�One lesson I have learned from previous RTS games is that we need to create experiences people can relate to. Now it�s time to put all that defense planning to the test.
�We were very ambitious and had a huge list of features, but we honed in on what was key, like the performance of the game engine, interesting units that are highly detailed, and creating maps that are far and away more interesting to play on.�
His voice crackles over a speaker: �The biggest lesson we learned from the first game was that creating a big game means really focusing on what�s important. Supreme Commander 2 lead designer Chris Taylor sits at the controls of another ACU, and he�s ready to lead me through the paces. That big ol� war machine � technically, an Armored Command Unit (ACU) � thrums to life as I switch on its systems.