Some
of our younger readers might have missed the original
C&C and its spin off series Red Alert. But those
of us who have played either of the two back in the
nineties hold the franchise in high regards. When
Westwood bit the dust things looked grim for the future
of commanders and conquerors and even though Generals
was not a bad game, it failed to deliver that true
C&C feeling we were all craving for. When Tiberium
Wars was announced fans got somewhat excited, but
they remained skeptic. Then EA announced something
that changed everything…
Kane
is back!
3
words that changed everything. If Tiberium Wars was
regarded as a potentially good game prior to the announcement,
it became one of the most anticipated RTS games of
2007 after it. Online forums were filled with posts
about C&C once again; tiberium was a commonly
used word, just like it was almost a decade ago. Fears
about the quality of the game were next to forgotten
– I mean, if you have Kane in the game it simply
can’t be anything less than superb, right?
The
story picks up in 2047 when planet Earth is a toxic
place where only 20% of the surface is still safe
from the tiberium plague. This crystal of unknown
origin is still spreading all around the globe and
just like in previous C&C titles there are two
sides fighting over it. The GDI (Global Defense Initiative)
are a high-tech, no nonsense army that are protecting
the last 20% of the earth’s surface, trying
to find ways to stop the tiberium from spreading.
On the other side of the battlefield is the Brotherhood
of NOD. They favor a stealthier approach to combat
and they are, under the guidance of their enigmatic
yet very charismatic leader Kane, trying to spread
tiberium as they believe it is the key to humanity’s
next evolutionary step. In short, the universe is
just like it was back in the Westwood days. A new
alien race called the Scrin (they have a short unlockable
campaign) appears later on in both the GDI and NOD
campaigns, but they are not as fleshed out as the
two human sides.
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The
bulk of the single player experience are the two campaigns,
one for the brotherhood and one for the GDI. Both
are fairly lengthy and feature a wide variety of missions
– you’ll be trying to protect a stranded
base by switching of different structures so you have
enough power on the sides currently under siege in
one mission and playing as a solo commando unit in
another (yes, the commando units are back and they
are just as powerful as they once were). The main
attraction of the campaigns are the FMV cinematics
that feature some very well known actors. If Billy
Dee Williams doesn’t ring a bell I’m sure
Lando Calrissian does. There are other high profile
actors from popular tv shows such as Lost and Battlestar
Galactica, but they all pale in comparison to Joseph
Kucan who plays the one and only Kane. Their acting
won’t win any of them Oscars or Golden Globes,
but they all did an excellent job nonetheless. Most
of the videos are very over the top, yet they still
retain some seriousness – just the way C&C
fans want them.
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On
the battlefield
C&C
games were always very straightforward so literally
anyone was able to pick them up. At the same time
each installment brought some tricks along that made
the pros stand out from the rest. Tiberium Wars continues
with the trend – the three sides are all very
easy to play and most if not all of the units just
scream out what their function is. The Scrin units
may be a bit enigmatic, but with the help of tooltips
even they require only minutes to get acquainted to.
Both
the GDI and the NOD as well as the Scrin have a lot
of tricks up their sleeves. The Global Defense Initiative
for example has APCs that do little damage on their
own. They can however carry a single trooper unit
which can still fire their weapon even when inside
the APC. This makes this particular vehicle very versatile
– putting a sniper inside makes it a death on
sight experience for infantry while a rocket launcher
equipped soldier in the APC spells trouble for buildings
and air units. The NODs most powerful units named
Walkers can rip apart allied vehicles and gain the
main ability the vehicle had. This allows a single
Walker to become nearly indestructible if enough units
are sacrificed to fully equip it. When talking about
tricks the Scrin have no competition – almost
every single unit they can build has a special ability
of some kind. This is true for the other sides as
well, but the very bizarre nature of the aliens makes
it more apparent.
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Base
building hasn’t changed in the slightest from
the original C&C, which I personally find to be
an excellent design choice. You are still limited
to a radius around your already placed buildings and
each new structure gets constructed before you actually
place it. The construction yard is still the heart
of every base and just like before it can be packed
into the MCV (mobile construction vehicle) if you
need to reposition your base. The range of buildings
is standard for all three sides – you have an
infantry manufacturing structure as well as a vehicle
assembly building regardless of your allegiance. Each
of the sides also has an air staging factory and some
basic defenses. Tech buildings that enable the use
of super weapons (Ion cannon for the GDI, nukes for
NOD, energy rift for the Scrin) and special abilities
are also found on all three building roosters. Constructing
a fully featured base usually takes less than 10 minutes
and you will have your first armies marching around
within 2 minutes of deployment.
True
to the franchise the player only has to worry about
two resources – tiberium and electricity. The
amount of the later depends on the number and upgrades
of power plants and is a fixed number, so you just
have to make sure you have enough plants to power
your economy. Tiberium on the other hand needs to
be harvested and refined before you can use it to
build anything. Harvesters make a comeback and they
are just as vulnerable as they ever were. They have
decent enough armor, but seeing how they are only
capable of fending off the weakest of units they have
to be protected. Speaking of tiberium, each of the
three sides deals with it in a different way. Most
of the GDI infantry units take damage when situated
in tiberium fields. Some of the NOD units suffer from
similar effects, but they are generally better equipped
and can function just normally in the fields. The
Scrin units on the other hand actually regenerate
when standing over tiberium. Some of the Scrin tactics
rely heavily on this and one of their units can heal
its allies by attacking them with its tiberium based
cannon.
