Command & Conquer: Tiberian Sun is a real-time strategy video game developed by Westwood Studios and released in 1999. The main storyline follows the second major war between the Global Defense Initiative (GDI) of the United Nations, and the global terrorist organization known as the Brotherhood of Nod. The story takes place 30 years after the GDI had won the First Tiberium War in Command & Conquer.
As of February 12, 2010, Electronic Arts licensed Tiberian Sun and its expansion pack Firestorm as freeware.[1]
Synopsis[edit]
Set in 2030, the plot of Tiberian Sun is a follow-up to the original game Command & Conquer, after the end of which the Nod leader Kane is presumed dead. In Tiberian Sun, Kane resurfaces from his hideout with improved military forces and new Tiberium-enhanced technologies, determined to convert Earth into a Tiberium world. The GDI commander Michael McNeil is tasked with preventing the world from falling into the hands of Nod, this time with the very means of the extraterrestrial Tiberium substance. Meanwhile, Nod general Anton Slavik must unite a splintered Brotherhood of Nod before joining Kane's fight against GDI. A third faction, The Forgotten, are caught in the middle of this fight and join either side, sometimes as playable and sometimes as non-playable characters.
The game consists of two campaigns following the outcome of Kane dying and Nod destroying the Philadelphia space station.
Gameplay[edit]
GDI forces attacking a Nod base.
The gameplay has similar principles to Tiberian Dawn but with newer and upgraded units and structures plus three new types of Tiberium that can be harvested. Tiberian Sun relies heavily on science fiction technologies, and introduces a new isometric game engine featuring varying level terrain to give the impression of a true 3D environment. Dynamic lighting allows for day/night cycles and special effects, such as ion storms. Maps feature cityscapes where units could hide or battle in urban combat. Some buildings and armored units are rendered with voxels, although infantry is still rendered as sprites.[2]
During the campaign, different routes can be chosen, some of which can lead to optional missions that may affect the difficulty of the main mission, or supply the player with additional units and technologies. Tiberian Sun is the last game of the series to offer the split-route feature.
Tiberian Sun features full motion video using traditional cinematic shots, featuring well-known Hollywood actors. Michael Biehn plays GDI commander Michael McNeil, who reports to General James Solomon, played by James Earl Jones. On the side of Nod, Frank Zagarino portrays the commander Anton Slavik, who only lives to follow and enforce every thought of Kane, played by the franchise's cutscene director Joseph D. Kucan. The Forgotten are represented by Christine Steel portraying Umagon who teams up with Michael McNeil throughout their joint fight against Nod, Christopher Winfield portraying Tratos, the visionary Mutant leader, and Nils Allen Stewart portraying Mutant Commando.
Tiberian Sun features a futuristic and ambient soundtrack by Jarrid Mendelson and Frank Klepacki, who composed the signature themes for the movie sequences, as well as the game's musical score with the intention to differ from the original Command & Conquer in order to capture the mood for each mission.[3]
Development[edit]
Tiberian Sun was announced after the release of the original Command & Conquer, with a trailer featured on its discs. After Virgin Interactive Entertainment was facing financial difficulties and was selling some of its assets, Electronic Arts acquired Westwood Studios in 1998 and published Tiberian Sun, and had no direct part in its development. Tiberian Sun's development was troubled before and after the acquisition, and was delayed numerous times - first for November 1998,[4] then for spring 1999, then ultimately summer 1999. This resulted in a number of engine and gameplay features being omitted from the game, some of which were later included in Firestorm expansion pack, as well as numerous bugs which have not been fixed even after the patching period.
Several images and references in the Tiberian Sun 'rules' file indicate that more features were planned for the release. A former Westwood employee, Adam Isgreen, who was working for Petroglyph Games at the time, elaborated upon them in March and May 2007. Drop-pods were intended to be customizable for GDI before deployment. Lighting was intended to make a huge difference for day/night play, as units spotted by light posts/towers would be susceptible to enemy fire at greater ranges, and in turn would suffer a reduction in their own range ability. Westwood planned the Hunter/Seeker Droid option to support selection of target types, but ultimately the droid was made to attack at random. Developers also didn't have enough time to finalize balanced differences in terrain types.[5]
While art direction and balancing worked out according to plan, during development many other problems occurred. For example, the dynamic battlefield with terrain alteration and forest fires was very ambitious, but had to be reduced as it led to unsolvable path finding problems. Also a 'loadout' screen was to be implemented, allowing commanders to pick units to take into battle before missions. The idea did not fit into the final project, so it was cut although fully developed. Other unpolished ideas were kept in leading to a lot of feature creep. The game also had planning troubles in post production. Storage and network requirements for the digitized video didn't meet the demands. The studio was working with professional actors for the first time. Recording started early when plot lines where not fully developed, but also not subject to change as re-recording would be too expensive and interfere with localisation schedules. The game engine's shift to make it look more 3D and destructible bridges took over ten times longer to program as originally estimated. Adding repairable bridges that can also be passed underneath complicated systems such as path-finding, Z-buffering, rendering, unit behavior, and AI.[6] The bridges became a core element that was used excessively in map design.[7]
Soundtrack[edit]
Frank Klepacki and Jarrid Mendelson's soundtrack was released on CD with only 16 tracks on November 9, 2005 by EA Recordings (E.A.R.S), excluding the five remaining tracks and the Firestorm tracks.[8]
Firestorm[edit]
Tiberian Sun – Firestorm cover art.
