Command & Conquer Online: Westwood Classics

This December marks the 25th anniversary of the release of the landmark Real-Time Strategy game Dune II: The Building of a Dynasty by Westwood Studios.  Dune II was not the first RTS game to be developed but its release marked the beginning of RTS as a major genre in PC, and to a lesser degree console, gaming.  It introduced the mechanics and style that would be utilized in RTS games for the next decade, only being superseded by Blizzard’s variation of the genre after the release of Command & Conquer: Generals in 2003.
Since Dune II’s release Westwood Studios developed several RTS titles, with accompanying sequels, before its closure by Electronic Arts in early 2003.  These included the seminal Command & Conquer and its associate spinoff Command & Conquer: Red Alert, as well as a remake of Dune II titled Dune 2000 which featured enhanced graphics and improved gameplay taken from the development of Red Alert.  All of these titles stayed true to their original RTS format and nourished a thriving RTS community.


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Command & Conquer: Red Alert 2

Command & Conquer: Red Alert 2 was developed by Westwood Studios, officially re titled Westwood Pacific, and published by Electronic Arts in 2000.  The fourth Real-Time Strategy title in the Command & Conquer franchise; Red Alert 2 was the direct sequel to Red Alert and followed its predecessor thematically and mechanically.  It would be followed in 2001 by an expansion pack, Command & Conquer: Yuri’s Revenge, which added a third faction as well as additional units and fourteen new single player missions split up into two campaigns.
Red Alert 2 was also the first title to be finalized after Westwood and Electronic Arts had completed their merger and did not suffer the development problems that had plagued the previous title in the series: Command & Conquer: Tiberian Sun.  It also reflects some of the design changes that EA would begin to implement in the series, such as an increased focus on setting-based tropes (in this case Golden Age America and the Cold War) as well as a gradual lessening of the dichotomy that factions had displayed in previous games.  Yet EA wisely chose to keep the story premise largely intact and to build closely off of developments that had occurred in Red Alert.
Red Alert 2 picks up where its predecessor left off.  The Allies defeated the aggressive Soviet Union and established a puppet government to oversee reconstruction.  Thus the Allies, including the newly arrived United States, were caught completely off guard when the Soviets began a secret re-militarization and launched a surprise attack on the United States from three directions.  Initially the other Allied nations are not involved, but gradually join the war effort as Soviet aggression continues.
The player takes the role of a specially appointed American commander in the Allied campaign, or an up-and-coming Soviet commander in the Soviet campaign.  Most of the missions take place in the United States and its territories, with Europe and Russia itself also featuring a number of locales in various missions.  The missions, and the regions they take place in, are heavily thematic and geared towards making the game’s challenge, and Cold War feel, the centerpieces of design.
The Command & Conquer series always did a masterful job keeping the player at the center of the campaign’s narrative.  The most important battles of the conflict serve as the missions of each campaign, with the commander taking a pivotal role in either stopping the Red Menace for good or completing the final conquest of the various Allied nations.  The cutscenes and in-game cinematics are campy and perfectly reflect Golden Age Cinema techniques; they also don’t distract the commander from the RTS experience, keeping such elements as moral choice and NPC involvement to a minimum.
The portrayal of in-game units in the cinematics, as well as the perception that the commander is one of the first officers to gain access to new technology when it becomes available, keeps the immersion throughout cutscenes and missions.  Some missions contain segments where particular units are required, but for the most part the player may choose whatever strategy that their current unit roster will facilitate.  More advanced units and buildings are unlocked as the player progresses through the campaign; in multiplayer each faction’s roster is completely available for use.
Westwood RTS products have always been a little finicky when it comes to multiplayer games, but Red Alert 2 had a strong online following in its heyday, although it was admitted that the vanilla game was unbalanced in several aspects.  Connection issues once a match has begun are rare and often more indicative of localized malfunctions instead of issues with the game itself.  In the present day no public servers exist for online matches, but community run servers are still available for games between friends.
Red Alert 2’s AI does what it can given the conventions of RTS design at the time.  In the campaign the AI can prove to be a very enjoyable opponent given its terrain advantages and often superior positioning.  Most campaign missions are also of a substantial duration and can be accomplished through multiple strategies and tricks, warranting each faction’s campaign at least two-playthroughs.  The Skirmish AI suffers without its campaign bonuses, as it follows predictable patterns and often fails to keep consistent pressure on the player.  There are even cases where the AI will stop trying after a suffering a certain degree of setbacks.  Yet for all its weaknesses, Skirmish mode does allow players to explore the game’s nuances at their leisure and test the capabilities of units in a more relaxed environment.
Red Alert 2 is widely considered to be one the of best Command & Conquer titles of all time.  Its combination of fast-paced dynamic combat, traditional mechanics, and campy fun appealed to a wide range of gamers and also made it easy to learn and enjoyable to explore.  Ironically the expansion pack Yuri’s Revenge upset that balance in the online arena, but self-imposed moderation in the online community as well as a host of balancing mods have kept the core game’s online experience intact.  Red Alert 2 marks the high point of RTS gaming in the industry’s history and rightly remains one of the most beloved RTS titles of the first decade.


