The Games Domain puppy wouldn't have trouble completing most of the German campaign's missions, given the massive military might of the panzer divisions under your control. The improved accuracy of the units helps to balance the game, although this clearly doesn't apply in single-player, where the campaigns are gently graded to reflect the state of each nation's military. You can also take advantage of new unit functionality - from marine craft used for traversing rivers and landing, to more advanced aerial troops - bombers, recon units and paratroops. The main and noticeable improvement is the additions - there are a ton of new unit types, and all the units have been adjusted to more realistically reflect their power. The tweakings of Sudden Strike II should instantly appeal to those quick-fix RTS fans. That's not to take anything away from it - what Sudden Strike II does, it does very well, and there are some substantial gameplay improvements, but what you're really looking at is more of the same.Īnd hell, what's wrong with that, Sudden Strike made good ground on its simple formula, and is still enjoyed today by plenty of players. Boldly, it uses pretty much the same graphics engine as its predecessor, existing more as an expansion with added functionality than a true sequel in the sense we've come to understand it. Sudden Strike II is the natural progression into sequel-land, appearing two years after the original game. The idea is good - it was an unaffected and unassuming RTS that did away with complex resource management, and simply allowed you to throw lots and lots of troops at the bad guys. Er, oh, well it wasn't a very good metaphor anyway. There's nothing particularly complicated or sophisticated about them: one pops out of the toaster and you eat it straight off, lovely and warm - Mmmn, cinnamon - and the other was popular, simple, and covered with a sugary topping. Sudden Strike was to the real-time strategy world what pop tarts is to breakfast.