Command & Conquer: Tiberian Sun – Firestorm is an expansion pack to Tiberian Sun developed by Westwood and published by Electronic Arts on March 7, 2000. Firestorm also features single- and multiplayer modes.
Firestorm follows the events as they unfolded in the GDI ending of Tiberian Sun, with its campaigns no longer structured into two competing storylines but consisting of two different narratives over the same series of events. With Nod fractured into feuding warlords following Kane's death, Anton Slavik is determined to keep Kane's ideology alive through the resurrection of Nod's highly advanced artificial intelligence, CABAL (Computer Assisted Biologically Augmented Lifeform). Meanwhile, the Global Defense Initiative continues its ongoing campaign to stop the spread of Tiberium and its monstrous mutations by retrieving the extraterrestrial Tacitus device, and decides to take control of CABAL to help it decode the device (after Nod, under orders from CABAL, assassinated Tratos, leader of the Forgotten and the only other individual on Earth with the knowledge necessary to translate the Tacitus). Unbeknownst to both GDI and Nod, CABAL has two cores and intentionally allows each faction to take possession of one so that it can simultaneously manipulate both factions to do its bidding. After securing the Tacitus, CABAL goes rogue and attempts to conquer the world through the systematic assimilation of human populations into cyborg armies, forcing GDI and Nod to unite temporarily against it. In the Nod ending, the defeated CABAL appears to merge with the consciousness of a resurrected/recovering Kane.
Reception[edit]Sales[edit]
Tiberian Sun was highly anticipated since the beginning of its development.[citation needed] It was the fastest selling game on the EA games label, selling 1.5 million copies within a month.[citation needed] In the German gaming magazine PC Player issue 01/2000, Tiberian Sun received a special award as 'Most Hyped Game in 1999' (the year the game was released).[citation needed] The earlier Command & Conquer games had been commercial successes in Germany, with sales between 500,000 and 700,000 units in the region.[9] Within eight days of release, it received a 'Platinum' award from the Verband der Unterhaltungssoftware Deutschland (VUD),[10] indicating sales of at least 200,000 units across Germany, Austria and Switzerland.[11] This performance set records in Germany, according to the VUD.[10] The committee raised it to 'Double-Platinum' status (400,000 sales) by the end of June 2000, which made it the third computer game ever to receive the designation.[12]Tiberian Sun sold over 1 million copies by October 12, after having shipped 1.5 million for its launch.[13] It sold 2.4 million before the release of Red Alert 2.[14]
In the United States, Tiberian Sun sold 419,533 copies by the end of 1999,[15] for revenues of $18.62 million.[16] This made it the region's sixth-best-selling and fourth-highest-grossing computer game of 1999.[16] It sold another 283,544 units ($8.08 million) in the country during 2000.[17] In the United Kingdom, it remained the sixth-best-selling computer game of all time by 2006.[18]
Critical reviews[edit]
Tiberian Sun was voted #29 in PC Gamer Magazine's Readers All-Time Top 50 Games Poll in the April 2000 issue.[3] GameGenie.com rated the game 5/5, and stated: 'This game is worth much more than what you pay, because if you look at everything that has been put together in this game, you'll see how truly awesome it is. My point, and bottom line, is that just about anyone can enjoy this game. They may not sit down and play it for hours on end every day like a large number of war gamers will, but they still can watch the movies and play around with the units enough that they'll have fun. I heartily recommend this game to everyone.'[22]
GameSpot noted that the new soundtrack is 'catchy', and stated that the game is an excellent sequel to the original Command & Conquer.[23]
Despite some of the game's technical issues, many reviewers considered the interactive environment, new graphics, new array of units, new concepts, single-player (story wise) and the popular multi-player to be the significant high-points of Tiberian Sun, and credited it with high rankings.[citation needed]
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Command_%26_Conquer:_Tiberian_Sun&oldid=903596015'
Are you ready for the ultimate real-time strategy experience? Gather resources, build your base, and create the most powerful armies in the world before engaging the enemy in all-out war.