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Red Alert 3

Command & Conquer: Red Alert 3 is a real-time strategy game developed and produced by Electronic Arts, released in late 2008.  EA had finally gone back to a longtime staple of the RTS genre, eight years after the release of the previous title in the series, Command & Conquer: Red Alert 2, and five years after closing down Westwood Studios, the original developer of the Command & Conquer franchise.  EA had already released Command & Conquer 3: Tiberium Wars in 2007 to great success and was wisely pursuing its foray into RTS with a revival of the other half of Westwood’s RTS legacy.
Red Alert 3 follows roughly the same formula of its predecessors.  Players construct their chosen faction’s base around a central building alongside such requirements as power and proximity between structures, as well as requirements for unlocking higher level structures and units.  Units are produced from their respective production facilities and Red Alert 3 features land, air, and naval combat, with many units capable of transitioning between these battle spaces.  Resources take the form of ore, which in previous Red Alert titles was represented by fields of golden nuggets, but in Red Alert 3 has been boiled down to a neutral mine structure, reminiscent of Warcraft style gold mines, that harvesters automatically collect from.
Three factions are playable in Red Alert 3.  The Allies and Soviets return with many familiar units as well as completely new developments, and the Japanese Empire of the Rising Sun is introduced combining tactical and strategic elements of both sides.  The Soviet faction focuses on overwhelming numbers and powerful tanks and warships.  The Allied faction features more heavy combat units than in previous Red Alert titles but still emphasizes defense and long ranged, powerful attacks.  The Empire of the Rising Sun strikes a balance between the two with large numbers of adaptable, hard hitting units.
Three story campaigns allows players to fully utilize each faction as they play through the faction’s path to eventual victory in the three-way war that dominates the main plot.  Here is where Red Alert 3’s innovative failures start to show.  Instead of picking up where the series last left off, the current story begins by erasing everything that occurred in the previous games.  The campaigns commence with a three-way brawl that plays out as a series of loosely connected missions chosen more for their memorable locales than for their relevance in the strategy of global war.
Red Alert 3 is the first Command & Conquer title to introduce campaign co-operative play, allowing two players to proceed through the missions against the AI.  In single player mode a friendly AI represented by one of the faction’s characters takes the place of the second human player.  This marks one of the first RTS titles to take the step into co-operative story modes and the missions are well balanced around them.
Unfortunately they are a bit too well balanced and suffer when a co-op player is not present.  The AI replacement for a second player tends to lack the strategic finesse and resilience of a human player.  While the player is still fully capable of handling the mission alone the imbalance of proficiency makes many of the challenges, especially timed missions, frustrating and stressful.  Additionally the co-op feature was hosted through GamepSpy servers which were shutdown in 2013, rending the feature useless without a third party server hosting.
EA didn’t spare any expense when adding its own innovations to the Command & Conquer formula.  The shift to mine based resource harvesting, the addition of unique abilities and modes for each unit, and the emphasis on rapid, high cost battles are all new to Command & Conquer’s style of play; and they don’t necessarily mix well.  Strategic management and defensive tactics take a backseat to rapid key-binding skills and fast paced reactions.  Units are, on average, lightly armored and heavily armed making battles costly and quick.  The one-dimensional resource system also prevents the player from increasing or otherwise modifying their income without simply capturing more mines, a situation compounded by the fact that the limited income is rarely able to supply enough forces to hold off enemy attacks and secure a new location simultaneously.
Red Alert 3’s graphics introduce another of EA’s innovations, the Sage 2.0 graphics engine.  The engine provides bright and somewhat cartoonish effects, which given the game’s camp portrayal is actually appropriate.  The graphics moved easily even on modern machines of the time and most devices should have no trouble operating it.  Sadly multiplayer for Red Alert 3 is officially non-existent, although third party servers provided by C&C Online support multiplayer and co-op.
As far as strategy games go Red Alert 3 is a fair presentation.  One of EA’s traditional failings is to take familiar titles and re-brand them with what it believes to be market selling points, usually patterned off of Blizzard games.  This is effectively what has been done here and many Starcraft players would recognize familiar traits and tropes in Red Alert 3’s gaming style.  The game itself is entertaining although the story-line sacrifices immersion for comedic presentation.  Yet as it is Red Alert 3 falls from a continuation of a legendary RTS series to just one more title among many in the strategy gaming market.


