Take an exclusive look at the early campaign, gameplay
Prior to 1997's Total Annihilation, no one had ever tried to take real-time strategy on a truly large scale--the game implemented a radar system so that reconnaissance could play a larger role on the game's large battlefields
Some years later, the game's designer, Chris Taylor, headed off to the rain-drenched Pacific Northwest to found Gas Powered Games and design 2007's Supreme Commander, an epic successor to Total Annihilation that featured enhanced versions of Taylor's original ideas of large-scale strategy and radar scouting along with impressive new technology that let you zoom your view all the way out--far enough to turn the heated battles between the game's three futuristic factions into colored blips on an all-encompassing strategic map
Now, the studio is hard at work finishing Supreme Commander 2, a sequel that will attempt to improve on every aspect of the previous game by offering streamlined gameplay and research, a very thin and clean interface, faster-paced matches with action that heats up more quickly, and a brand-new single-player campaign with a much more-intimate story