|
Command & Conquer 3: Tiberium Wars
By William Barker

|
|
Command & Conquer 3: Tiberium Wars is old school arcade strategy: and huge fun |

|
|
The visuals in C&C 3: Tiberium wars are very nice, with lush environments
|

| It's like watching an interactive episode of War of the Worlds, only without the poison dwarf | 
| The special effects give the game a real sense of depth, amping up the action well |
One
of Westwood Studios' original hit games from 1992, Dune 2, is often
remembered as the game that started the real-time strategy genre. It
had smooth graphics, resources to harvest and protect, and plenty of
subtle and not-so-subtle combat units that responded in real time. It
was, in a word, shit hot. It was the birth of arcade strategy, and it's
earned a lot of people - including Blizzard's managing director - a lot
of money. So much money, in fact, that if you poured all of
the profits into a volcano, then fired an EMP device wrapped in a
conductive polymer called 'Rysoplex' after it, you'd probably see
some sort of visible reaction. Makes you think, doesn't it? Westwood
Studios became so successful with its real-time strategy license -
Command & Conquer - that the company was eventually consumed by
Electronic Arts, and became EA Los Angeles. And now, some 15
years after Westwood Studios released one of the first RTS games, the
company is back with a vengeance. And a fistful of cash that'd make
Donald Trump drool like a ravenous rottweiler. The cash that's
gone into this game is obvious. Sure, the graphics and the gameplay are
plenty slick, but there are high quality cut-scenes (think of it as
extended segments from a B-grade movie) between each mission in
the single player campaign, and they add a lot of atmosphere to the
game, and a good sense of pace to the storyline. The story is
simple. No, wait, it's quite complex. Okay, so it's the future, let's
say 2031 or something, and the Global Defense Initiative (GDI) has
protected the earth from, and defeated, the terrorist faction
called the Brotherhood of Nod. Which has nothing to do with Enid
Blyton, bless her. The GDI and Nod began fighting after a strange
asteroid crashed to earth a few decades ago - this happened in the
first Command & Conquer game, sometimes called Tiberium Dawn. This
asteroid dumped a strange new mineral which quickly spread across the
planet and proved deadly to most carbon-based life forms. However,
it was also an incredibly energy rich resource, and was critical to the
war machines of both Nod and the GDI. Fast forward past the
second game, Command & Conquer: Tiberium Sun -- where the tiberium
crystals are beginning to cover the surface of the earth, mutate all
living things, and generally screw up the ecology -- and you get to this one, called Tiberium Wars. As
it turns out, the Brotherhood of Nod doesn't appear to be as defeated
as first thought and somehow it's enigmatic leader, Kane, has
resurfaced. Cue slowly beating drums. Add to this emerging
'tiberium war' the threat of an entirely extra terrestrial species
capable of destroying humanity as we know it, and you have yourself a
rather cool plot with which to unfurl a bunch of involving missions. Interestingly,
the basic concept that was first popularised in Dune 2 hasn't changed
much in the new C&C3 game. Sure there are tweaks that make it
cooler, and graphics are splendid, but it's far from innovative. So
much for 15 years of progress, huh...? But that's not a terribly bad thing, because the formula still works. Here's how: You
start off most missions with a mobile base, and from this you can
slowly build a whole bunch of buildings, harvest some tiberium to pay
off the multi-trillion dollar war debt and hopefully have enough units
to overcome your enemy's armies. The gist of the game is simple.
You need to develop a cash flow, so you build a tiberium refinery (more
on the mysterious mineral in a jiffy), from whence a tiberium harvester
emerges and collects the stuff. This is your cashflow. The
problem is, there's one - and sometimes more than one - other group on
the other side of the map doing the same thing. So, you and your
rival are greedily making money, but you'll need to protect your cash
crop with guns, knives, sharp sticks and of course tactical nukes. Part
of me wanted there to be more to this game than simply harvesting
tiberium (making money), building a bunch of tanks, helicopters -
sorry, orcas - and mech-a-bots and then sending them forth into battle.
And when I think about it, there is a bit more to it, but fundamentally
this game is still Dune 2, albeit with some of the sexiest cut-scenes
ever made, combining real-time actors with rendered CGI that made this
