Review Summary
Overview
Command and Conquer is the longest running RTS franchise in the world. It’s divided into three uniquely themed branches: Tiberian, Red Alert, and Generals. Command and Conquer 3: Tiberium Wars is the third game to continue the Tiberium infested storyline of the Command and Conquer franchise. It’s built upon a heavily modified SAGE (Strategy Action Game Engine, EA’s RTS engine) and includes three unique playable factions in a modern/futuristic setting: GDI, Nod, and the alien Scrin. The game features a high budget singleplayer experience complete with full motion videos, live actors, custom computer generated videos, and of course, Kane. Players can choose to start with either the GDI or Nod campaigns, and must complete both to unlock the Scrin campaign. There is also a skirmish mode available with a variety of AI difficulty levels and personalities to choose from. Multiplayer includes clan support, ranked ladders, and integrated voice over IP support, match broadcasting for masses of spectators, and a sports-like commentary system. Core gameplay treats players to a fast paced, intense combat experience with a wide selection of units to choose from. Unit variety ranges from multiple types of infantry, to several classes of vehicles, and an assortment of diverse aircraft. Base building is simple, yet offers depth and variety from one game to the next. Resource gathering and map control is equally simple, however strategically deep and necessary for winning the game. In short, the game is easy and rewarding to get into, but offers enough subtle depth to keep veterans of the genre entertained after the novelty has worn off.
The good
Tech tree depth is significantly improved over previous C&C games, offering players more choices and more variety. The addition of a crane structure to give the player access to a secondary build queue, and mini-MCVs which deploy into build nodes, increases early game variety and depth. Together, these new elements provide opportunities and options that were missing in previous C&C titles which featured the basic MCV/ConYard build mechanic. Combat pace is just right with the average multiplayer match taking less than 10 minutes to complete, and there are plenty of command options available to help a player make the most out of the units they create. Customizable hotkeys and a tremendously improved user interface are welcome additions to the franchise, as is EA’s new game broadcast and commentator system designed to give C&C 3 multiplayer an eSports style flair. The campaigns are well done for the most part and do a lot to advance the storyline of the tiberium universe, effectively eliminating what was starting to turn into a repetitive cycle of Kane being killed off and then coming back to life.
The bad
The economy can feel deeply flawed and poorly calibrated at times, sometimes resulting in inconsistent income rates, the ability to tech up to the highest tech level too quickly, or even significantly decreased game pace as tiberium begins to run out during long games. While it does regenerate slowly, it’s too slow to keep up production of expensive high tech units. The special powers system has also taken a step backwards from both Generals and the Battle for Middle Earth series, no longer being dependant on global experience points. Special powers are accessed merely by building a pre-requisite structure and do not need to be ‘earned’ through combat. Although this system was designed to regulate special powers usage in a way unique to C&C 3, it feels unrewarding, too easily accessible and disconnected from the gameplay. Regarding singleplayer, the Scrin campaign did help contribute to the storyline in the four short missions you were given, but it severely lacked the same sort of immersive quality of the Nod and GDI campaigns.
The ugly
The finesse of the tactical depth and diversity found in the previous C&C installment: Generals, is noticeably lacking in C&C 3. While there is room for micromanagement, it’s not a necessity, thus reducing the depth of battles to little more than visual entertainment. Upgrades have also been simplified. C&C 3 takes a step backwards from the more strategic and tactical per-object upgrade design pioneered by The Battle for Middle Earth, where you pay to upgrade each unit, making the end cost of your army higher for every unit you upgrade. Harassment strategies are also noticeably marginalized due mostly to a lack of vulnerable targets (such as builder units) and the fact that harvesters aren’t vulnerable to fast early units that are supposed to take on the role of fast harassment. This boils the early gameplay down to the constant use of main battle tanks no matter what your strategic goal is. Ultimately this lends itself to reduced unit mixing and favors simple spamming of main battle tanks throughout the game. Lastly, the ending of each campaign is unsatisfactorily anti-climactic and simply leaves you without a sense of closure.