The controls are also, surprisingly, quite good, being easy enough to use for beginners and newcomers while also supporting the complexity needed for more advanced players. Most notably, no matter what is going on on-screen, how many units you are controlling, and how you are viewing the game it continues to run at a consistent framerate no horrible chugging or freezing to be found here. I'm happy to say, Supreme Commander 2 should definitely alleviate any fears that fans may have. A plethora of technical and control issues plagued the port, leaving many disappointed and doubtful about future console entries in the series. While the previous Supreme Commander was loved on the PC, it was virtually an unplayable mess on the Xbox 360.
Thankfully, Supreme Commander 2's control scheme manages to find a happy medium with its control scheme while also being a much more playable game than its predecessor.
Either that or they are almost completely unmanageable due to the variety and complexity of commands that the developers try to pack into a controller that clearly isn't meant to handle them. Instead, the complex controls required to handle an RTS experience are often oversimplified and/or broken in order to try to make them work with a controller. This is largely due to balancing and gameplay issues that arise as a direct result of not having the ability to use mouse and keyboard controls to play them. Historically, real-time strategy (RTS) games and consoles have been like oil and water they don't tend to mix very well.