Fight as the Global Defense Initiative or the Brotherhood of Nod as they clash over the rare mineral Tiberium in the classic original series. Challenge the red menace in an alternate universe in Red Alert, then step into the near future with Generals as China and the United States battle the Global Liberation Army, a terrorist organization hell-bent on bringing the world to its knees. However you play, you’ll enjoy limitless hours of RTS Command & Conquer gaming with 10 base games and 7 in-depth expansion packs.
Note: GameSpy ended all hosted game services in 2014, which affects the online multiplayer aspect of one or more games in the collection. Learn more about this in our FAQ. Game Features: Engage in intense, strategic battles. Make the most of every move as you order soldiers, vehicles, and aircraft across large maps filled with enemies, traps, and mission-critical resources. Move single troops, select small groups, or issue a unified attack order to all allies as you work to defeat the opponent. Collect, create, conquer. Success in battle requires more than just a keen battle strategy. Fight for control as you struggle to collect the resources necessary to build new bases, troops, and weaponry, all while keeping the enemy at bay. Command and Conquer everything. Explore the wide range of Command & Conquer games and fight every war from both sides! Rediscover the epic conflicts across two decades of gameplay. Take a first-person view of the C&C universe through Command & Conquer: Renegade – the series’ one and only first-person shooter – or start playing from the very beginning and enjoy the frenetic style of combat, immersive strategy and campy banter that launched a generation of strategy warfare games. Collection includes:
> >Command & Conquer: Special Gold Edition
Command & Conquer: Special Gold Edition
Windows - 1997
5 / 5 - 6 votes
Description of Command & Conquer: Special Gold Edition WindowsRead Full ReviewCommand & Conquer Gold
Note - this overview is an attempt to inform fans of Command & Conquer about additions to Command & Conquer Gold over the original, and not a review of the actual game itself. If you are new to the Command & Conquer series, and would like to learn more about the game, take a look at Tim Chown's review of the original game.
After achieving huge success on the PC, the original Command & Conquer from Westwood Studios has gone on to do well on every other format that it has released on. Westwood have now decided to update the original DOS version in a number of ways, and in doing so have released a deluxe version of the original in Command & Conquer Gold.
Midas Touch
Command & Conquer Gold (Windows 95 only), keeps all of the excellent gameplay of the original, but adds several new features to make the game more appealing to newcomers and fans of the original. The main difference between this and the original version are the graphics. The original DOS version featured fairly detailed graphics, although players at the time would have preferred them to have been SVGA. That problem has now been addressed, with Westwood adding some superbly detailed SVGA graphics (very much like those featured in Red Alert). These changes are not just for aesthetic purposes alone (although they do give the game a far more defined look), as they give the player a far greater view of the battlefield (four times greater in fact). No longer do enemies just appear from the corner of your screen, you can now see their activity from quite a distance away. The construction bar has also been graphically enhanced, now featuring rendered icons.
Command & Conquer Gold also features advanced connectivity, and includes the latest version of Westwood Chat, which allows players all over the world to compete. A new Internet Head-to-Head option has also been included (also accessible through Westwood Chat).
Also included on the CD is a Command and Conquer theme pack for Windows 95, which gives you animated icons, wallpaper and sound effects in three different themes (GDI, Brotherhood of Nod, EVA), allowing you to customise your desktop in true Command & Conquer style. Command & Conquer Gold is also compatible with DOS version of Command & Conquer, as well as the Covert Operations add-on disk.
Head-to-Head
Command & Conquer Gold is certainly a highly polished product, and would be an excellent purchase for somebody new to the series. Although the aesthetic differences and the Internet Head-to-Head play make a difference, I can't really see owners of the original game splashing out for a game that they already own (although Westwood are offering a £10 rebate to owners of the original).
Review By GamesDomain
External linksCaptures and Snapshots
Screenshots from MobyGames.com
Comments and reviews
tibbel84722019-03-100 point
So how do i get it to work on win xp?
Ten2018-12-211 point
Download Link Error.
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http://tvtropes.org/pmwiki/pmwiki.php/Characters/CommandAndConquerRedAlert2
Go To
This page is for characters who appeared in Red Alert 2 and its expansion, Yuri's Revenge. For Tanya and Einstein, see Command & Conquer: Red Alert Series - Factions and Characters.
General Ben (Thorn) Carville
Played by Barry Corbin
Affiliation: Allies
Rank: Lieutenant General Role: Commander
When the Soviet Union invaded the United States, General Carville was the senior officer in command of the military. He was ordered by President Dugan to launch a full retaliatory nuclear strike, but when the Soviets sabotaged their nuclear arsenal, he was forced to deal with the invasion conventionally. With the sole surviving field commander, he ran a campaign to drive the Russians from US soil.
