I get e-mail from FileShack. Probably checked a box wrong on one of the signup forms, or something like that. Most days, I let the persistent mails they send slip into my spam folder without a second glance. However, a couple days ago, I decided to peek in the spam, just to see.
"Command & Conquer 3: Tiberium Wars - Demo Available Now!"
I nearly shit myself. Immediately, I followed the contained link, and looked up three more places to try and download it. After finding the fastest one, I counted down the bits and bytes as the 1.17GB file (yes, the installer is that big), was downloaded.
I've been a follower of the Command & Conquer series, since not long after the original was released in 1995. While I've always favored Blizzard strategy games, Westwood games always held a special place in my heart--though their interfaces were far less clean, they had a unique, gritty feel, and with the storylines and cheese-fabulous live-action cinematics, the C&C series secured its place in gaming history, and its own extensive following. This following, of course, was shaken by the Generals duology, but persisted despite. While the dissolution of Westwood and their assimilation into Electronic Arts seemed a death warrant to C&C as we knew it, many fans held out hope.
I, too, am one of these fans, and as the demo finished downloading, I waited with bated breath as the game completed installation. After a promotional cinematic, I was presented with the main menu.
Partial excitement!The demo came with two GDI missions--the cinematics are peppered with such starlets as
Tricia Helfer and
Grace Park (of
Battlestar Galactica fame), and
Michael Ironside (from
Starship Troopers and
SeaQuest DSV). It also includes a single skirmish map, restricted to human play as GDI and AI play as Nod. Already, a good feeling ran over me just seeing the interface. While the skirmish setup screen resembles the old Westwood style almost precisely, the loading screen feels as though it's incorporated some of the better aspects of Blizzard's design.
This looks familiar.
This is a different sort of familiar.
Though the installer was bloated, as demos go, the game's loads times are very prompt, on my modest mid-range computer, and within a few seconds, I was face to face with what, for all intents and purposes, is a new Westwood game.
Ah, good old Westwood.
That's not to say that nothing is new in C&C3. A pure rehash would have involved game engines that were antiquated upon their release seven years ago. No, C&C3 is not just a brand-new Westwood-style game: it's pretty. And I mean really pretty. Light bloom, bump-mapping, self-cast shadows pretty. Light-distortion-from-engine-exhaust pretty. This game gives DX9 cards a serious workout, and provides droves of eye candy in such a way that it supplements, not distracts, from the gameplay.
I don't say this lightly. It's pretty.
Sure, it may sound like I'm gushing. But that's because I'm gushing. Seriously. Aside a couple little quirks here and there, I have no complaints to speak of regarding Command & Conquer 3. So, in lieu of trying to dissect the game, I'm going to give you a bit of an overview of some of the new features, and some of the old goodness that they've brought back.
Firstly, the Tiberium storyline. The one that started it all. The green stuff is back in all sorts of abundance, and, better yet, it doesn't look like a bunch of green lines on the ground! No, the new Tiberium looks something like a cross between both required resources in StarCraft, and still harvests and damages infantry like it has since the get-go.
You require more vespene minerals!
Back too are the traditional differences between GDI and Nod. There's a third race, the Skrin or somesuch, but their only appearance in the demo is a few cryptic gameplay scenes in the intro cinematic, and nothing else. GDI retains their heavier infantry style, including grenadiers and snipers, while NOD gets flamethrower infantry and stealthy, highly mobile units. Garrisoning has returned, too, though anti-infantry units (and their "clear garrison" abilities) prevent the tactic from being too 'lol this is our clubhouse' absurd, as it felt in Red Alert 2.
My football players lay down railgun fire on some lame flamethrower goths.
The faction's signature weapons are back, as well, and look downright incredible, especially since the last time we saw them was in glorious sprite-based form, back in 1999. The capitalist pig-dog alliance that is the Global Defense Initiative has their Ion Cannon, which now looks cooler than ever for all you big-ass laser fans in the audience.
Imma chargin mah lazor!
Shoop da woop!
Nod, on the other hand, is once again tossing nukes around with impunity, and while the destructive capabilities of both weapons are comparable, their feel and effects contribute greatly to an already marked effort by EA to make each faction play differently, but without compromising balance.
Now spell "nukular".
For all this re-creation of the former glory that was C&C, a lot of improvements have been implemented as well. This time, a handful of queues have been taken from Blizzard, without redesigning the entire game's feel.
Command & Conquer 3's interface is much, much cleaner by comparison to other C&C games, but retains the classic side-bar feel. Building placement allows for structure rotation, which aids in building a functional base without accidentally clogging things up. Superweapon and special weapon countdowns are handled on the left side of the screen, and many special abilities cost money. This is particularly helpful with regard to airborne APCs - instead of having to build them and write all of them off on a given mission, you can pay $300 per unit you want to fly, one-way.
That's no moon...
There's research to be had in Command & Conquer 3. While most of it is handled through standard building-tech, there's a few actual paid research paths to take (such as adding railguns to GDI tanks). This pays homage to Blizzard's upgrade system, without copying it wholesale as they attempted in Generals.
Specific units also have activated special abilities. Generals had them en masse, in the style of a Blizzard game, but in the past, C&C games have only featured the generic "expand" and "pack up" commands for most specialized unit abilities. These abilities don't compromise the feeling of the game, and provide some interesting unit synergies, particularly with Nod's units.
Three bad dudes take it to the bridge. Er, streets.
Nod's Beam vehicle, for instance, can use it's laser to power up the attack and refire rate of their specialized base defense, the Obelisk (yeah, it's back), and reflect said laser against the Nod basic flying unit to gain added range and flexibility. The Avatar Warmech, Nod's ultimate vehicle, has a particularly amusing synergy with other Nod vehicles; it can pry the main component out of any other offensive vehicle, destroying the target in the process. Stealth tanks net the Warmech a personal stealth generator, Flame tanks provide an anti-infantry flamethrower, and Beam tanks offer a second laser cannon.
Nice flamethrower. I think I'll keep it.
I noticed one major AI quirk while I was taking the screenshots for this article; when I performed a traditional engineer rush to steal the enemy's MCV (so I could check out the NOD tech and units), the AI compensated by constructing about five new MCVs, which were alternately set up and milled about through their base. I did decide to take screenshots on easy for a reason, however: medium difficulty handily kicked my ass. Plus, if I had played medium, I wouldn't have been able to finish the round with this:
Yes, using the Ion Cannon and a nuke on the same target at once is kind of overkill.
In short, Command & Conquer 3: Tiberium Wars promises to breathe new life and old sensibility into a franchise that many had feared dead. If you were a fan of the old C&C games (or Dune games, for that matter), then this game is a must-buy. If you're a Blizzard (or heaven forbid, an Ensemble/Microsoft) RTS gamer who wants to see how we live on the other side, then you might consider the Command & Conquer: The First Decade pack; at $30, it's a hell of a lot of game (as it includes five C&C titles, and accompanying expansion packs), and it gets you familiar with the setting. If you feel like diving right in, though, Tiberium Wars probably won't dissappoint; it's got everything that made the original C&Cs great, in delicious new shiny packaging.
Command & Conquer 3: Tiberium Wars comes out March 26th.