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Command & Conquer 4 (PC)

Command & Conquer 4 (PC)

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Command and Conquer 4
The Command and Conquer series is rightly revered by real-time strategy buffs as one of the most important in the entire genre. For fifteen years different generations have built bases, amassed units and then gone and marched on to victory against a variety of opponents, all done using the same tried and tested interface that has been replicated countless times. However, time doesn’t wait for anyone and anything and even the third imagining of C&C garnered praise for its retro charm but little in the way of innovation. Since then other titles have made their own impact and changed the way people think about real-time strategy, whether it’s the sheer scope of Supreme Commander, the role-playing elements of Warcraft 3, or the micromanagement of the Total War series. Electronic Arts sat down and pondered just how they could make Command and Conquer relevant again and how they could breathe new life into the franchise. Whats The Best Custom Essay Website

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Most of the tried and tested gameplay elements of Command and Conquer have been removed, replace or revamped. While the game setting and unit names might seem familiar in cases, ultimately this where the similarities between Tiberium Twilight and the other games end.  Forget base building, huge armies, the need for power and protecting Tiberium harvesting operations. Those are now anachronisms in a game that is going all out to be progressive, even if it has to drag people kicking and screaming to get there.

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Product image Dissertation Subjects And Nursing The persistent unlock option is likely to be the most divisive thing in the game. At the start a player has a frustratingly limited amount of units that are unspectacular at best and using them can become repetitive. Even after some significant headway is made into the campaign the player will still be presented with lots of padlocks as units are built. However, this would seem to be a smart play on the part of Electronic Arts, albeit a bold one, because it does present a reason to keep playing the game long term and to venture into online, which is something some players may have been reluctant to do otherwise. Every minute invested into the game is taking the player closer to something, even if at times it looks a long way off. This should be a welcome addition to the game and RTS titles in general. Gone are the days where there was nothing achieved for completing the single player campaigns and now there is a genuine incentive to want to progress to the competitive side of play.

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Without a shadow of doubt the most graphically impressive in the series, the game is truly beautiful to behold and the level of detail on the units is spectacular. The landscape is really well put together and ties in with the themes of the game. The combination of the organic and the mechanic create for some startling vistas that feel they belong in another genre entirely. Enemy units are revealed through a heat shimmer in the distance, a nice graphical touch replacing the standard “fog of war” employed by other games.

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The Audio is functional if not spectacular. The explosions hit all the right notes but don’t really resonate and the sound of combat doesn’t really match up to the visual impressiveness of the virtual firework display on the screen. The unit voiceovers become repetitive after a while and they are still, if truth be told, a little bit cheesy. These are all minor quibbles and there is nothing wrong with any of it, however in a game that has been so keen to overhaul its interface and to break away from tradition it is a tad disappointing that the in game sound hasn’t been similarly focused upon.

Footnote Examples In Research Paper The soundtrack is a string score that is stirring and atmospheric without ever coming close to anthemic. The incredible work of the brilliant Frank Klepacki is sorely missed from this installment and that would have been the icing on the cake of a truly impressive package.

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Multiplayer is a huge leap forward in terms of what has gone before. The new teamplay focus, emphasised by the different classes and units available, becomes critical to victory and communication is key. Playing in 5v5 matches and attempting to secure control points is a genuinely fun experience, completely divorced from the “who can spawn their units fastest” experience familiar to most people who have played these games before.

Because of the small number of units a player has to focus on, coupled with the lack of bases and ways to repair on the move, the multiplayer game is one of constant combat, being played at a pace almost unseen before in the genre. The maps are nicely claustrophobic too meaning that securing control points early can be both a blessing and a curse. Committing to acquiring and defending one far away with fast units can be a gamble that pays off. Equally, it can be one that diverts attention and becomes a series of pyrrhic victories.

The option to be able to respawn crawlers and continually get into the thick of the action also means that even the most inexperienced player can make themselves useful. Equally, there are enough subtleties in the unique characteristics of each unit to mean experienced players can make a difference, especially if they are wading into the fray with a beefed up profile. Any transferrable skills acquired in previous versions or in other RTS titles almost certainly won’t confer any special advantage here. The game is about knowing our own capabilities but also that of team-mates.

It loses points for the fact that, like Ubisoft’s games, it requires a constant internet connection to play. The DRM is similarly flawed as well and any interruption to the internet connection will mean players lose their data and experience. This is at complete odds with its “pick up and play” simplicity as it cannot be played in any offline capacity at all. It is an almost upsetting decision that a game that has moved towards finding a balance between layered complexity and accessible simplicity decides, right at the end, to needless complicate the matter by implementing something that is sure to cause more complaints than enhance anyone’s gaming experience.

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Bold, beautiful and ballsy, this game represents real progress not just for Command and Conquer but for real-time strategy as a whole. Fast paced, action packed and exciting are all descriptions not commonly associated with this genre yet Electronic Arts have managed to pull it off in fine style. Fans of the series who are demanding nothing more than a graphical overhaul of what has gone before will be disappointed. Those who are willing to embrace the changes will be rewarded with a simple game of surprising depth.

Gameplay Where Can I Buy A Cheap Research Paper 91/100 Genuinely fun with a healthy learning curve, it may not be the most mentally taxing real-time strategy title but there aren’t many this quick to deliver the goods.
Graphics 92/100 The best looking Command and Conquer yet and a game that stands shoulder to shoulder with any of the recent genre titles in terms of how it looks. Even the cut-scenes have gone serious this time around. Wonderfully polished and something EA can be proud of.
Sound 79/100 Perfunctory and a little disappointing, the sound doesn’t do anything out of the ordinary in a game that has tried so hard to rip up the rule book. The score redeems it slightly but compared to previous ones in the franchise it too falls short.
Value 85/100 Loads of replayability value and a genuine requirement to keep playing to see everything the game has to offer. Points lost because of the intrusive DRM that detracts from the whole experience.
(Not an Average) Essay About Doing Community Service 89/100 Close to true greatness and revolutionary in some aspects, there are some areas where the game falls down. Still fantastic in its own right, as a harbinger for what might follow in the series it is truly exciting. Fear not the changes for they are good.

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Stuart Davidson

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