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President Michael Dugan
Played by Ray Wise
Affiliation: Allies (United States of America)
Rank: Commander-in-Chief Role: President of the United States
Dugan was the President of the United States when the Soviets invaded. He immediately attempted to persuade Soviet Premier Alexander Romanov to call off the attack. When this failed and left with no other choice, he ordered General Carville to launch a nuclear counterstrike, but this failed due to Yuri's manipulation. He, along with Carville, directed the war and gave orders to their last commander. Naturally, he became a very high priority target, and as such began moving around the country in an effort to elude the Soviets.
Lt. Eva Lee
Played by Athena Massey
Affiliation: Allies
Rank: Lieutenant Role: Allied intelligence officer Command And Conquer Versions
'It looks like Yuri's got the studio filming another dinosaur movie. He's not very creative, is he?'
Eva Lee, commonly referred to as Lt. Eva, is an American intelligence officer when the Soviet Union invaded the United States. She was assigned to the field commander that was tasked with repelling the invasion. Throughout the war, she provided briefings and updated intelligence.
Premier Alexander Romanov
Played by Nicholas Worth
Affiliation: USSR
Rank: Premier of the Soviet Union Role: USSR Head of State
'Listen very carefully. I'm not your pet, Mr. president! We Romanovs have our legacy to consider!'
After the Soviet Union was defeated in the Second World War, the victorious Allies installed Romanov as the premier. They did so based on his reputation as a man of peace who would curb any communist aggressions. They were fooled, however; Romanov held a deep bitterness over Russia's defeat that was matched only by his hatred for the Allies that had wrought it. His deception was to enable him to gain the power he needed to exact his revenge on them. With his position secure, he was able to fake a crisis in Russia's ally Mexico that would necessitate a military build-up. From there, he would begin his master plan.
Played by Aleksandra Kaniak
Affiliation: USSR
Rank: Lieutenant Role: Soviet intelligence officer
'Winter is cold, yes? But this winter.. could be different?'
Zofia is a Soviet intelligence officer when the war with the United States began. She supported her commander throughout his campaign, giving briefings and intelligence.
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General Vladimir
Played by Adam Greggor
Affiliation: USSR
Rank: General Role: Commander of Invasion Forces
'Now is the time to strike! Glory for the Motherland!'
A senior Soviet officer, Vladimir was given command of the forces invading the United States. He has a brash and boastful personality, and has little patience for officers under his command, particularly when they prove to be better commanders than he is.
Played by Udo Kier
Affiliation: Originally USSR, later independent
Rank: Chief advisor to Premier Romanov Role: Head of Soviet Psychic Corps
Much of Yuri's past remains unknown. He is of Romanian ancestry and inherited a castle in Transylvania from his family. During the first Soviet-Allied war, he took part in Stalin's secret project, whose aim was to create an army of psychically-gifted soldiers to guarantee victory. However, the war ended with the Soviet Union's defeat and Stalin's death, although this likely did not stop Yuri, who single handedly continued it. It is possible that his implant is the original World War II model initially created by Soviet scientists. Following the war, Yuri joined Premier Romanov, whom he helped in rearming the USSR, developing psychic technology and forming the backbone of the Psychic Corps. Though he is one of Romanovï's top advisors, there are indications he is influencing things more than he should be.
The Soviet hero unit in Yuri's Revenge, and their counterpoint to Tanya.
Index
(Redirected from Allied characters of Command & Conquer)
Command & Conquer (C&C) is a real-time strategy (RTS) video gamefranchise, first developed by Westwood Studios. The first game was one of the earliest of the RTS genre, itself based on Westwood Studios' influential strategy game Dune II and introducing trademarks followed in the rest of the series. This includes full-motion video cutscenes with a notable ensemble cast to progress the story, as opposed to digitally in-game rendered cutscenes. Westwood Studios was taken over by Electronic Arts in 1998 and closed down in 2003. The studio and some of its members were absorbed into EA Los Angeles, which continued development on the series.
History[edit]
After Westwood Studios developed the critically acclaimed Dune II, Computer Gaming World reported in 1993 that the company would not use the Dune license for Westwood's next strategy game 'mostly because the programmers are tired of sand'. The magazine stated that it would have 'new terrain and enemies', and that 'the design team is serious about doing a multi-player version'.[3]
Command & Conquer was released worldwide by Westwood in 1995. The plot is set sometime in the near future where the Earth becomes contaminated by a mysterious resource known as Tiberium. A global war ensues between the UN-formed Global Defense Initiative to contain it and the cult quasi-state revolutionary Brotherhood of Nod, led by the enigmatic Kane, which seeks to harness it. Highly successful, it was followed by Command & Conquer: Red Alert in 1996 which is set in an alternate universe where the Soviet Union wages war with the Allies. Developed as the prequel to the original, the Red Alert series was spun off into a separate, lighthearted and comic series, while the original game and its sequels became known as the 'Tiberium' series, retaining its science fiction and serious tone. The first game is sometimes referred to as Tiberian Dawn as a result.
