![carrier command 2 units carrier command 2 units](https://content.halocdn.com/media/Default/BlogPost/community-update/HaloWars2/[rm]rostercard_mantis-48290e93b51e40daab722c180981b2bf.jpg)
Oh I noticed near the end of my playing around with the demo a very important thing. Other things I noticed that I liked: the time compression is dynamic, slowing the game speed down as you approach islands when sailing by on the carrier, if you drop arty, it will lay down imprecise fire, in the way of World of Warships, a touch I really enjoyed. It was really funny to experience that drastic change of point of view. Jumping into the Walrus’ camera changed the perspective, with shots being fired from everywhere. One amazing moment to me was, from the comfiness of the command room, I was looking at screens and seeing some encounters fine.
![carrier command 2 units carrier command 2 units](https://www.vgfaq.com/wp-content/uploads/2013/07/Carrier-Command-Gaea.jpg)
Sending your Walruses around and doing support arty is quite exhilarating. The explosion are so over-the-top, I felt almost bad for the little island I unleashed hell upon. Then came the time to use the carrier’s weapons, and oh my, that thing packs an insane punch. The interface tropes of the original are mostly respected, although the screen needs some initial ordering to accommodate the tactical scale. Manipulating things wasn’t very intuitive at first, but then I got around it.
![carrier command 2 units carrier command 2 units](https://media.moddb.com/images/games/1/78/77252/auto/clip_03.gif)
Walk around the carrier! That amazing first impression is further blown out of proportion by the realisation that all the switches in the command room do stuff. When I saw the command room, I thought “oh, can I”. Looking through the options, I see I can make a little avatar.