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Supreme Commander Sequel On The Way

Supreme Commander Sequel On The Way

Chris Taylor wastes no time getting down to business. The legendary real-time-strategy game developer announced Thursday that his most recent title, Supreme Commander, will be getting a sequel less than a year after its original release.  Supreme Commander: Forged Alliance will be published by THQ and released some time in November 2007.

The sequel will follow the same story as the original – pitting battling robots against each other in the Infinite Wars – but will be released as a standalone title that doesn’t require players to own the original. “Supreme Commander: Forged Alliance is not only the continuation of the epic story that is unfolding inside the games universe, it is the continuation of our goal to move the bar for RTS gaming even higher than ever,” said Taylor, CEO of developer Gas Powered Games, in a statement.

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Expected additions include a full single-player campaign, additional multiplayer features, and perhaps most importantly, an entirely new faction and 100 new units to go along with it.

Nick Mokey
As Digital Trends’ Managing Editor, Nick Mokey oversees an editorial team delivering definitive reviews, enlightening…
Sonic Superstars found great new ways to freshen up the classic 2D formula
Sonic runs through a level in Sonic Superstars

Sonic Superstars is the latest in a long line of 2D Sonic titles, and it’s doing what it needs to stand out. Co-op, Emerald Powers, and a set of all-new levels are not just great back-of-the-box features for a game like this -- they also make this a Sonic game that feels a bit different than all of the other 2D Sonic titles that have come before it. And after going hands-on with Sonic Superstars at Summer Game Fest Play Days, I can say this evolution is promising.
Sonic Superstars - Announce Trailer
Although I didn’t get to try co-op, I saw how the different playable characters could change the game experience, how Emerald Powers enabled Sega to go bigger and bolder with level design, and how this game’s boss fights are already some of the best in the series. If Sega can deliver on all of its promises with Sonic Superstars, this could be the greatest advancement of the 2D Sonic formula in a long time.
More than Mania
In 2018, Sonic Mania perfected the classic 2D Sonic formula with its excellent level design, silky-smooth controls, and boatloads of callbacks and fan service that only served to enhance the experience. It’s hard to do better than almost perfect, so my feeling has been that if Sonic were ever to return to 2D outside of a direct Mania follow-up, its developers would have to go for something that looks and feels a bit different. That’s why I’m glad to see that series publisher Sega and Fantasian and Balan Wonderworld co-developer Arzest made some bold creative decisions with Sonic Superstars.
At its core, Sonic Superstars uses the same level-based platforming formula as most 2D Sonic games, so it’s not reinventing the wheel in that aspect. Thankfully, running and jumping feel great, thanks to excellent momentum-based gameplay that rewards skilled play with exhilarating speed. The first significant difference is how much Sonic Superstars emphasizes its distinct playable characters. Right now, we know that you’ll be able to play Sonic, Tails, Knuckles, and Amy. During my time with the game, I only had a chance to try Knuckles and Sonic.

Each character has distinct abilities and a slightly different game feel. Sonic’s faster and can Drop Dash to get a massive speed boost, while Knuckles can glide and climb over vast expanses of levels. In the final release, I could see myself playing each level four times to see how the experience varies from character to character.
While Sonic has had multiple players before, Emerald Powers feel wholly original to this game. Emerald Powers are special abilities that will allow Sonic and his friends to interact with levels in different ways after they collect a Chaos Emerald. In the four stages that I played, I could use the Water Emerald Power to climb up waterfalls as any character. That’s a relatively straightforward interaction, but it highlighted these stages’ solid level design. The best Sonic levels are big, multilayered affairs where players have lots of opportunities to go fast, but also must deal with unique stage gimmicks.
The four Sonic Superstars stages I tried fit that formula and felt like they had a bit more verticality than the series’ pixel-based 2D titles. Emerald Powers enhanced how much I could explore, and in turn, I was typically rewarded with coins, a medal, or a new elevated path to progress on. The routes these Emerald Powers can open up then pair well with each character’s unique abilities. I managed to make my way up to a point where I could glide over a lot of a level with Knuckles, gained enough speed to clear certain obstacles as Sonic, and came away happy that the game enabled me to do that as both characters.

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Nintendo Switch’s weirdest launch game is getting a surprise sequel
Key art for Everybody 1-2-Switch!

Nintendo has quietly announced Everybody 1-2-Switch!, a sequel to one of the oddest launch titles for Nintendo Switch.
1-2-Switch! was a Nintendo Switch launch title that served as a tech demo of sorts for the Joy-Con controllers, with players completing minigames based on direction from actors in live-action clips. It's a very quirky and critically divisive Nintendo Switch game, so it's a bit surprising to see a follow-up. According to the eShop listing for Everybody 1-2-Switch!, this game lets players use their Joy-Cons or smartphones to complete a variety of team-based minigames. And that's about all we've seen or know about this $30 game ahead of its June 30 launch alongside some new pastel Joy-Cons.

Everybody 1-2-Switch!'s announcement was quite unorthodox for Nintendo. It simply tweeted about the game's existence and opened up preorders on the eShop. This all happened with no reveal trailer less than a month before the game's launch. It's unknown why Nintendo's taking this approach instead of including the game in a Nintendo Direct or other major showcase, but a 2022 report from Fanbyte may reveal the answer. According to that report, Everybody 1-2-Switch! tested horribly, and Nintendo worried that the game could "damage the company’s reputation as a great software developer." 
Almost a year after that report, it seems that the game has improved enough to release, or maybe Nintendo is just willing to take the hit after the impressive launch and critical reception of The Legend of Zelda: Tears of the Kingdom. Either way, this is a weird sequel to a weird Nintendo Switch launch game that's being mutedly marketed so it doesn't elicit much hype. We'll just have to wait and play it for ourselves if we want to know whether Everybody 1-2-Switch! is an enjoyable game or not.
Everybody 1-2-Switch! will be released physically and digitally for Nintendo Switch on June 30.

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Zelda: Tears of the Kingdom’s sequel should go full Death Stranding
Sam Porter walks across a landscape in Death Stranding: Director's Cut.

During my The Legend of Zelda: Tears of the Kingdom playthrough, I couldn’t stop thinking about Death Stranding.

Hideo Kojima’s one-of-a-kind “strand game” sprung to mind every time I crafted an ingenious device that would let me traverse Hyrule more easily. I felt like Sam Porter Bridges laying down ladders and ziplines to cut through the rough landscapes of postapocalyptic America. I kept joking to myself that Tears of the Kingdom is a strand game. The more I see players sharing their creations, though, the more serious I’m becoming about that claim.

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