The original game was followed by Command & Conquer: Tiberian Sun in 1999 and its expansion pack Tiberian Sun: Firestorm. In 2002, a first person-shooter set in the Tiberium universe, Command & Conquer: Renegade, was released and praised for its online features. Command & Conquer 3: Tiberium Wars was released in 2007 and followed by the expansion pack Command & Conquer 3: Kane's Wrath. Command & Conquer 4: Tiberian Twilight, released in 2010 as the conclusion to the Tiberium saga, received noticeably more mixed reviews because of its deviation from traditional gameplay and story. The Red Alert series was continued by the 2000 title Command & Conquer: Red Alert 2, its expansion, Yuri's Revenge and Command & Conquer: Red Alert 3 in 2008, which introduced a third 'Empire of the Rising Sun' faction. A spin-off game in 2003, Command & Conquer: Generals, set in a more realistic near-future and featuring the United States, China and the Global Liberation Army was followed by an expansion pack, Zero Hour.
The series was originally marketed to an Anglophone audience, though many of the games have been translated into other languages including German, French, Spanish, Italian, Russian, Korean, and Chinese. The series is primarily developed for personal computers running Microsoft Windows, although some titles have been ported to various video game consoles and the Apple Macintosh. Other games for platforms such as iOS and web-based have also been developed. As of July 2010, the Command & Conquer franchise consists of eleven games and eight expansion packs. The first three games of the series have been released as freeware to promote the successors.[4] A free-to-play game, entitled Command & Conquer, was in development with the studio Victory Games. It was set to be the next game in the series and was expected to be released in 2013. However, after a short alpha period the game was cancelled, and Victory Games disbanded by EA.[5][6] The Command & Conquer series has been a commercial success with over 30 million Command & Conquer games sold as of 2009.
Gameplay[edit]
The Command & Conquer are real-time strategy games, with the exception of the first-person shooterCommand & Conquer: Renegade. A staple of the series is the parallel campaigns of various different factions to one central storyline. Games in the series also offered multiplayer game options, via LAN and modem connection. All games in the series have also offered online play, as well as 'skirmish' matches in which players can face AI enemies.
All Command & Conquer real-time strategy games except Command & Conquer: Generals and its expansions have featured the 'side bar' for navigation and control as opposed to many other similar games where the control bar is located on the bottom of the screen.
Command & Conquer gameplay typically requires the player to construct a base and acquire resources, in order to fund the ongoing production of various types of forces with which to assault and conquer the opponent's base. Gta amritsar highly compressed download. All available structures of the faction chosen by the player are constructed on-site at so-called 'construction yard' - which typically begin as large-sized vehicles capable of deploying themselves into the aforementioned construction yards, called MCVs or Mobile Construction Vehicle. When a construction yard has finished building a new structure, the player can select a spot near to a preexisting structure in order to place it, where the prefabricated building will then rapidly unfold in a distinctive manner.
In all games in the series except Command & Conquer: Generals and its expansion, Zero Hour, funds are acquired by specialized 'harvester' units which bring their cargo (Tiberium for the Tiberian series of games or ore or the more valuable gems for the Red Alert series) to a 'refinery' structure. This in turn will convert the raw material into usable resources, expressed as credits. The raw materials themselves, in games released before Red Alert 2 as well as Command & Conquer 3 require storage space in the form of refineries and, in the case of excess, 'storage silo' structures. In Generals and Zero Hour, funds are collected by two methods: collection of supplies by specialized units and converted to money in 'supply centers' or directly produced by specialized units, buildings, or tech buildings at a set interval of time.
All factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles, and aircraft, each with their own subdivisions (note: in the Red Alert series there is also naval craft available). Unit effectiveness against opponents follows the rock-paper-scissors (intransitivity) principle found in most real-time strategy games.
Virtually every type of structure in the series acts as a tech tree node, and additional units, structures and faction-specific abilities will become available as new structures are built and placed. Access to advanced units and abilities may be temporarily blocked if the required structures are destroyed or if they are not being provided with adequate power by the supporting 'power plant' structures.
Multiplayer[edit]
Each Command & Conquer game has included the ability to play multiplayer games against other players. Each box of Command & Conquer contained two CD copies of the game, immediately making multiplayer gaming possible with a single purchase of the game. Westwood Studios advertised this on the packaging with the slogan 'A second copy, so you and your friend can destroy each other.' This resulted in Command & Conquer becoming the first RTS game title to feature competitive online play,[7] and this is considered the most pertinent outside factor in the success of Command & Conquer.[8] All games in the series up to Command & Conquer: Red Alert 2 also featured two CDs that could be used for this reason. However, later games did not.
