“As our first non-adventure release, Superpower admittedly had some technical shortcomings, but was a surprise hit for us in 2002,” commented Richard Wah Kan, CEO, DreamCatcher Interactive Inc. “Sales for the game are approaching the 100,000 unit mark, so obviously the game-play and subject matter struck a chord with strategy gamers.”
Another major development is the shift in emphasis from gamers adopting a nation, to becoming an individual character. With this flexibility, players become engrossed in the political, military, economic and social battles that ensue. Much like its predecessor, SuperPower 2 uses real-world census and military data.
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