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Command & Conquer 4: Tiberian Twilight

After Electronic Arts successfully continued the Command & Conquer saga with its releases of Command & Conquer 3: Tiberium Wars and it’s expansion Kane’s Wrath in 2007 and 2008 respectively there was a great deal of hype and excitement when EA announced the fourth and final title of the current Tiberium saga: Command & Conquer 4: Tiberian Twilight.  EA added to the hype by promising that Tiberian Twilight would introduce new mechanics and concepts never before tried in a Real-Time Strategy game.  These would of course be appearing alongside such iconic C&C staples as live action movies, familiar faction units, and the desolate landscape of a tiberium-scarred earth.
One of the most important aspects about Tiberian Twilight is that it is a server based game requiring an active online connection to update the player’s profile.  EA utilizes what they called an RPG style approach toward player profiles.  As the player completed missions and won skirmish and multiplayer battles their profile gained experience which unlocked units and technologies of the faction that they played as.  Once their profile reached enough experience for each faction they would be able to utilize all of the units, buildings, and technologies of those factions in any single player or multiplayer game.  Each faction levels up separately, although the player need not create a different profile to play both factions.  The game can be played without an internet connection and single player games are not interrupted if the connection is somehow lost, but the player’s profile will not gain experience in offline mode.
Command & Conquer 4: Tiberian Twilight does away with the old C&C convention of a single unit providing a central building from which a static base grows to provide the player with a fully advanced and capable army.  Instead at the start of a game the player receives the option to choose  from three different crawler units.  Each crawler represents offensive, defensive, and support classes and the player will have access to different types of units and abilities depending on which class is chosen.  The chosen crawler appears in a deployment zone and serves as both a unit and factory for all of the player’s units.
Crawlers are heavily armored and as the player unlocks more technologies the crawlers gain weapons, armor, and other defensive abilities.  Like their MCV predecessors from previous C&C games crawlers must deploy to produce units which are produced almost instantly.  The support class emphasizes air units and their crawler appropriately is an air unit, but it must still deploy to produce or call down other aircraft.  If a player’s crawler is destroyed, or if the player wants to switch classes, a new crawler can be chosen and will appear in the same manner as the first one.
Each map in single player or multiplayer has several small landing pads on which green and blue tiberium crystals will routinely spawn.  These crystals can be collected by ground units and carried back to the player’s deployment zone to unlock technologies and are an important point of contention for players as the player who gathers more crystals more quickly will have the better army in the early game.  Once a player unlocks all of their units and technologies, the crystals provide small boosts to their victory point track.
Single player missions still feature traditional objectives and follow the game’s storyline in terms of the enemies and maps encountered.  In skirmish and multiplayer modes victory is determined by a point track.  The principle way to gain points is to control a majority of tiberium nodes around the map.  Nodes are structures that can be captured by stationing more units than an opponent near the node for a certain amount of time.  Battles over these nodes take place on arena style maps with AI controlled structures defending each faction’s deployment zones while the nods themselves are situated in the map’s central no-man’s land.
EA finalizes its changes to the C&C formula by introducing rock-paper-scissors style interaction between units based on their type and weapon.  For example, machine guns are effective against infantry and light vehicles while laser weapons are effective against heavy vehicles and structures.  A heavy unit with machine guns will be effective against infantry, but vulnerable to lasers, and vice versa.  Some units deal enough raw damage to be somewhat effective against any threat, but the formula holds true for the arsenals of each class and faction.