Command & Conquer: Red Alert 3 was noted for being the first RTS game to enable the campaigns to be played cooperatively online; others had only supported single player campaigns. However, it was only possible to connect to other computers through EA's servers and not with LAN play.
Games produced by Westwood use the proprietary Westwood Online system to facilitate multiplayer games over the Internet; Renegade also supported GameSpy. Games under EA's development continued to use GameSpy, but dropped support for Westwood Online in favor of using EA's own servers. The GameSpy master servers have shut down in 2013.[9] The community filled the gap with their services.[10]
Since the shutdown of EA's servers and removed support for the games, the fan base for the series has created their own way to play online. The well maintained CNC online website allows for players to still face off many years after the official server shutdowns. CNC online only supports Command And conquer games made by EA Los Angeles (2003 and later)
Games[edit]Tiberian series[edit]
Command & Conquer, released on September 26, 1995,[11] is the first game in the series and is considered as the title which originally defined and popularized the real-time strategy genre.[7][8][12][13][14][15]Command & Conquer introduced the warring factions of the Global Defense Initiative (GDI) and the Brotherhood of Nod. Command & Conquer was well received and was widely praised by critics: 'Command & Conquer is one of the finest, most brilliantly-designed computer games I have ever seen' said GameSpot reviewer Chris Hudak.[16]Command & Conquer has attained 94% as an aggregate score from Metacritic[17] with the less well received Covert Operations expansion pack obtaining an aggregate score of 72% after its 1996 release.[18]
Command & Conquer: Tiberian Sun, released on August 27, 1999, takes place approximately 30 years after the events in its predecessor. While the original Command & Conquer's plot was centered around an allegorical world politics setting, Tiberian Sun shifted this to a more science fiction-like setting against the apocalyptic background of Tiberium beginning to assimilate vast portions of the Earth's ecosystems. In 1998, Westwood Studios, the developers of Tiberian Sun, was acquired by Electronic Arts. However, EA had no direct part in the development of the title. Compared to its predecessor, Tiberian Sun relies heavily on science fiction technologies and introduces a new isometric game engine featuring varying level terrain to give the impression of a true 3D environment.
The full motion video is also scripted differently; while the cutscenes of Command & Conquer and Red Alert were filmed from a first-person perspective, Tiberian Sun used traditional cinematic shots for its FMVs featuring actors such as James Earl Jones and Michael Biehn.
Command & Conquer: Renegade, released February 26, 2002, takes place in the final days of the events of Command & Conquer and was the last Command & Conquer game to be created by Westwood Studios before their liquidation in 2003. Unlike any other games in the series, Renegade is a first-person shooter.[19] Although receiving average reviews, with an aggregate score of 75% on both GameRankings and Metacritic, Renegade was praised for its online features. GameSpy awarded Renegade its 2002 'Wish it had been better' award, condemning the single player but saying that 'C&C: Renegade's multiplayer was innovative and fun'.[20] Online play was praised for encouraging teamwork and coordinated assaults, unlike other contemporary first-person shooters.[21]
To do this was no easy task to start with how do you wire it up?This pin out is the starting point and the beginning of seeing if it would connect and fit. So what I’m about to discuss and show you is more of a proof-of-concept than anything but it is my hope that I can show off the amazing work of (on youtube) and and maybe spark a bit of creative interest in you the reader.To give you a rundown of what this hack actually is, it is a hardware hack that is utilizing special code ran with a plug-in for HENkaku.There is not very much documentation on how this process could be easily replicated and the video explanations by that do go into more detail on how they were able to do this mod. Ps vita hardware mods for mac.
Command & Conquer 3: Tiberium Wars, released March 29, 2007, was a return to the real-time strategy roots of the Command & Conquer series. As a direct sequel to Tiberian Sun, Tiberium Wars is set approximately 17 years after the events of Tiberian Sun and features the introduction of a third faction, the Scrin. The sequel attained an aggregate score of 85% from both GameRankings and Metacritic. PC Gamer U.S. gave the game its 'Editor's Choice' rating at 90%, stating that 'one of the greatest RTS franchises of all time returns to glory', while PC Gamer UK gave it a more reserved rating of 82%, stating that it was 'a welcome, but limited, return'.
Shortly after the release of Tiberium Wars, the expansion pack Command & Conquer 3: Kane's Wrath was announced. Released on March 24, 2008, Kane's Wrath limited the player to only the Brotherhood of Nod in the campaign mode, though the original factions and six new sub-factions are available for the new strategic mode and skirmish mode. Reception was mainly positive with the expansion attaining an aggregate score of 77%.
