. Experimental units can be produced from experimental gantries (buildings with the sole purpose of building experimental units) or built by engineers. The ultimate aim of the game is to destroy the opponents' ACUs.

In the heavily-scripted campaign mode, the player is provided with a base at the start of the game, and faces an already-established opponent. In order to finish the level, the player has to complete certain objectives, for example "destroy the enemy's experimental unit". As the campaign progresses, the player is able to unlock a wider range of units, the missions become more challenging, and the enemy grows stronger.

In an interview with MacGamer, an online magazine dedicated to gaming on Mac PCs, game designer Chris Taylor had this to say about Supreme Commander 2 and its spiritual link to his previous Total Annihilation series: "I think they are indeed the spiritual successors, because of the way I approach RTS Real-time strategy design. I don’t like a lot of rules, and I like big, open worlds. Some might say the economy systems play a role in that, but I think it goes much deeper than that. I think many folks will see our upcoming Kings and Castles game as a continuing extension of those previous RTS titles."


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