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Supreme Ruler 2010Score: 6.0 / 10
There
are 151 pages in the Supreme Ruler 2010 game manual, 152 if you include
the back page with a list of 68 hot keys. Topics such as Surplus
Deficit/ Projections, Tax Adjustments, Trade Balance and Commodity
Graphs are examined in detail. It gets to the point that you think
you’re studying for a college-level economics or poli-sci test instead
of readying to play a game. I mean, this is supposed to be a real-time
strategy game in the tradition of SimCity, Civilization and a dash of
Command & Conquer for some military spice. But instead, you’re
left with a game that requires a week’s worth of reading a huge manual
before you’ll even feel comfortable to sit in front of your PC and
play Supreme Ruler 2010. If
you finally get to that point where you’ve extensively memorized the
manual (and honestly, only the hard-core of the hard-core RTS gamers
will be willing to invest that amount of study dedication to prep to
play a game), Supreme Ruler 2010 has some great ideas at work under the
simplistic (but still cumbersome) graphical interface, but in the end it feels too much like
work and not enough like a game. Supreme
Ruler 2010 features a great concept. It’s the near future, and the
world is rife with turmoil, the United Nations broken into a thousand
shards of failed diplomacy and the World Market now the dominating
political culture. Not only are countries around the globe embroiled in
a power struggle, but the “states” of the
United States
are no longer a single entity, reverting to the Civil War state of
affairs, where the country had divisive and splintered factions. This
sure plays for great political drama that creates a rewardingly
intriguing background to Supreme Ruler 2010’s gameplay. Too bad that
it literally could take a week’s worth of reading the game manual to
actually figure out how to play it.
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Supreme Ruler 2010 is shackled with an overwhelming need to memorize the game manual cover-to-cover. On top of that, when you finally do get a slight grasp of what you’re doing, there’s simply too much resource management and hard-to-comprehend economic activities to monitor. Supreme Ruler 2010 seems at times to be not a game, but a real chore.
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The
gameplay plays along the lines of almost any global domination-based RTS,
such as Civilization or Age of Empires. The object is to complete
specific objectives while keeping close tabs on the constant barrage of
e-mails you’ll get from your Ministers, who are trying the diplomatic
approach to resolving your “disagreements” with neighboring states
or countries on who really owns what plot of real estate on the map. There
are a few different single-player modes to entertain the owners of
economic Master’s degrees who are insane enough to play Supreme Ruler
2010: There’s the Scenario mode, scenarios with regional missions
involving countries; Campaign mode, featuring longer versions of
Scenario mode; and Mission mode, detailed objective-based undertakings
with usually a specific goal in mind such as Capture
Your biggest difficulty will be trying to navigate the confusing in-game menu and effectively run your military and other resources with enough competency to win the objective or battle at hand. One of the most frustrating aspects during warfare-based objectives or missions is figuring out who is winning or who has the upper hand in a particular skirmish. You will see a lot of gunfire back and forth, but without a clearly defined color scheme to each side or something that really differentiates one side of the battle from another (no Blues or Grays here) good luck deciphering who is winning. Graphically, the game is not up to today’s PC standards, and that is another reason it’s hard to figure out what’s really going on during gameplay sequences. Visually, a plain, obviously dated graphics engine is behind Supreme Ruler 2010. I
honestly can’t see many “casual” gamers that would be drawn to
Supreme Ruler 2010. This is a game that requires so much
studying and preparation, that only those hard-core RTS gamers that really
enjoyed SimCity or Civilization may want to give this
everybody-wants-to-rule-the-world strategy game a try. -
Lee Cieniawa (September 29, 2005)
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