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Command & Conquer Tiberium Wars Review
14 out of 15
The Command & Conquer series returns to its roots with Tiberium Wars.
Date: Wednesday, May 09, 2007
Author: Robert Martell

Electronic Arts took a risk with Command & Conquer Generals, and while the game did well enough, C&C purists were not exactly pleased with the end result. So what is a developer to do to bring the faithful back to the table? Return to the original recipe, of course. The good news for fans of the original series is that EA LA has delivered a game that feels and plays like a true Command & Conquer game.

C&C 3: Tiberium Wars pits old rivals GDI and NOD against each other once more as GDI fights to protect the world from an alien substance covering the earth called tiberium, and NOD (who embrace tiberium and its uses) try to thwart the GDI forces at every turn. Tiberium Wars brings the series back to the original struggle between these two mortal enemies (along with a third other worldly group later on in the game) as they slug it out in real world locations such as Cairo, Sydney, and Washington D.C.

Veterans of the series will welcome the familiar gameplay, return of full motion video storytelling, and NOD front man Kane. Most will be able to jump right into the action because Tiberium Wars delivers all these familiar C&C gameplay elements. C&C: 3 brings with it the return of the sidebar queue, allowing players to order up structures no matter where they are on the battlefield. Like its predecessors, you can initially only build one structure at a time, but eventually you can simultaneously build multiple structures at once. This allows for forward bases to be deployed quickly and effectively. Production queues are separated by type, buildings, support buildings, vehicles, infantry, and air units. Additionally, each tab has a sub tab, allowing for multiple queues based on the amount of structures you have. So basically, you can train different units from different parts of the battle field at the same time.

Gameplay is fast and furious. For those who like to build up defenses and massive bases, you're going to find that it doesn't work so well this time around. Even at the lower difficulty settings you are going to find that the AI comes at you hard, fast and early. The computer player is pretty good at staying ahead of your defenses too, which makes it all the more difficult the wave of attackers that are thrown at you. Often times the best way to beat the computer is to beat them at their own game (tank rush), take the fight to them, and do it as quickly as possible. Mission objectives also include base building, escorting, and sabotage missions. For example, one mission has you defending a base where you need to oversee power management for base defenses while being attacked from all sides; another mission might see you escort a slow moving MCV (Mobile Construction Vehicle) to its home base without it getting destroyed. All of the missions give bonus awards for completing special tasks, so getting it right the first time is pretty important.

Both the GDI and The Brotherhood of NOD return have full missions and intertwining storylines to match. As always, GDI is all about heavy armor and solid units. They cost a bit more, but are better trained and more reliable face to face against similar Nod units. Some of the units include the Juggernaut (huge slow moving artillery able to blast anywhere on the map when used in conjunction with snipers), Zone troopers (heavily armored infantry with Rail guns and jetpacks) and the Mammoth tank (which has the ability to take down any target air or ground). You can quickly upgrade the Mammoth with rail guns, making even a small force of Mammoths devastating to an enemy. The only real problem with the Mammoth is that it's just too good. Once you have enough money rolling in to produce a fair amount of these, the previous tanks are all but obsolete. GDI has the basic chain guns and cannons that have been a staple of their base defenses. On the other hand, there's a wide array of special powers available, including a few different troop drops, EMP artillery and the Ion Cannon.

Nod, on the other hand, relies more on speed, stealth, and technology to battle the GDI. Most NOD vehicles are small, fast, and have little armor, with the exception of the Avatar (a huge war mech with a laser and the ability to disassemble friendly units and use their weapons as an upgrade). Quite a few of the units have the ability to use stealth. Another fairly constant theme with Nod is lasers. Lots and lots of lasers. Whether it is the commando, helicopters, or the ultimate in base defense - the Obelisk of Light, these guys really like their lasers. They are also pretty keen on chemical and nuclear weapons, so expect those to play a big part in the game.

Later in the game you are introduced to the Scrin, an alien race that thrives on tiberium that is also hell-bent on destroying humans. While their technology far surpasses the GDI and NOD, the Scrin units tend to be much more organic in nature, from living Tripods with beam weapons to small buzzers that are like flying razors. Their ground units are advanced but fall in line with what both the NOD and GDI have. The real exception to the rule are the aircraft. Planetary assault carriers are huge, armored aircraft with their own set of small aircraft for protection and offense. Alongside these are the Devastator warships, which can easily destroy a base in a short amount of time. When it comes to the skies, GDI and Nod stand no chance against the Scrin. Later on after you have advanced your technology enough, you can call down a massive Mothership that can instantly destroy a base.

The design of the three sides is such that there's a real sense of balance when playing the game, but each side still retains its own uniqueness.

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