The review's overall verdict is at the bottom. Interestingly, Carrier Command 2 is a striking metaphor for the reconstituted Microprose. Both the game and the publisher have something in common - having both risen from the ashes of an iconic predecessor from a now bygone era. The history is really interesting in both cases, but you guys are here for a review, so I'll leave the storytelling out for now. Also worth noting, I first learned and played CC2 with an initial demo either just before or just after the game released on Steam. Despite only having bought it recently, I'd say I have an edge over others of my similar listed playtime due to this prior experience. PROS: + The physical interaction with all the elements of the bridge gives CC2 a unique spin on the RTS genre, and a very compelling core gameplay mechanic of bouncing between stations, giving unit commands, managing a delicate balance between offense and defense, and manning the helm of the carrier itself. + In my opinion, a great OST and graphical style. Synth orchestral fusion, low-poly + pixel art, and a good dose of some tasteful lighting. To me it feels nostalgic, despite never having played the original Carrier Command. + The above physical interaction, soundtrack, visual style, and overall atmosphere of the game build upon each other really well. CC2 does a good job of immersing you into the gameplay and it makes for a really cool experience. + Multiplayer is a phenomenal experience. The coordinated chaos on the bridge as everyone springs into action stations makes for amazing co-op shenanigans. The multiplayer is quite versatile in that you can all crew the same carrier, multiple carriers working together, or PvP between carrier groups. At the time of writing I haven't tried multi-carrier PvE or PvP yet. + CC2 nails the sense of scale. You get to walk around the decks of your carrier on foot, and fly around it. You then realize just how massive the ocean swells surrounding your carrier are as they push it around like it's a tin can. + Modding support and Workshop support refresh the game's content once you either master or get bored of vanilla. + Very cool hybrid combat between manual operation of vehicles or automation through orders and targeting. For fellow players of Ostfront and Starsector, I should have your attention immediately with this point. + Lots of save slots and no restrictions on save scumming, so the game is forgiving if you make mistakes. Make plenty of save divergences of your first playthrough in case you softlock yourself somewhere. + Loadout and unit variety you can freely reconfigure at any time. There are many ways to tackle any given island. + Common developer lineage from Stormworks. If you're familiar with that game you will notice a few similarities here. + Leaning into that sim-lite aspect, CC2 apparently also supports both VR and HOTAS setups. I use neither so I can't say for myself. MIXED: ~ As is tradition with RTS games, the tutorial doesn't prepare you fully for what you're about to face. Learning curve ramps up quickly, though it plateaus reasonably quickly as well. Still, I can see this putting people off the game initially without outside help. Two major examples of initial learning blocks are: learning to use your first virus bot, or learning to resupply with your first logistics barge. Both of which are crucial mechanics to advance, but leave room for confusion. ~ There is a LOT to juggle in singleplayer. However, CC2 shines in multiplayer with friends. Once you're good enough (or confident enough), you can absolutely handle singleplayer. ~ The community is small, but there are resources and guides available for the game on platforms such as YouTube. ~ The pacing of the game will vary a lot. Some moments will feel very slow, bordering on tedious or even boring, while other moments are punctuated by cinematic tension and abrupt terror. However, this improves with experience, and eventually you will always find things to do in the lulls between islands or resupplying. ~ Some of the game's more tedious elements are fixed by mods. Still, these should be vanilla changes in some cases. ~ [Mild campaign win condition spoiler] The final carrier fight is a bit lackluster once you figure out how it actually works, but at least it's kinda cinematic. And you can continue the playthrough until you capture every island. CONS: - Island placement/blueprint RNG will have a noticeable impact on how fun your midgame island captures will be - if you get unlucky you will really have to make those fire support rounds and unit hulls count in the early game. Learn to prioritize island capture order accordingly. - Land units are excruciatingly slow, but are required for island captures via virus bots. The only ways to optimize this are to minimize travel time by aligning the rear of the carrier, manually driving your virus bot car, or rushing to unlock Petrel production ASAP to get airlift capability (airlifting is another mechanic that is not taught to the player at all). - You will be left to learn quite a lot of the game's more obscure (and sometimes quite important) mechanics on your own, unless you are lucky enough to find a guide or a Reddit thread or something that mentions it. When in doubt, CC2 is a game to learn with others. - AI can have some annoyingly goofy moments. Both friendly and enemy. - Geometa seems to have a very negative reputation as a developer, as you may hear from the community of their other major title, Stormworks. - Updates at this point are very infrequent, and it is safe to assume CC2 is feature complete. Game Review Summary: Carrier Command 2 is a fantastic RTS/sim-lite game with a uniquely executed perspective that places you right in the captain's seat of your carrier bridge. It has a few major initial learning blocks and an intimidating learning curve to match, but if you are able to get past the initial friction (or have an experienced player as a guide) you will discover an unexpected delight of a game. CC2 is playable in singleplayer, self-hosted multiplayer, or dedicated multiplayer, with the ability for you and your friends to crew the same carrier, separate carriers, or even PvP against each other. My ultimate verdict? I would personally recommend getting CC2 during a sale with as many of your friends as possible who have a knack for either RTS games or vehicular combat sims. P.S: If you've read this far and either want to get into CC2 or already own it but need help learning, I'd be happy to lend some tips or have someone new to co-op with.
Read more