The many changes to the RTS and C&C formulas that appear in Tiberian Twilight practically make it its own game with unique style and strategies.  Sadly, this is perhaps the single greatest failure of the game and EA.  If Tiberian Twilight had been produced as its own game, distinct from the style associated with its predecessors, it may have been far more successful and well received.  Unfortunately it turns out to be another attempt by EA to project their own creative designs onto a classical franchise in an attempt to sell their own ideas on the shoulders of someone else’s giant.
The profile leveling system ensures that players cannot experience the full game until they’ve played dozens of hours of meaningless grinding.  The fact that profiles can’t be leveled in offline mode slaves the players to a continual internet connection and makes offline mode a pointless option.  Poor or even moderate latency will result in continual disconnects forcing players to reload games to continue gaining experience.  The single player missions do not restrict a player’s units and buildings and are thus not balanced for any level of technology, which can confuse and frustrate new players.
The crawler based combat is hectic and clumsy at best.  Units are thrown into a mosh-pit style battles with little chance for strategic planning and no possibility for territory control.  The rock-paper-scissors dynamic to weapons is also a disappointment.  Units have been marginalized from their distinctive roles in previous C&C titles into generic types that have little use if their intended opponent type is not present.  Combat also devolves into players trading unit types as endless counters are swapped.  Units die quickly to their hard-counters but practically ignore attacks from any other weapon type.  This leaves players who maxed out their limited population cap with the wrong types completely out of luck until they suffer enough casualties to allow rebuilding.
The faction’s distinctive styles have also disappeared.  The fast and stealthy Nod no longer clashes with the slow and steady GDI; now each faction is essentially a mirror match.  Resources are no longer present so the only limitation on a player’s production is the population cap.  This cap is far too small to control a significant portion of the map and players can find themselves kitted around by small groups of fast units stealing tiberium nodes while avoiding direct conflict.
Finally the game itself, for all its nostalgic units and references to previous C&C titles, lacks theme and flair.  It is a boring slug-fest where units without identity or history clash on generic and alien battlefields for objectives with no tangible accomplishments or definable impact on their opponents.  There is no sense of accomplishment or ownership for the player profile, only a grind to unlock units, which should rightly be available from the start, until the full tech tree is unlocked.  The fact that players have to work to experience and enjoy a game they paid for in full is itself an unforgivable sin.
Command & Conquer 4: Tiberian Twilight had a lot of ideas that, taken by themselves, could have been very successful.  Mashed together they ensure that yet another attempt by EA to match the MOBA and Starcraft environments has only succeeded in ruining another beloved gaming franchise.  If Tiberian Twilight had at least been marketed as a different game instead of trying to usurp the C&C series it might have stood a chance; but many fans were left feeling cheated and frustrated by the alien style and disorienting focus of gameplay.
Fans who want to see the Tiberium saga played out need only invest about a dozen hours into completing the campaigns and will find that purchasing the game on sale is about equal to the value; but they should avoid buying the game at EA’s full retail price.  Any other gamer hoping for a fulfilling RTS experience, or gaming experience in general, should not waste the money and time on Tiberian Twilight; a sad end that such a storied franchise did not deserve.


