| OUR RATING:
9.1
EXCELLENT
|
TANGIBLES:
|
Why you should buy it: Awesome visuals, atmosphere, and style, matches play out with unparalleled speed, astronomical fun factor, action-packed multiplayer.
Why you should rent it: Frank Klepacki’s signature soundtrack is nowhere to be found, intense pace can disorient RTS newbies, minor unit balance issues. |
UNIQUE RATING:
SUGGESTION:
Buy It |
Command & Conquer 3: Tiberium Wars Written by: Scott Gualco | Tags: Command & Conquer 3: Tiberium Wars, PC, EA Games, EA LA
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But not since Red Alert 2 has strategy unfolded at such a vicious, uncompromising pace. Forget Tiberian Sun’s plodding walkers, vast maps, and stretches of time where only the “click click” sound of accumulated credits kept you company. C&C3 is as much a race to the top of each faction’s limited tech tree as it is a game of monetary domination, and with multiplayer matches hardly lasting more than twenty or thirty minutes, overt aggression definitely leads to victory. You must build or be killed; any player mistakes are amplified by the sheer destructive power of top-tier units, the most popular of which can take down key structures in four or five shots. In fact, the entire game wears its “strategy” label rather loosely, since C&C3 very much rewards the player who can muster the most voluminous forces at the quickest pace, then throw them at their opponent’s harvesters and Tiberium refineries and retreat them properly. But the truth remains that mischievous tactics will win out—just pray that if your opponent can perform one thousand tasks simultaneously, that you can perform one thousand and one.
Many of the old “tricks of the trade” remain intact from previous titles. As before, a small squad of engineers can strike a fatal blow to any commander who disregards base defenses. Nod still relies on deception, with their many stealthy units, chemical bombs, and speedy raider buggies. GDI players would do better to survive into the late game, where Mammoth Tanks and Zone Troopers roll through virtually anything land-based. The alien Scrin, however, present an odder scenario, one that focuses on long-range air superiority and unorthodox unit combinations. All three sides benefit from the new abilities of engineers, which can commandeer fallen walker units and reclaim them for the player.
Each campaign (one for each faction) does a wonderful job of demonstrating the ins and outs of all this military machinery, even if the level of difficulty tends to jump sporadically from one to the next. And behold, most missions eschew the traditional base-building, unit-whoring mentality that plagues games of this type; virtually every objective manages to excite, with unusual tasks and dozens of bonus optional objectives. In between, you’ll witness some of the most extravagant and intentionally cheeky displays of cinematography in recent memory. Kane is the Kane we all know and love, not so creepy this time as he is sinister and paternal, calling you “son” and praising your efforts to cleanse the Earth of fascist GDI pigs. On the side of order, Grace Park and Jennifer Morrison do an impeccable job of conveying the intelligent, conservative GDI mindset, even as Billy Dee Williams fronts the operation with a memorable, over-the-top facade. Even the bonus Scrin campaign is worth playing, as it reveals a couple of hidden facts about Kane and the Tiberium crystals.
Many will find Williams’ performance indicative of game’s entire ethos: big and bold, but at heart derivative of past performances. C&C3 adds little to the genre when divorced from its furious tempo and stellar graphics, but these two assets work together to stunning effect. It’s a testament to the tremendous impact speed, style, and flair can have on a piece of entertainment software. There’s utterly nothing unattractive about these visuals, with glorious particle effects, subtle distortion, and awesome unit designs which, in many cases, evolved right out of Tiberian Sun. Battles between sizable armies coalesce into an orgy of light and fireworks – as much fun to watch as it is to play. Environments glow with fervor depending upon the severity of Tiberium infestation, and buildings crumble periodically as rail guns pound their walls. There is no plain, barren look of Supreme Commander, nor are there the dynamic physics effects of Company of Heroes. But all will agree that the artistic direction is practically unparalleled in the thickest of conflicts, and C&C3 looks fantastic not because of its technical achievements, but because of the cohesive, detailed, and imaginative world it portrays. All with relatively modest system requirements, no less.
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In spite of the astronomic hype surrounding any major release in the C&C series, Tiberium Wars doesn’t so much walk a fine line between the traditional and the unexplored so much as it drapes a ton of aesthetic appeal on top of familiar, fast-paced gameplay. Any faults are purely nitpicky – music seems to err from the beat-driven techno and rock of previous installments, though it’s still well-composed and catchy in its own right. Aircraft sometimes refuse to land at their assigned airfields without some extra-convincing click-bouts. And yes, the overall speed of the third Tiberium War might drive you to insanity, once your expensive army is met with nothing but hard counters and cheap foils, reducing it to scrap while you were off placing a structure or guiding an engineer into a neutral tech structure halfway across the map. Lastly, a couple of units seem inexplicably high-priced and underpowered – Nod Avatar, anyone? Yet C&C3 is such an inviting and addictive product that minor shortcomings are easily overlooked. It’s a near-perfect concoction of speed, style, nostalgia, and fun. Play it now.
| According to C&C lore, Tiberium spreads across the earth by colliding with the nuclei of surrounding atoms and capturing a portion of their protons. The method by which sufficient energy is introduced to attract protons and induce an elemental transformation is never really explained, but it works well for the purposes of the game. |









