"It was completely divine inspiration I swear to God."
So, Chris Taylor wants to take us all down, down to robot town. He wants to make Supreme Commander more accessible and less unwieldy, pushing a kind of technological miniaturisation. Same product, just a little smaller, smoother, shinier and more refined.
There are two possible reactions to any mention of Supreme Commander. Yes, just two. Don't pull that "how dare you force the entirety of human experience and attitude into just two boxes" stuff with me. Two! If it turns out there's more I'd have to axe this entire introduction, and then where would we be? We'd have a preview without an intro, and there'd be anarchy. Killings would be necessary. So: two possible reactions.
Supreme Commander is a fearsome beast of an RTS: utterly bewildering to anyone who isn't a long-term veteran of the PC's most mainstay genre, but profoundly satisfying to those who have always sworn by base-building. With Supreme Commander 2, Gas Powered Games wants to bring everyone in from the cold instead, as you can read in last week's Supreme Commander 2 preview.