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Wednesday, March 31, 2010

Command and Conquer 3: Tiberium Wars



The third in line of the Tiberium series, C&C 3 Tiberium Wars was released in 2007 by Electronic Arts. By this time Westwood has disappeared and that’s something you can notice throughout the game. This game has one expansion named Kane's Wrath. In the expansion's camapaign you play parallel to the C&C 3 campaign and you get introduced to new 6 splinter factions new units.

C&C 3 starts in the year 2047 where there has been a relative peace between the Global Defense Initiative, or GDI, and the Brotherhood of Nod. During that period of peace Nod has developed itself into a superpower and wants to seize world domination by harnessing the power of Tiberium, while GDI has been working on combating the spread of it and reclaiming land. In C&C 3, the alien substance has spread itself all over the world and has evolved from a plant form to a crystalline form, destroying entire Eco-systems, polluting soil and air and creating devastating ion-storms.
The whole world has been classified into 3 zones. Red zones are uninhabitable being totally infested with Tiberium and covers 30% of the planet. Yellow zones house 80% of the worlds population with some Tiberium shooting out of the ground. This zone covers 50% of the Earth. And finally the Blue zones. These are zones where no Tiberium is present. It’s also under the protection of GDI and houses the remaining 20% of the world’s population and covers 20% of the world.
The campaign begins when Nod attacks the GDI A-SAT centre at Goddard Space Centre, leaving the GDSS Philadelphia, the orbital command station orbiting the earth, vulnerable for an attack. Immediately after A-SAT went down, Nod launches a nuclear missile towards the station, destroying it and crippling GDI. This is the start of the Third Tiberium War.
As the war intensifies another faction enters the battle, the Scrin. The appearance of the new faction totally alters the nature of the war.
When these aliens arrive they immediately start spreading throughout the Red zones and attacking all major cities. The attacks are used as a distraction to keep Nod and GDI at bay while they build huge towers.
Nearing the end of the campaign, GDI has managed to destroy all towers but one in the Italy Red zone. Before GDI has got the chance to destroy it and the Scrin Control Node, the Scrin finish the construction making it invulnerable to all weapons but is also rendered completely inert due to the destruction of the control node.

Between missions, you usually get a short cut-scene giving you a briefing or a headsup on the situation. And to be honest, they really aren't that bad, but then again they really don't add anything to the game.
When you play the game for the first time, you can only chose between Nod and GDI campaign.
But when you completed both campaigns, the Scrin campaign becomes available.

All units in C&C 3 are different with only a few units left that are really recognizable from the previous Tiberium game. I'll take Nod's attack bike and GDI's orca as an example, they have been given a new model but are almost similar to their predecessors. But the rest is virtually build from scratch but again with some help of Tiberium Sun, but that accounts for GDI and Nod. For the Scrin EA had to use it's imagination. The result? A faction with an organic look.
My first impression was wow, this game does look pretty good. But looks can be deceiving. I noticed with the arriral of the Scrin that the balance of the game goes way of the chart. The Scrin is simply said too overpowered. One example is the Devastator Warship has an enormous range, exceeding that of your defenses and all of your units. One ship alone can devastate your entire base. So that is one of my major complaints, the lack of balance.

Harvesting and base construction hasn't changed a lot in Tiberium Wars but you have been given some new toys to build your base with. You can build a crane that acts as a second construction yard allowing you to deploy multiple buildings in a shorter amount of time. Another toy is a unit that can deploy one time anywhere in the field and creating an area where you can build structures.
The defensive structures in C&C 3 are pretty weak when you compare them to the vehicles and infantry. They are easily overrun or destroyed without doing a lot of damage when you rush you enemies base. Only the advanced defensive structures stand a chance and they cost a fortune to build. And the funny part is that they are just as easy to destroy, it's good that they do a larger amount of damage.

C&C 3 also comes with the feature of off-map support powers. Every faction has next to common support powers, their own set of unique ones. Nod, for example, has the Tiberium vapor bomb, that when detonated, creates a big explosion. I find these powers pretty useful, but the downside is that they all cost money making them less attractive to use.

The maps and terrain in C&C3 have been designed well. Some civilian buildings have a futuristic look while others look like apartment blocks found these days. Sometimes you can find some buildings that you can capture. Think of Tiberium Spires that convert Tibirium into credits that can give you a steady income of credits and EMP centres that can cripple your enemy for some time.

One last thing. With the launch of C&C 3, EA tried to market RTS as a sport by recording matches and discussing them in a show you can view on EA's website. What's the name of the show you? It's called Battlecast.

I actually enjoyed playing this game, though I had some moments where I shouted at my monitor out of pure anger. But still a game worth playing, but it could've been better.




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