- Genre: Real time strategy
- Format: DVD
- Developer: EA Games
- Publisher: EA Games
- Minimum System Requirements: Mac OS X v10.4.9, 1.83GHz Intel Core Duo processor, 1GB RAM, 4.5GB hard disk space, 128MB VRAM (ATI X1600 or NVIDIA GeForce 7300 GT or higher; Intel GMA950 chipset not supported), 8x for faster DVD-ROM drive
- Review Computer: 2GHz 20" Intel Core Duo iMac, 1GB RAM, 256MB ATI Radeon X1600
- Network Feature: Yes
- Processor Compatibility Intel only
- Price: $49.95
- ESRB Rating: T (animated blood, mild language, violence)
- Availability: Now
- Demo: No
- Official Website: www.commandandconquer.com
Note: The screen captures featured below are taken from apple.com.
So, I guess that in the future they'll be naming wars after the item over which the opposing armies are fighting. I like this idea, as I think it'll help the public understand what's actually going. No longer will it be "Why are we in Iraq, again?" We'll all know, because coverage will label it properly instead of hiding behind media friendly titles. The 6:00 news will remind us that we're in Iraq because Bush wanted their Tiberium.
Such is the story in Command & Conquer 3: Tiberium Wars, minus Bush, of course. This being part three, I'm guessing we've seen some of the characters and groups before. I can't say for sure, as I've never played C&C 1 or 2. This isn't really an issue, though, as I never felt lost in what I was doing here or why and with whom I was doing it. Basically, you control the United Nations Global Defense Initiative, or GDI, as they fight against the Brotherhood of Nod. How's that for a name that instills fear? Brotherhood. Nod. Sounds more like something you'd find in an episode of Dragon Tales, save for the obvious sexism of the word "brotherhood." Not to worry, though. A sequel's not a sequel without the introduction of a second villain, and this time Command & Conquer introduces the Scrin: an alien race bent on taking over our Earth.
The story is tied together by live-action HD video sequences, and Electronic Arts touts the actors who perform in them as if I'm supposed to know who they are. I don't. Well, I recognize Harvey Dent before he turned into Tommy Lee Jones, and there's that Lt. Rasczak guy who got cut in half in Starship Troopers (but then, who didn't?). Otherwise, I'm clueless. I'm guessing they're all in something on the SciFi Channel, because that's exactly what the production value looks like. Mind you, that's not a criticism. What comes across as cheesy and low-budget on SciFi actually looks really good in computer games, and the actors all do a fine job within the framework of Tiberium Wars' design.

Saving the world, or singing "We Are the World?"
The odd thing about the cut scenes is that the actors are working you, as the gamer, into the story. They look right at the camera, talking to you, asking for your opinion on matters, which you provide by selecting your next mission. The best thing about the cut scenes, though, is that they actually do tell a story. They're not there just to set up the next level, but also to tie them together. It's all very well done. I'm not sure that using live actors over CGI characters adds anything to the mix, but it doesn't detract, either.
Of course, none of this would mean a thing if the game itself wasn't fun, but you need not worry about that. My interest in real time strategy games is fleeting, at best, but I greatly enjoyed playing through Tiberium Wars. More than Age of Empires III, even. That's not necessarily saying that Tiberium Wars is the better game, but simply that it appealed to me more. There are a few reasons for this.
To begin with, I'm more of a sci-fi kind of guy than a history buff. By not restricting themselves to actual weapons, technologies and events of our past, the developers of Tiberium Wars are able to create a universe and story lines that push the gameplay forward instead of serving historical accuracy. In other words, you spend more time getting into the action and less time worrying about the steps required to make cheese for your soldiers. You still have to build your economy and follow the hierarchy of structures to make new technologies and soldiers available to you, but it's easier to progress here than in other games of this sort; I had to access the provided flow chart much less often because more of what you build immediately impacts the game.

"See these guys? Use them to blow up that thing. Over and out."
One of the reasons for this is that you're not alone in this game. Being set in the future, it only makes sense that your comrades would communicate with you throughout the levels. If you're running low on energy, you'll be told this. If enemy reinforcements are on the way, you'll be warned. If you need a certain weapon or soldier-type to take on the enemy army, that will be suggested. Although most RTS games will do this throughout the tutorial levels, help is offered throughout the whole game in Tiberium Wars. The developers struck a nice balance here, too, making sure you get a logical amount of advice that doesn't interfere or make the game too easy to play.
Although this game is set in a futuristic society, the action is steeped in reality. Winning requires a logical strategy, and your use of land and air forces will strike a balance reminiscent of modern warfare. In fact, there are many parallels to be drawn between Tiberium Wars and the current conflicts in Iraq, Afghanistan, etc. For instance, your military has the technological advantage, while the enemy relies more on light weaponry and hit and run tactics, including suicide bombers.
For an RTS, the levels of Tiberium Wars show a surprising amount of variety. Although the basic flow involves you setting up a base and upgrading soldiers/structures so you can effectively attack an enemy base or defend your own, that won't always be the case. A surprising level early on has you controlling just one soldier as he infiltrates an enemy camp. Reinforcements eventually do arrive, but you get a bonus if you don't use them. Considering that Tiberium Wars offers over 35 single player missions, this variety is quite welcome.

The clandestine infiltration levels are cool and all,
but come on. Heavy machinery = heavy action.
Once you get through the single player missions of Campaign Mode, the game isn't over, of course. You can play through it again as the enemy to get a completely different take on the various levels. There's also Skirmish Mode, in which you play a level as either GDI, Nod or Scrin against one or more computer opponents. And, as always, there's a robust Multiplayer Mode over a local network or online. The interesting thing about multiplayer mode is that you can broadcast your matches for others to watch even if they don't own Command & Conquer (website registration required). Observing matches in which you're not participating serves two important purposes: First, it can help you learn and master additional strategies, and second, it's a good way to observe the action of the game to determine if it's something you'd want to purchase.
Graphically, Tiberium Wars may be the best RPG I've seen yet. It's hard to compare it with Age of Empires III, which had to worry about making things look like they look. The designers of Tiberium Wars instead got to focus on creating cool looking, futuristic technology, and making that technology look good when it explodes; and there are plenty of explosions here. It's also hard to argue with those wonderfully implemented cut scenes. The audio effects are very good, too. All of this attention to the cinematics of the game wouldn't have been successful without cinematic quality sound, and the developers didn't disappoint. The music doesn't quite pull this off, unfortunately, but it's at least not distracting.

Explosion pretty like flower.
All of this comes together to create what's been the most enjoyable RTS game experience I've ever had. Take that with a grain of salt, though; I'm not a huge fan of real time strategy games, so I'm probably not the target audience. Die-hards may find Command & Conquer 3: Tiberium Wars focuses a little too much on the real time and not enough on the strategy, but the nearly flawless execution may compensate for them. Those who haven't played many RTS games or who tend to abandon them after a few levels will find it easier to continue with Tiberium Wars because the nicely implemented help system and the well-developed story which is acted out in a wonderfully cheesy SciFi Channel sort of way.
After all, if you can't have fun with an ancient brotherhood/cult and an invasion by alien bugs...well, you just can't have fun with anything. Instead of Tiberium Wars, maybe that should've been the name of this game: Giant Bug Devil Cult Massive Land Battle Super Fun. I bet that's what it's called in Japan.

Buy Command & Conquer 3: Tiberium Wars
Tags: Games ď Game Reviews ď

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