From the graphic & sound point of view , this game is great , but , strategically , is bad , because , the one with the greatest army , quickest build , win . It also , a grind - like game .
Command & Conquer 3 Tiberium Wars Exclusive Hands-On - Multiplayer, Skirmish, and the Alien Faction Revealed
Join us for exclusive hands-on impressions of the next action-packed chapter in the classic Command & Conquer strategy series.
They say Rome wasn't built in a day, but in just minutes, you can build a full-on military installation to crush your enemies in Command & Conquer 3 Tiberium Wars, the fast-paced strategy sequel in development at Electronic Arts Los Angeles. The game takes place on a near-future version of planet Earth that is polluted by a mysterious crystalline substance known as Tiberium, which is found to be a source of highly concentrated energy--and also a source of highly poisonous environmental toxins. The ecological damage caused by this substance fragments the world into different zones classified by their hostility to human life. It's also the catalyst that sets off an already-simmering conflict between the world's biggest superpowers, the humane Global Defense Initiative and the fanatical Brotherhood of Nod.
But before the war can begin in earnest, it's interrupted by an invasion of hostile aliens reminiscent of the nightmarish creations of artist H.R. Giger, whose works include the design for the Aliens motion-picture series. That's right, the third and final playable faction in Command & Conquer 3 will be a race of extraterrestrials that have an unknown connection to Tiberium--and if used correctly, they will be absolute beasts in the game's competitive multiplayer mode. Take our word for it--we've played the game and have hands-on impressions to report.
While the classic real-time strategy game usually begins with you building an initial home-base structure then locating nearby resources to harvest in order to create additional installations to advance your technology and eventually raise an army to crush your enemy, this process gets resolved in the few minutes of play in C&C 3. In pretty much all skirmish and multiplayer maps, you start off near a large-enough patch of crystals to build up your basic economy, starting with an initial central base structure that unlocks most of the other buildings you can create. Once your central base is constructed, your first order of business is generally to build support structures such as a power plant that provides electricity to all your structures, and a refinery to harvest Tiberium. There are no worker or builder units in C&C 3; like in recent games such as Dawn of War, you simply click on the next building in your queue to start construction, and when it's ready, you place it immediately on the ground.
This "build order" is a pretty solid opener for each of the three factions, which share some common ground: All three factions need to harvest Tiberium, which acts as their money supply; all three need enough power plants to keep their buildings running; all have commando units that are highly effective against infantry and enemy buildings; all three have engineer units that can commandeer enemy vehicles and structures; all have some kind of mobile command vehicle (MCV) that can be deployed to build up new bases around new Tiberium patches; and all three have infantry, vehicles, tanks, and top-level superunits, in addition to various external "powers" that are unlocked by building certain structures and act like magic spells or like the "general powers" of Command & Conquer Generals. Grasping the basic structure of how each faction develops seems easy enough for anyone who has played real-time strategy games, and it should also help beginners figure out the basics quickly.
Despite their common elements, each of the three factions does have its own personality that comes through once you put it through its paces. Specifically, EALA has purposely designed the three factions, GDI, Nod, and aliens, to be appropriate to players of varying play styles as well as varying skill levels. The GDI seems to make the most sense for beginner players, or for defensive players who prefer to hang back at their bases and gradually build up a huge army. The GDI probably has the strongest defenses in the game and the toughest units, though its buildings and higher-level units are among the most costly and time-consuming to build.
GDI has an intuitively obvious unit progression that starts with basic rifleman infantry, with grenadiers and missile squads to attack buildings and vehicles, along with a sniper team that is highly effective against basic infantry. While the faction does have the ability to scout out new territory with fast-moving units like the pitbull light ground vehicle and the orca scout flyer, the backbone of the GDI's offensive strength seems to be its tanks, specifically the lower-level predator tank (which can be upgraded to use powerful railguns) and the higher-level, costlier mammoth tanks, which can sustain heavy damage while dishing it out. The GDI's top-level unit is the juggernaut, a massive walker that's basically a set of high-caliber tank turrets on legs that can deliver big damage to enemies at a distance, but perhaps doesn't have the flexibility of the other factions' comparable units.
Review Scores
| Platform | GameSpot | Metacritic / User Score |
|---|---|---|
Game Info
- Release Date: May 8, 2007 (US)
- ESRB: TTitles rated T (Teen) have content that may be suitable for ages 13 and older.
- Release Date: Mar 26, 2007 (US)
- ESRB: TTitles rated T (Teen) have content that may be suitable for ages 13 and older.
- Release Date: Aug 17, 2007 (US)
- ESRB: TTitles rated T (Teen) have content that may be suitable for ages 13 and older.
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