|Genres:||Strategy / Grand Strategy|
|Release Date:||March 27, 2002|
The idea of a geo-political strategy game is an engaging one. You have a broad, complex simulation where you, as head of state, have to contend with a myriad of different variables. See, SuperPower lets you take control of any nation on the planet, and you’re responsible for its politics, economy, and military. Your aim can be world domination through force or diplomacy. By allocating resources, negotiating treaties, and waging war, you steer your nation to its destiny. The idea behind SuperPower is an awesome one. In practice, unfortunately, things sort of fall apart.
The laughably small 100 page manual is the first warning sign. I then played several campaigns as several different countries. And I still don’t think I had any real effect on the game world. Events unfold inexplicably, unrealistically, and almost arbitrarily. After just one game year, the U.S. went from a democracy to a totalitarian regime. India was caught trying to sabotage trainyards in Costa Rica. None of the game logic makes sense.
I conquered Paraguay and Chile on a whim and the world didn’t offer so much as a condolence to the vanquished. No one broke any cultural treaties with me. But I noticed my own population’s support went down, so the next time I invaded someone, I carried out a terrorist strike on my own people and successfully blamed it on Uruguay. I then conquered Uruguay — but instead of rejoicing, my people’s support slipped lower than ever. Frustrating? Yes. For all its promises and potential, SuperPower simply fails to deliver on any major level as a geo-political sim.
System Requirements: Pentium II 233 MHz, 32 MB RAM, Win98
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