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Command & Conquer 3: Kane’s Wrath

A Command & Conquer title is just not the same without an expansion pack to accompany it and flesh out its content.  C&C expansions come from the golden age of expansions when gamers could expect at the least new units, missions, and multiplayer maps if not full fledged campaigns and new factions.  Thankfully Electronic Arts has not departed from this model with its expansion to Command & Conquer 3: Tiberium Wars; Command & Conquer 3: Kane’s Wrath.
Each of the three main factions receives new units and support powers.  Many of these units, like the GDI Slingshot anti-air unit, were added to remove deficiencies in existing faction rosters or new gaps that arose as a result of the new minor factions.  Epic units, one for each side, were also introduced as super powerful vehicles capable of crushing lesser units and could be customized by loading infantry into their hard points to add secondary weapons.  The new toys are worth a few games just to play with and are enjoyable for the most part but can still be overshadowed by high tier units.
Following after its successful implementation of minor factions in Command & Conquer: Generals EA chose to add two minor factions to each major faction in Kane’s Wrath.  The minor factions focus on a particular strategy or aspect of their parent faction; like flame weapons and heavy infantry for the Brotherhood of Nod or sonic weaponry and tiberium immunity for GDI.  Minor factions also receive build restrictions in exchange for their specializations; one GDI minor faction can only produce basic infantry units but gets a strong boost to its armored units.  Many of the new units added by Kane’s Wrath are unique to the minor factions; some are entirely new and others are improvements of existing designs to match them with their respective minor faction’s emphasis.
The campaign for Kane’s Wrath is less filled out then the rest of the game as its 13 missions only feature the Brotherhood of Nod as the playable faction.  The campaign is still very well done with strong narrative and many entertaining missions.  Players will also get to utilize each of Nod’s minor factions to their fullest and will also encounter the other minor factions as enemies throughout the course of the campaign.  Sadly it can only serve as a blueprint for the campaign experience that could have been; the lack of a similar model for the other two factions puts a damper on the player’s ability to enjoy the new minor factions in a narrative environment.
Perhaps the most innovative addition that Kane’s Wrath brings is the Global Conquest mode.  This single player options presents a turn based world map where the player, as one of the three major factions, builds bases, raises armies, and conducts global warfare against the other two factions.  Bases can be upgraded with defenses and tech levels to allow them to produce armies with stronger units.
Armies can be moved a set distance across the map, or ferried between bases on different continents.  When opposing armies meet or an army attacks an enemy base the battle can be auto-resolved or played out in real-time in a manner resembling a skirmish battle.  However if the attacking army does not include base-building units it will not be able to construct a base and if the defending base has high enough technology and defenses it will be able to produce advanced units a the start of the game, tying in developments on the strategic level with tactical combat.
The Global Conquest mode compensates somewhat for the lack of a full campaign.  Players can enjoy what each faction has to offer at length.  The AI in this mode is essentially a basic Skirmish AI and is competent enough to manage the world map effectively.  However its tactical capacities are lacking on lower difficulty settings and don’t always mesh in capability with the AI’s performance on the world map; making for a somewhat dichotomous experience.  On the flip-side it is usually fairly easy for the player to establish a continental stronghold thus allowing the full extent of the mode’s options to be tested at length.
Multiplayer sees little improvement from C&C 3.  The new minor factions can offer interesting tactical opportunities, but some limitations on their tech tree limit tactical flexibility; generally making the main factions the safer and well-rounded option.  Perhaps the greatest tragedy for multiplayer was the lack of inclusion for Global Conquest mode.  Granted the mode features only three factions so a multiplayer version would have been either incredibly limited or PvP only but the option still would have been a great benefit to the game; all the more so if a co-op feature had been included.
Kane’s Wrath isn’t needed to make C&C 3 a great game; the full package was already there.  The minor factions are a welcome addition for expanding skirmish and multiplayer gameplay, but the lack of campaign options to enjoy them at leisure detracts a bit from their impact.  However the Global Conquest mode suffers only from the somewhat mediocre performance of the AI at lower difficulty levels.  In all other aspects it is a very ambitious and enjoyable experience with a smooth design that needs only the ability to share it with a friend.  Kane’s Wrath isn’t its own game, but it expands C&C 3 to the fullest possible extent.