game cream his tweeds. Unlike most of the C&C games before
it, Tiberium Wars features decent computer AI, and early on in the
single-player campaign you'll be challenged by onslaughts and sneak
attacks from your enemies. This shifts the focus from 'slowly-slowly'
tactics and careful base defense onto building heaps of refineries -
allowing you to amass lots of money - then churning out large armies of
units to repel your foes. As well as making money and building
combat units, there is a decent amount of strategy in the
game. Every unit has a weakness which can be exploited, and
defending your base against attacks - overt and covert - can be a
tricky balancing act. Do you fortify or send out scouts to provide
early warning? Creating strike forces of differing units is the key to
any successful siege, and by the time I'd played through the
two-and-a-half single player campaigns, and hit the online multiplayer
arena, I realised there were a number of sure-fire tactics that worked
better than most. So in retrospect, there is a good deal of
strategy involved, but you could say the same thing about Dune 2 if you
were so inclined... The point I'm trying to make is that the
development house formerly known as Westwood Studios have stuck to
their guns here, which is pleasing in a nostalgic sense, but it also
means that anyone whose played a real-time strategy Command &
Conquer game before will know what to expect even before they hit
the 'next' button on the software installer. Anyway, I've heard enough
of this Dune 2 game: let's just finish this review and find a volcano. Graphically,
C&C: Tiberium Wars is a impressively vivid game. The graphics are
not exactly cutting edge, but they are bright and everything moves very
smoothly. There's also a lot of attention to detail, which is great if
you have your PC hooked up to your 38-inch LCD television. Or if you
just like detail. There's a large number of units packed in there, from
the usual infantry, tanks and planes to some more vicious military
hardware, including mechanoids with adaptable weapons. And then there's
the Scrin units. Oh lordy... The graphics engine is highly
optimised (or based on old tech - one or the other), which means that
it will run on lower end systems quite smoothly. We managed to get it
working on a 1.8Ghz system with just 512Mb RAM, and it was quite
playable (though it did had a 256Mb GPU). The various deserts and grassy plains that make up the major tilesets look good, and the cities
in particular look gorgeous. There's plenty of eye candy too, including
some dazzling lighting and particle effects that make for
impressive laser beams, rail guns, and chunky explosions. Meanwhile, the GUI (graphical user interface) is intuitive and efficient, which makes controlling everything hassle free. Adding
to my GUI thoughts, and it's also easy to control and command your
armies. You can place them in groups, order them to take up various
states of alert so that they'll hold their ground and chase down foes
without being told, and your armies will also gain experience as they
rack up kills, which is a nice touch. The single-player campaign
game is brilliant fun, and like the games before it you'll have
fond memories of progressing through the game. The cut-scenes that tell
the story - while somewhat crappy - add a huge amount of fascination,
and the multiplayer aspect is the icing on the cake, adding longevity
to a title that is already quite involving. There's so much to
like about this game - I'm getting excited just thinking about playing
it when I go home tonight after I've "taken care" of some highly
suspicious neighbours and shaved grandma's wrinkled jowls. It's a lot
of fun, it's easy to get into, and it's addictive. It's great for
casual gamers and fans of the series. But at the same time, there's
very little in the way of innovation. Perhaps this was intentional, as
an 'up-yours' to the many other RTS titles that have become far more
complex in recent years, but this won't please the hard core
gaming fraternity. And the verdict? Eight-five percent, I think.
I found it to be an indulgent pleasure: it didn't strain the brain, but
it did make me happy for hours at a time. As it stands, this
is yet another welcome addition to the Command & Conquer franchise,
with all the bells and whistles of a top-shelf PC game. It's
guaranteed to please, is as delicious as aRysoplex sandwich and should tide most gamers over for another 15 years. Simply put, this is good old fashioned gaming fun. Game: Command & Conquer 3: Tiberium Wars
System: PC
Players: 1-8
Online: Yes
Developer: Electronic Arts Los Angeles Distributor: Electronic Arts
Rating: 85%

(Ratings Key/Explanation)



|