Command & Conquer 3: Tiberium Wars
What it's like to play the latest C&C.
Seven years since the release of Command & Conquer: Tiberian Sun, the series that started it all is finally going to get the sequel that the fans have been waiting for. Tiberium Wars represents a return to the roots laid down in 1995 by the very first Command & Conquer. It marks a return to the Tiberian Series that predates both Red Alert and Generals, and is more fondly remembered than both. And that, really, is the main challenge that EA's Los Angeles studio has had to overcome (or conquer, if you like). How do you update such a seminal game, bringing it forward ten years into the future, without upsetting the delicate formula that made it so successful a decade ago?
It's a problem that the game's executive producer, Mike Verdu, is well aware of. "We want to create something that's very fresh, but at the same time familiar," he says as he introduces our hands-on session. "And that's hard, because you don't want to just do the same thing over again. You don't want the game that you're making to feel like a retread, but you don't want to depart from what is classic and timeless about C&C to the point where it's something entirely new - especially because we're going back to the Tiberium universe which is where C&C began."
One of the ways EA will be going back to the Tiberium universe is by creating a richly plotted narrative and telling it through live-action cut-scenes. Not that Verdu was prepared to give anything away about the story when he met Eurogamer, apart from showing a tantalising teaser trailer. What is known for sure is that the game will be set in 2047, some 16 years after the events depicted in Tiberian Sun's Firestorm expansion. The world has become divided between Blue Zones (civilised areas), Yellow Zones (partially habitable areas) and Red Zones (uninhabitable areas, swept by Ion Storms). The story kicks off with a nuclear fireball marking the start of the Third Tiberium War, and the return of Kane, who, once again, is leading the Brotherhood of Nod against the forces of the Global Defense Initiative.

EA expects multiplayer games to take up to 15 or 20 minutes, depending on the skill levels of participants.
What the tantalising teaser trailer showed was the all-star cast (including Lando Calrissian and some women from Battlestar Galactica), a wide variety of terrain (from spick and span cities to sun-scorched wastelands), and, most interestingly, the arrival of alien visitors. Could this third playable race possibly be related to the alien race that created the crashed 'Scrin ship' in Tiberian Sun? Verdu wouldn't say, but he would allow us a hands-on session with one of the game's multiplayer modes - another of the game's strengths, after the atmospheric emphasis on story, thanks to a hefty emphasis on community support in the shape of spectator modes, player commentary, content editor and so on.
Two things are immediately obvious when you start to play Tiberium Wars. The first is that it's very accessible. Or, as Verdu puts it, just before we sit down to play: "It's very accessible. I hope this comes through when you actually play, but we're trying to make a game that's real easy to get into but has a tremendous amount of depth - that's a hallmark of good game design: something you can get into to play and have fun before discovering the layers and complexities which are underneath the surface." The jury's still out on the layers and complexities, but yep, they've certainly got the accessibility part right.

Garrisoning buildings seems much more effective than in previous Tiberian C&C games.
The second obvious thing when you start to play Tiberium Wars is that the gameplay has an almost retro feel due to its fidelity to its source material. Sure, it's been updated in many ways, particularly graphically (based on an updated version of the C&C: Generals engine, it's no surprise that the game is prettier than the original games). But if there's one thing that will distinguish Tiberium Wars from the wave of increasingly complicated RTS titles that have appeared in the intervening years, it's this return to the fast-paced play and easy accessibility of the originals.
One of the most obviously familiar elements is the sidebar user interface, which allows you to order build queues with ease. "Updating a classic means taking some things about C&C that are, I think, independent of technology," explains Verdu. "And one of those things is the sidebar interface - the way you build things and the ability to control your production queues from anywhere on the battlefield. But we've updated that UI with everything that we've learned about RTS controls over the past four, five, six years, such as micro controls over all your units and structures. So what you'll find when you play the game is that there is something familiar and classic about the sidebar and yet there's a whole new way of interacting with your units and structures, and it should be very familiar to anyone who's played one of our competitors' games, or one of our other games like Battle For Middle-Earth."