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I
hope I have given enough examples so far to make all
of you realize that C&C is not just about mass
producing units and rushing the enemy. Almost every
tactic has an effective counter-tactic and only the
best will be able to crush everybody with one swift
blow. To make one final example – tank rushes
were a very common tactic in the old Tiberium saga
games and they are still a viable option here. But
only as long as the enemy doesn’t anticipate
the sudden arrival of a tank force – making
a similar force in combination with base defenses
is all it takes to completely annihilate the attacker.
C&C
for the 21st century
Tiberium
Wars is one pretty game. Running on an upgraded version
of the Sage engine which powered Generals and both
Battle for Middle Earth games the series never looked
this good. If you check out the screenshots you can
see the amount of detail found on the maps –
the ground textures are razor sharp and the geographical
features are quite diverse. Depending on the condition
of the zone the weather effects differ greatly –
you can have a clear view of a blue zone (the remaining
20% of tiberium free surface) map where only shadows
of clouds can be seen. Yellow zone (50% of the earth’s
surface, barely habitable) maps are more desert based,
but they don’t bring any drastic effects to
the table. Maps situated in the red zones (uninhabitable
areas of the planet) offer a visually completely different
experience – there is a green fog blown around
the map, giving it a very apocalyptic look.
Unit
and building detail is top notch as well. Just like
back in the days of 2D the buildings assemble themselves
out of this air with a magnificent animation. The
units are also extremely well animated and sport a
high polygon count which makes them very pretty to
look at. Explosions rely heavily on pixel shaded effects
so they are naturally pretty – you’ll
want to be looking when something blows up, regardless
if it is your own power plant or the enemy’s
Mammoth tank. The system requirements are surprisingly
low, especially considering the amount of detail seen
on the screen. Don’t expect to run with all
details maxed out on an older machine, but any gaming
computer built in 2006 or later will have no problems
at all running Tiberium Wars with all the eye candy
enabled.
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Only
one word can be associated with sound effects and
voice acting and that word is superb. Just like in
the cinematics the actors did a tremendous job of
sounding real. The sound effects show the high production
values the game had, so it isn’t a big surprise
that there are plenty of them and they all sound great!
The soundtrack is not Warcraft quality material, but
it is still better than something you would hear in
other strategy games.
Skirmish
battles where the AI gets replaced by real players
are an important part of such a title and EA did a
good job here as well. LAN play is normally supported
and playing online is easily accessible. The automatch
feature allows you to play against equally skilled
opponents with just a click, which is perfect for
those who just want to sit down and enjoy the game.
Those looking for a bigger challenge can always compete
in the various tournaments which are being held on
a regular basis. Vista only players might have to
deal with some stability issues in the multiplayer
component of the game though.
Kane
lives
There
are two editions of the game available – the
regular and the Kane edition. They look almost identical
at first, as they both come in a regular DVD box and
have very similar box art. The Kane edition does have
a shiny metallic color in the title though. The contents
of both versions are almost identical. The only difference
is that Kane’s edition comes with and extra
DVD which contains behind the scenes footage, video
tips, bloopers and some exclusive wallpapers. Inside
the game owners of Kane’s edition also have
some unique unit skins. If the price of Kane’s
edition was a lot higher than that of the regular
edition I’d have suggested you skipped it, but
seeing how it is only costs a few bucks more, I say
go for it – the bloopers are worth it. There
is also the fact that the Kane edition comes with
5 exclusive multiplayer skirmish maps making the deal
even better.
Conclusion
I
never thought I’d live to see the day when I
would see Kane appear in a game again. When Westwood
went under I have pretty much given up hope for a
true C&C: Tiberium Sun sequel. After spending
nearly 20 hours in the game in the past few days I
can honestly say that C&C3: Tiberium Wars is one
of the best strategy games I have ever played. And
while I may have made a mistake when I gave Supreme
Commander a sub-90 score because of its hard to access
nature, I sure as hell won’t repeat that mistake
again. If you like RTS games, buy this game. Kane
orders it!
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| Gameplay
|
19/20 |
Tiberium
Wars can be played by anybody, but it takes
a true master to use each side to its full potential. |
| Graphics
|
19/20 |
Very
pretty looking game that works well on older
hardware as well. The FMVs just scream high
production values. |
| Sound
|
18/20 |
If
you don’t expect a symphonic masterpiece
you won’t be disappointed. If you expect
Star Wars quality sound effects you won’t
be disappointed either. |
| Value
|
18/20 |
The
campaigns offer hours of gameplay time, as does
the online play. If you are dedicated you could
spend the next few months playing this game
exclusively. |
| Preference
|
17/20 |
Everybody
loves C&C. Not sure if it is the quality
RTS gameplay or Kane, but the game has that
certain something that makes it a worthwhile
purchase for everybody. |
| Overall
|
91/100 |
The
C&C games were one of the best RTS games
ever. Tiberium Wars doesn’t taint the
legacy – kudos to EA from bringing Kane
back as well. |

What
do these awards mean?