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Command & Conquer

Discussing Real-time Strategy games without going back to the genre’s roots just feels too much like starting a fiction novel without reading the prologue.  So we’re going to take a look back at one of the games that helped start it all: Command & Conquer.  Sometimes referred to informally as Tiberian Dawn to bring it in line with its sequals, Command & Conquer was developed by Westwood Studios and released by Virgin Interactive in 1995.  While Dune II: The Building of a Dynasty (also by Westwood) was the company’s first RTS title and also the first true RTS in the genre, Command & Conquer was the title that would go on to help define the genre and set the standard for Westwood’s style of RTS products.
Command & Conquer refined the building and management process of Dune II into the Westwood style of RTS.  A single Construction Yard assembled all the player’s buildings for a set cost in the game’s resource, in this case Tiberium.  Tiberium was harvested by a heavily armored Harvester unit and deposited at the Tiberium Refinery.  Most structures in the base had to be supplied by power plants.  Infantry and vehicles were produced from the barracks and war factory respectively (Nod’s buildings had different names and styles but were mechanically the same).  Higher level buildings unlocked more advanced units culminating in each faction’s superweapon.
The game’s two factions, GDI and the Brotherhood of Nod, obeyed similar structural rules in their tech trees but were thematically very different.  GDI was the slow, expensive faction with a strong emphasis on conventional firepower and most of the its units outclassed their counterparts in Nod’s arsenal.  This included the thematic Mammoth Tank, which was the strongest unit in the game and one of only three units capable of targeting both air and ground units.  Nod on the other hand emphasized speed, adaptability, and long range.  It possessed nearly twice as many siege units as GDI and was the only faction with cost-effective hard counters against infantry.  Nod also possessed far more powerful defensive structures.
Command & Conquer’s story is set in the near future (early 2000s) from the game’s publishing perspective and depicts an international conflict between the U.N. backed Global Defense Initiative (abbreviated GDI) and the cult style terrorist group Brotherhood of Nod (often simply called Nod or The Brotherhood).  The game features two campaigns where players take on the role of a promising commander in either GDI or the Brotherhood.  GDI’s campaign takes place in Europe and is characterized by missions with strong defensive emphasis and occasionally limited tactical options.  The Brotherhood of Nod’s campaign is set in Africa and features a much higher degree of “commando” missions where the player either does not have a base or must acquire one through subterfuge.
A central element to Command & Conquer’s story and gameplay is Tiberium, an alien substance that gathers minerals from the soil into a highly concentrated, easily harvested form allowing GDI and Nod to quickly amass raw materials for their war machines.  However Tiberium is also highly toxic and its rapid absorption quickly depletes the soil causing severe environmental damage.  The control of Tiberium and protection of civilian communities affected by its spread is a major sub-theme in several GDI missions, sometimes to the point of overshadowing the wider conflict with Nod.  The Brotherhood of Nod on the other hand venerates Tiberium as the door to the future and actively seeks to spread it and manipulate its various properties.
Westwood’s style of RTS, which the mechanics of GDI and Nod very heavily demonstrated, were in contrast to other rising RTS games of the time in that they emphasized tactical and strategic flexibility over army composition.  The factions were markedly different and in some ways unbalanced.  GDI was most vulnerable in the early game where Nod’s speed and adaptability could overwhelm GDI’s limited options.  In the late game the balanced switched to favor GDI’s super heavy Mammoth Tank, all purpose long range weapons, and monopoly on aircraft (save for a single Nod helicopter unit in multiplayer).  Neither side was completely outclassed in any phase of the game, but changing parameters over the course of the game forced players to adopt new tactics to defeat their opponents.
The story of Command & Conquer is extensively developed with live action cutscenes between missions interspersed with CGI videos detailing the backstory of Tiberium and the two factions.  Simple CGI clips also preceded and concluded each mission though they were purely for thematic effect.  The story also helps set the stage for many of the missions for each side as minor plot points come and go, such as a power struggle in the Brotherhood of Nod and GDI’s political battle with the U.N. to secure funding for its operations.  The live action scenes are simple and sometimes misleading in relation to following missions, but are a rare and refreshing element sadly missing in modern RTS games and are perhaps one of the most immersive parts of the game’s whole experience.
Multiplayer is the only form of skirmish that Command & Conquer possesses, although matches can be played against humans or the AI.  The entire faction arsenal is unlocked (with Nod gaining two units not seen in single player) and players compete against each other or the AI on a battle map selected from the game’s map library.  The AI was fairly reliable for its time and could provide a decent challenge, although it lacked the ability to effectively utilize Nod’s speed and unpredictability to its fullest.  Mutliplayer games for the most part ran smoothly and were forgiving with slower internet speeds as it was largely compatible with the dial-up service of the time.
Command & Conquer is obviously heavily dated by modern standards with its non-linear factions, simplistic AI, and obviously simple graphics.  It is available as freeware and with collection packs from Electronic Arts on Origin, although its compatibility with newer operating systems and hardware is variable.  Nevertheless its impact on the RTS genre cannot be overstated.  Command & Conquer would go on to become one of the most iconic and successful series of the RTS genre with three sequel titles and three spin-off titles (not including their respective expansions) continuing and refining its legacy.  The game’s nostalgia may wane a bit for older players after exposure to modern gaming and new gamers will likely see no reason to invest much time in it.  However Command & Conquer is a simple and at this point a rather unique experience that any casual gamer could enjoy and at the very least deserves to be remembered as one of the founding pillars of RTS gaming of its time and for the foreseeable future.


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Command & Conquer 3: Tiberium Wars