Command & Conquer 4: Tiberian Twilight, released on March 16, 2010, saw a big change in gameplay from the previous Command & Conquer by removing the resource gathering and base building elements in previous games as well as the removal of the third faction, the Scrin. It is a direct sequel to Kane's Wrath (however not directly following on from its storyline), and is set 10 years after the game's final events, a time when Tiberium has advanced to its next evolutionary stage, and is rapidly spreading across Earth making it soon to be uninhabitable.
Renegade X, is a free, fan-maderemake of Command & Conquer: Renegade. The developers received approval from EA to release their game,[22] and it entered open beta on February 26, 2014. Renegade X includes a short single-player campaign called Black Dawn.
Command And Conquer Valves RemixRed Alert series[edit]
Command & Conquer: Red Alert, released on November 22, 1996,[23] is set in an alternate universe 1950s and was originally made to be the prequel to Command & Conquer[24] establishing Red Alert as the prologue of the entire Tiberium series of games. Louis Castle has said that connecting Red Alert with the Tiberium series was a 'failed experiment'.[citation needed]Red Alert introduces the Allies and the Soviets as rival factions roughly analogous to NATO and the Warsaw Pact of the Cold War. The game was received well by critics and has the highest average score of any Command & Conquer game with an average of over 90% from GameRankings and Metacritic, unlike the title's two expansion packs, Red Alert: Counterstrike and Red Alert: The Aftermath of which both received below average reviews for the series with 63% and 70% average scores respectively. Both expansions gave the game more missions and more units. For PlayStation only, there was also a separate release to the original called Red Alert: Retaliation which included all the maps, missions and units of Red Alert: Counterstrike and Red Alert: The Aftermath as well as some newly filmed cut-scenes only available with Red Alert: Retaliation. Before being re-released as freeware on 31 August 2008 by Electronic ArtsCommand & Conquer: Red Alert had sold over three million copies.[25]
Command & Conquer: Red Alert 2 was released on October 23, 2000. It featured a Soviet invasion of North America with tanks, conscripts, large airships, and psychically dominated anti-ship giant squid. Since that game lacked reference to the Tiberian series, the connection established in the first Red Alert game became unclear. However, it has been implied by the original creators of the series, now working at Petroglyph Games, that Red Alert 2 takes place in a parallel universe that came about as a result of time travel experiments taking place some time into the Tiberian series.[26]Red Alert 2 was received fairly positively with an aggregate score of 86% from GameRankings.
An expansion pack to Red Alert 2, Command & Conquer: Yuri's Revenge was released on October 10, 2001. In Yuri's Revenge, an ex-Soviet figure named Yuri, tries to conquer the world using psychic technology and his own private army. The expansion pack received mostly positive reviews. GameRankings reports an average score of 85% based on 31 reviews,[27] making Yuri's Revenge the best received expansion pack in the Command & Conquer series.
Command & Conquer: Red Alert 3, released on October 28, 2008, followed up on the story of Red Alert 2 and continued the series' more 'light-hearted' take on Command & Conquer. It introduced many new comical units and the Empire of the Rising Sun faction, an anime inspired version of the Empire of Japan. Executive producer Chris Corry stated in a pre-release interview that Red Alert 3 will further differentiate the playable factions from each other and '[play] up the silliness in their faction design whenever possible'.[28] This approach was seen as popular with Red Alert 3 obtaining an aggregate score of 82% from Metacritic. A stand-alone expansion to Red Alert 3, Command & Conquer: Red Alert 3 – Uprising was released on March 12, 2009 to fairly poor reviews for the series with an average score of 64% from Metacritic. Another downloadable standalone game for the PlayStation 3 and Xbox 360 was released known as Command & Conquer: Red Alert 3 - Commander's Challenge which contained the Commander's Challenge mode of Uprising for consoles.
Command & Conquer: Red Alert was released on October 16, 2009 for iOS which was a continuation of the story of Red Alert 2 and takes place before Red Alert 3. It contained two factions, the Allies and Soviet Union with a third faction, the Empire of the Rising Sun, to be added in its expansion pack. However this is version of the game is not available in some regions (e.g. Uk).