The Nod forces will once again require a bit of guile to use effectively.
It certainly is very familiar, and there certainly are various tweaks that make the sidebar much more versatile, such as an ability to minimise it, and an option to quickly click on a tab to select all build options of a particular type (such as buildings, or vehicles). Equally reminiscent of the original titles are the basic build queue - construction yard, power plant, refinery, barracks, war factory, and so on - and the tactical approaches of the two main playable forces. GDI players wield an arsenal of fairly ponderous, but fairly powerful tanks and mechs and benefit from a pretty orthodox approach, or even a bit of defensive turtling. Nod forces, meanwhile, utilise a force of fast-moving and/or stealthy Nod units that require a bit more finesse to use effectively - just as in the original games, in fact.
But if this all sounds like Tiberium Wars is just a graphical update, there are enough neat touches and twists to suggest that there's enough innovation here too. Units can be deployed and moved in formation, for example, and they automatically find cover. Garrisoned buildings are much more strategically important during firefights now, and if your opponent starts developing a super-powerful unit like Nukes (Nod) or Ion Cannons (GDI) a little icon starts flashing on your screen to create a suitably pressing sense of panic.
There wasn't really enough time though, in just a couple of multiplayer bouts, to tell whether these 'layers and complexities' will add up to something as startlingly original as the first Command & Conquer. But there are certainly promising signs that it might be just as brilliantly entertaining.
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Comments (41) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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and i know its old now but it really was Dune 2 that started it all. What an awesome game.
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I'd need to see proof that you could change that before I'd think about getting it...
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You've never bena ble to garrison in the Tiberium games before, only Red Alerts and Generals.
/pedant mode off.
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It means that C&C: Tiberium Dawn was the first one. Though the extended title is not that common.
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They need to bring back the ginger commander GDI guy from the original C&C, he was much more of a legend than Kane!
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Still hopefully I will be wrong.
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It's worth it. The original C&C, Covert Ops and Red Alert are still great because they remain the only ones in the series where the computer offered any real challenge.
Tiberium Sun still takes itself waaaaay too seriously and I've always found it the least enjoyable and limited. But Yuri's Revenge is still well balanced and great fun to play in multiplayer (and to hear all the speech samples again).
And I quite like Zero Hour. Even though Generals is limited and piss easy.
But what value for money. Buy it for a wave of nostalgia. There's bound to be something in it you've long forgotten but will bring a smile to your face. As for gameplay - good strategy is good strategy. It doesn't age as quickly as other genres. Look at Advanced Wars - simple yet still great fun.
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Seriously, have you never played any of Relic's recent RTS'?
I just don't know if I can face games in which the total outcome is determined by who can kill the other guy's ore harvesters first.
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15 minutes?!
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15 minutes?!
You never played Generals online, apparently.
"no rush 10 min, ok?"
"ok"
"ok"
... 5 minutes later...
"rofl you n00b"
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15 minutes sound like small maps, tank rush, and not much strategy.
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Even Supreme Commander looks like it will be a tank rush game.
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"Seriously, have you never played any of Relic's recent RTS'? "
I have played Company of Heroes (great game, gay name), but I was only talking about the C&C series (because this is about C&C 3).
"I just don't know if I can face games in which the total outcome is determined by who can kill the other guy's ore harvesters first. "
I was only talking about single player mode against the computer.
But who can kill the harvester first? Who can destroy the base, burn the farm, checkmate the king? What do the victory conditions matter? A good player will change their strategy to counter the tactics of the other player. You can't dismiss it just because you don't know how to counter 'cheap' tactics.
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Any chance of SC coming to a console?
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Possibly the most inaccurate statement of 2007 and we're only in January.
*edit* some links
[link url=http://uk.pc.gamespy.com/pc/supreme-commander/754987p 1.html
]http://uk .pc.gamespy.com/pc/supreme-comm...[/link]
[link url=http://uk.pc.gamespy.com/pc/supreme-commander/745978p 1.html
]http://uk .pc.gamespy.com/pc/supreme-comm...[/link]
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I just don't know if I can go back to crap harvesting of crap after being so used to and enjoying Dawn' of War and CoH's resource model about captuing map points to gain resources. Frequently if you knock out a guy's harvesters repeatedly you'd screw his resources over as harvesters were so expensive and gg.
Generals made this a much more interesting and I think it was overall a good game, but you could still mass 1600 overlord tanks on a map and things got a little mad. With going for the 360 market they must have made it a little noobish I think. But nevertheless it could still be fun.
Some of the tanks in those pics look a bit fugly though. I think it's probably just me getting so used to playing in the 40k universe, with unit to unit sync kills and animations.
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Wow !!!! It's groundbreaking after all, that's never been done before in an RTS !
/sarcastic mode off.
So when's Supreme Commander out ?
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-6 billion interest points
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Going to a more faster paced gameplay and the narative of the Tiberian universe fixes that issue.
With this thing being on both 360 and PC, MS pushing Live anywhere like it's "the next big thing", it would be a gigantic waste of opportunity not have this support it.
I want to see the ability to use the map editor on the PC to export the maps you make to the 360 community aswell.
Screw all that "editing your Forza car on your mobile phone" crap, give us cross platform user made maps.
Oh but that would mean you could no longer rape the community with microtransactions for map packs anymore.
Well, geuse that'll never happen then. ;(
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I'll stick with Supreme Commander, I'm in the beta and that game is phenomenal.
"He who buys an EA game before trying the demo is a complete moron indeed."
Can you say milk milk the CnC fans? Thats what EA does they buy franchises and milk them to death with cheaply made games until they kill the games fanbase, then they shut it down and use the millions they made to buy 4 more franchises to milk and destroy.
I find it funny EALA is saying they are trying to make this game for competitive and pro leagues like starcraft is when they have yet to even release a single game that has even decent balance and from what Andrew said in the latest on the spot, the aliens sound extremely overpowered.
The fact of the matter is EALA likely couldn't balance a game in 3 years let alone the 1 year this game has been in development.
I'm sure the crap net coding of the SAGE engine will also help the fast paced gaming to
What about the 10 to 15 minute length games for people who are evenly matched? Thats pretty ludicrous to me, that sounds fine for the tiniest maps, but making that the target game length for any evenly matched 1 vs 1 is just stupid.
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