After the dissolution of Westwood Studios in 2003 the Real Time Strategy market experienced a general stagnation in productivity.  Several companies continued to produce stand alone RTS titles and some spinoffs but suffered from a lack of stylistic direction as they attempted to formulate new templates of RTS gameplay separate from the Blizzard and Westwood formats.  In this period gamers were introduced to a lot of different RTS mechanics and interfaces; yet none of them were able to compare with the genre setting giants of old until Electronic Arts introduced a new title in the Command & Conquer series: Command and Conquer 3: Tiberium Wars.
Command & Conquer 3 revived the long absent Command & Conquer series; bringing with it the familiar standards of the Westwood RTS format such as a central Construction Yard, refinery resource processing, and flashy explosive late game battles.  Most skirmish battles, multi-player battles, and single player missions start the player off with little more than a construction yard from which the player must construct a base and army in order to crush their opponents.  Base and army building follow the standard Westwood format with higher tier buildings unlocking more advanced units and abilities.  Power plants are required in increasing numbers to maintain a growing base and base defenses are divided by their effectiveness against different unit types.
The series’ principle factions, GDI and Nod, return to continue their struggle over the eponymous resource tiberium and their differing views on its terramorphic properties.  The game’s storyline picks up not long after the series’ previous title Command & Conquer Tiberian Sun and its expansion Firestorm.  Reminiscent of previous C&C games players begin the campaign with a limited tech tree; benefiting from more units and abilities as the campaign progresses.  Missions include the old RTS fares like escort missions, base defense, and territory control.  Yet unlike older RTS titles Command & Conquer 3 spices up these familiar missions with more appropriate strategies and units; often taking the unique tactical situation of each mission as a chance to introduce the player to a new unit type.  Stealth missions will utilize Snipers teams and Juggernaut artillery or Commandos and Stealth Tanks.  A feature not unheard of but seriously underused in previous RTS games.
Support powers, available on the left hand side of the screen as the buildings required for them are built, make an appearance in the mainline C&C series for the first time.  These powers require a certain amount of cash to be used and must recharge between uses; they also require a line of sight on their target.  Some powers are more useful in a multiplayer setting against human players and, sadly, many rapidly become obsolete as the tech tree is unlocked.  However many can be used to game changing effect and overall the support powers should be actively utilized; particularly in the single player campaign.
The single player campaign is undoubtedly C&C 3’s strongest feature.  Following the vein established by earlier Westwood games the campaign for both factions follows a series of story-driven missions where the player completes a series of objectives, often gradually unlocked as the player progresses through the mission.  New units and structures are made available each mission until the faction’s full arsenal is unlocked.  The enemies each faction faces vary as the missions go by and some missions will involve the player facing off against two enemies. Unlike older titles which feature supposed ‘bitter enemies’ ignoring their differences to attack the player; in C&C 3 three way battles remain a constantly fluctuating contest between all three factions (some brief ceasefires do appear).
The Scrin, a new playable race that EA has introduced to the Tiberium series of C&C games, is an alien race based off of hints and plot elements from earlier titles in the Tiberium series.  The Scrin are very dependent on tiberium and many of their strategies revolve around it; they also feature more heavily specialized units and a greater reliance on aircraft than other factions.  Although their short, unlockable campaign provides only a brief glimpse at their faction history and story it still provides challenging missions and entertaining cinematics (all CGI however).
Live action cut scenes and cinematics reappear with renewed visual splendor.  Each mission is interspersed with a live action briefing prefacing the situation the player will face in the upcoming mission and its relevance to the faction’s overall goal.  The acting and dialogue could certainly be called campy but is far more enjoyable as the characters struggle with the increasingly complex situations the game’s plot thrusts them into.  For what could be the first time in RTS history the characters actually sympathize with the player when real time situations turn grim.  Settings come alive with numerous extras and improved background visuals.  The only thing sadly missing are the old Westwood endgame videos; sadly few if any in-game units are seen in CGI animation.  In a masterful move by EA the story of C&C 3 is concise enough that players need not have played the older C&C games to follow the story (although their enjoyment of the cutscenes is enhanced by familiarity with the series).
Following on the heels of EA’s last C&C title, Command & Conquer: Generals, C&C 3 features a very vivid display with heat waves, sonic pulses, and dust clouds all beautifully rendered alongside vibrant explosions and flying wreckage.  While beautiful this does exact a heavy toll on graphics utilities and PCs with up to date graphics cards and drivers are recommended for anything beyond the barest visual experience when running C&C 3.
Skirmish mode varies little from previous C&C titles.  Map options ranging from 2 to 8 players are available and players can set the amount of starting cash they begin with as well as special options like bonus crates and allowing superweapons.  Although playing with a faction’s full tech tree is inevitably entertaining the game’s AI can be predictable and varies widely in its skill between difficulty levels making for a poor learning curve.  EA mitigates this somewhat by allowing players to select archetypes for the AI personality such as Rusher or Turtler.  Games also tend to be fast paced with the winner or loser often decided within the first ten minutes.  While this is preferable for many gamers it does deprive anyone wishing to explore and enjoy a faction’s tech tree of more than a few opportunities to test strategies and units.
Multiplayer in C&C 3 is smooth and consistent.  Sadly it suffers from the same flaws as the skirmish mode, namely predictable AI and a poor learning curve.  However the large number of map options and quick gameplay fare far better in a multiplayer setting and combine with easy multiplayer setup to allow a large number of diverse games to be played in short order.
Newer gamers, particularly those familiar with RTS games but not with older C&C titles, might find C&C 3’s rehash of Westwood’s style dated and perhaps even simplistic.  Fans of the C&C series will love this game and although EA’s touch has made subtle changes to the old Westwood formula the favorite elements of C&C, particularly its entertaining and immersive single player experience, return in new and vibrant glory.  Command & Conquer 3 brings back all that was good about old school RTS gaming.  Newer gamers will also enjoy C&C 3’s rich single player campaign.  Anyone who is a fan of the RTS genre should find this title a refreshing rework of the old RTS giants and C&C 3 by far is the best RTS game to be produced in the late 2000s.
 


