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Command & Conquer 3: Tiberium Wars
When
the original Command & Conquer was released, the real-time strategy
genre was about as crowded as a telephone booth with a Smurf using the
phone. Now that same
telephone booth is absolutely packed with Smurfs.
The real-time strategy genre is not suffering any shortage of
games and it takes something really special to allow that game to stand
out. This is why Command
& Conquer 3: Tiberium Wars will need to be something really special
to make a mark – it won’t be enough to slap the C&C label on it
and hope enough fans buy it. Set
in the year 2047, amid a “spreading radioactive ice age” thanks to
the alien substance known as Tiberium, the stage is set for a
conflagration between the Global Defense Initiative (GDI) and the
Brotherhood of NOD. The NOD
leader, Kane, has his eyes on (presumably) world domination in one form
or another by using Tiberium, while the GDI searches for a way to
contain the spread of the alien substance, which has forced humanity to
cluster in safe zones. And there’s something else coming; something just over the horizon… a third faction (presumably) from space! As hokey as it may sound, EA LA has put some effort in to flesh out tiberium and its effects, building the story around it, wanting |
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to
make a really good campaign that people will want to play rather than
experiment with then jump online to match wits with human opponents. As far as Command & Conquer goes its usual stuff, however, Louis Castle, VP of EALA’s studio has been quoted saying that the saga is headed in a “new direction.” That’s a point for speculation of course – it is after all |
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an
RTS – but I’m really hoping that they somehow tie the Red Alert and
Tiberium continuities together. Ever
since the end of Red Alert when Kane is takes out Stalin, I’ve been
hankering to see the mutant child that Red Alert and Tiberium would
create. But I have nothing
to support the idea of a cross-over, however cool it would be.
However, it is worth noting that full-motion video will be back,
an aspect that was sorely missing from C&C Generals. (It will be
sacrilege if Joe Kucan is not cast as Kane.) An
aspect that has really evolved for the Command & Conquer games is
the presentation. As
hardware has become more powerful, the C&C games have set a high
standard for other real-time strategy games.
Tiberium Wars, like Generals before it, will be completely 3D and
is likely to bring most low-end systems to their knees.
A release date is a ways off at this point – an ambiguous 2007
– so there’s plenty of time to upgrade your rig.
(With the recent release of Lord of the Rings: The Battle for
Middle Earth II for Xbox 360 – also developed by EALA – I’m a
little suspicious that the same will happen for Tiberium Wars so maybe
you can just buy a 360.) The
screenshots released so far show environments rich in detail, even if
they do show a beautiful, if somewhat desolate, landscape.
With this kind of refinement of the game engine, complete with weather effects, one should expect that the developers hands are freed to concentrate on the nuts and bolts of the game, such as pathfinding and enemy AI. Mike Verdu, executive producer on the project has been quoted as saying, “If you turtle, the AI will turtle; if you rush, hey, the AI will rush you too,” which doesn’t sound like the AI has been given much of a boost. I wish the word “dynamic” appeared more often when developers speak about AI; responding in unpredictable, unscripted ways. Verdu’s description presents a reactionary AI, though with a 2007 release date, there’s still a lot of time to muck around with what’s happening in the background. Above everything else, Commnad & Conquer 3: Tiberium Wars seems to be returning the venerable series to its roots – back to the setting that started it all. - Omni (August 2, 2006)
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