On April 23, 2018, the Chinese developer Tencent announced a new iOS version of Red Alert would be made available, with a highly mixed reception from fans online.[29]
Generals series[edit]
Command & Conquer: Generals, released on February 10, 2003, has a plotline which is unrelated to the other games of the Command & Conquer series. Generals is set in the near future and features the United States, China and the fictional terrorist organization, the Global Liberation Army. Generals uses an engine dubbed SAGE (or Strategy Action Game Engine) and is the first fully three-dimensional Command & Conquer real-time strategy game. After its release, Generals received mostly positive reviews. Based on 34 reviews, Metacritic gives it a score of 84/100[30] which includes a score of 9.3/10 from IGN.[31]Generals has also received the E3 2002 Game Critics Awards Best Strategy Game award.[32] One review noted that Generals was the first Command & Conquer real-time strategy game that did not include full-motion video cutscenes to tell the story and that it departed from the unique interface and base-building mechanics that had characterized all of the previous C&C RTS titles.[33]
An expansion for Generals, Command & Conquer: Generals – Zero Hour, was released on September 22, 2003 to further the Generals storyline. Zero Hour added 9 new armies to the game, over a dozen new campaign missions, and a gameplay mode known as Generals Challenge.[34] Unlike Generals, Zero Hour featured the return of full motion videos to the series. Zero Hour obtained much the same reception as Generals with an aggregate score of 85% and 84% from GameRankings and Metacritic respectively.
After EA Los Angeles started up their new internal group Danger Close and switched its focus to the Medal of Honor series, EA launched a new studio named Victory Games to continue the Command & Conquer franchise.[35] On December 10, 2011, Electronic Arts posted that the next game in the series would be Command & Conquer: Generals 2.[36] On December 14, it was also announced that a new browser-based, free-to-play MMO Command & Conquer game is under development, under the name Command & Conquer: Tiberium Alliances.[37] On December 15, Tiberium Alliances began a closed beta.[38]
Future[edit]
On August 15, 2012, it was announced that Generals 2 would be repurposed to a free-to-play game known as simply Command & Conquer.[39] The new game would have been based around the Generals franchise. However, following feedback from players who were able to play the alpha trial, the game was cancelled in October 2013.[40] In 2013, EA has said that the franchise will continue, but has given no other information.[41] In 2014, EA was looking for a new developer for the reboot.[42]
On June 9, 2018, EA revealed Command & Conquer: Rivals, which was under development by the newly-formed EA Redwood Studios and released for Android and iOS mobile devices.[43]
EA announced in November 2018 its plans to remaster Command & Conquer, including expansions and Red Alert, for modern computer systems through Petroglyph Games. There is no current estimated release date.[44]
Chronology[edit]
See also canceled Command & Conquer games.
Music[edit]
Much of the music for the series was composed and produced by Westwood Studios' former sound director and video game musiccomposerFrank Klepacki for the early games, with composition duties being taken on by several others following the liquidation of Westwood Studios in 2003. Klepacki returned to the series in 2008 however to assist with the soundtrack for Red Alert 3.
The music has been received positively by critics, although praise was higher with earlier entries.
The original score for Command & Conquer: Red Alert was composed by Frank Klepacki and was voted the best video game soundtrack of 1996 by PC Gamer and Gameslice magazines.[45] Among his most famous songs from the series is the theme of Red Alert, titled 'Hell March', which accents the style of the game with adrenalized riffs of electric guitar, the sounds of marching feet, and synthesizers to a dramatic chant. Originally intended to be the theme for the Brotherhood of Nod faction in the Covert Operations expansion to the original 1995 Command & Conquer game,[46] the track eventually ended up enlisting itself as a staple in the Red Alert series instead, and a second version of 'Hell March' was specifically created for Command & Conquer: Red Alert 2.
After C&C came out we wasted no time kicking out Covert Ops. I wrote some more ambient style themes they asked me for, and then I began tinkering with this heavy metal song that I was trying to gear towards Nod for the next big C&C game. Brett Sperry came in my office and said 'You got anything I can hear for the new C&C?' I played it for him. He said 'What's the name of this one?' I said 'Hell March.' He said 'That's the signature song for our next game.'[47]
— Frank Klepacki, Senior Composer
Reception[edit]
The Command & Conquer series have been a commercial success with over 30 million Command & Conquer games sold as of 2009.[48] Games in the series have nearly consistently scored highly on video game review aggregator websites GameRankings and Metacritic, which collect data from numerous review websites. As noted in the table below, the highest rated game is Command & Conquer with a score of 94% from Metacritic. The highest rated game averaged over both sites is Command & Conquer: Red Alert with an average of just over 90%. As a series, Command & Conquer games have averaged approximately 80% when including expansion packs and approximately 84% without.
Command & Conquer's long history resulted in Guinness World Records awarding the series six world records in the Guinness World Records: Gamer's Edition 2008. These records include 'Biggest Selling RTS Series', 'Most Number of Platforms for an RTS', and 'Longest Running Actor in Video Game Role' for Joe Kucan, who has played the part of Kane, the villainous mastermind of the series, for 15 years.
References[edit]
External links[edit]
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