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Armed Forces Day 2015 special: the Mammoth Tank

This week in honor of the upcoming Armed Forces Day I decided to do a special themed post about one of the Real Time Strategy genre’s most iconic elements.  This element is the super heavy unit; represented primarily by the infamous Mammoth Tank of Command & Conquer fame.

Since video games have featured conflict there have been representations of colossal weapons platforms and monstrous war machines; with classic arcade games like Raiden serving as prime examples.  However it was Westwood Studio’s early 1992 development, Dune II: The Building of a Dynasty, that first introduced the idea of a super heavy tank that would present itself as the single strongest unit on the battlefield.  The Harkonnen Devastator possessed the trio of firepower, armor, and atrocious maneuverability that would become iconic of such units in later games.

Dune II featured the first face of this aspect; but it was another Westwood Studios title, Command & Conquer, that would realize the super heavy tank in its iconic form.  The GDI Mammoth Tank, once again the most expensive, powerful, and slowest moving unit in the game, was notable for also being capable of handling any threat.  In addition to its main twin guns the Mammoth Tank featured missile pods that could target aircraft and infantry with devastating effect (although a bug occasionally prevented it from targeting infantry correctly).  These elements combined to make the Mammoth Tank a fearsome war machine and pinnacle of technological achievement for the player and would go on to set the standard for super heavy tanks of the coming decade.

The Mammoth Tank itself would go on to appear in Westwood Studio’s next series of C&C games, Command and Conquer: Red Alert, where it would join the Soviet Union as the Red Army’s most powerful war machine.  With improved speed (not saying much) and more effective missile pods the Mammoth Tank was the final say in the tank rushes that became popular in RTS games during this period.

The Mammoth Tank would even inspire a successor in the Command & Conquer sequel, Command & Conquer: Tiberian Sun, the Mammoth Mark II.  This departed visually from the concept of the Mammoth Tank in that it was a walker unit and not technically a super heavy tank.  However it paid tribute to the Mammoth Tank’s legacy by once again serving as the biggest, most expensive, and slowest unit available.  The enormous machine’s main weapon, a rail gun, was lethal against infantry and vehicles and the Mammoth Mark II once again carried missile pods for air defense.

Westwood Studios, and later Electronic Arts, would go on to include an iteration of the Mammoth Tank in each game of the C&C series.  The Soviet Apocalypse Tank of Red Alert 2 would suffer from weakened effectiveness against infantry but remain the all around heaviest and most versatile unit available.  Command & Conquer 3: Tiberium Wars’ Mammoth Mark III, once again appearing as a super heavy tank, would be challenged by other factions’ heavy units only to carry the day with its iconic effectiveness against all targets, heavy armor, awesome firepower, and air defenses.

EA would conclude the original C&C series with Command & Conquer 4: Tiberian Twilight which would feature the newest editions of the Mammoth Tank and Mammoth Mark II fighting side by side. Although the walker unit would be renamed Mastodon it would surpass the Mammoth Tank by a small margin through its superior firepower against infantry.

Other popular RTS titles would take their cues from the standard of the Mammoth Tank.  Command & Conquer: Generals would introduce the Chinese Overlord Tank which, alongside its unsurpassed armor and firepower, would feature the ability to crush smaller vehicles that was pioneered in Red Alert 2 (ironically though the Mammoth Tank did not introduce this ability).  The Overlord did not come equipped with air defenses but could be upgraded with a Gatling cannon for air and ground defense.

The Harkonnen Devastator from Dune II would be re-textured to reprise its role in Dune 2000 and later transform into a walker unit in Emperor: Battle for Dune, where it would gain increased firepower and air defenses.  Command & Conquer 3 would even expand the tradition by introducing the colossal Mammoth Armed Reclamation Vehicle (MARV); the strongest tank ever to appear in a C&C title.

Since the Mammoth Tank’s arrival on the scene RTS games of all genres have aspired to design powerful, high tech units that would serve as versatile, nearly unstoppable game ending units.  This trend would progress to the Epic Unit aspect (of which the MARV is an example) that would soon appear in most recent RTS titles (more about that later). Dragons, spaceships, deities, and walkers have all followed in the Mammoth Tank’s treads to inspire fear among enemies and awe among allies as the kings of RTS combat.

Dishonorable mention: Electronic Arts’ production of Red Alert 3 introduces a new edition of the Soviet Apocalypse Tank that did not feature air defense; breaking the trend of all around versatility the Mammoth Tank is known for.


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