The story, whilst very convoluted, was entertaining and far more thought out and in -
depth than the first game.
Not exact matches
But with the Supreme Commander name stamped on the box it was hard to view Supreme Commander 2 as anything more
than a stripped back, dumbed down version of the
first game, offering none of the
depth or scale and leaving fans feeling let - down.
Although SNK is mainly known for their in
depth fighting
games, that is not all they have done and this is proved by the selection of
games in the pack. There is a wide array of genres from fighting to sports and the variety will please many a fan of the console. That said, the original versions of the
games would probably work better
than their emulated counterparts. In all of the
games sound effects appeared to be on a half - second delay the
first time they were heard, then fine for the remainder of the session. As an example, the
first time you throw a grenade in Metal Slug, it will explode and just as the animation is finishing, you will hear the explosion. This problem is off — putting but easily forgettable once all of the sounds have loaded properly. The main exception here is Shock Troopers which actually freezes up momentarily when loading up a new sound which makes the
game almost unplayable for the opening instances of each level.
Next up, info for all of you wondering about the
depth and maturity level of the
game: don't let the school setting fool you — while the
game is certainly open to a wide audience in terms of age, there are a lot of things hidden there for fans of the
first game and also for those looking for something a bit more gritty
than smiles and sunshine all day long.
In fact from the description it does seem that this
first title is more of an app, rather
than a fully fledged
game, with the aim to get Nintendo account members ready for more in
depth game experiences that will release later.
Rise of the Tomb Raider was the
first game to utilize Nvidia's Voxel Accelerated Ambient Occlusion (VXAO) technique, which adds
depth and realism to scenes by calculating shadows using a scene's surrounding geometry, rather
than what's visible to the camera.