Command and Conquer 4: Tiberium Twilight
Despite having some reservations after reading some reviews about this game I decided to give it a chance and just recently purchased this game. Most of the gripes about the game are understandable such as the DRM/constant internet connection needed etc. I don't really want to discuss those issues though since I only want to play through the campaign mode.
Even though I consider myself to be a C&C veteran I've found the campaign mode to be quite difficult. When I read reviews of the game, most mentioned a unit cap in the game but I thought this meant a unit cap of 100 or something similar to warcraft/age of empires which also had unit caps. After playing through the tutorials and the first GDI mission I realised this was not the case, and that I could only build a maximum of like 7 - 8 units. This made the first mission extremely annoying as the enemy had 2 crawler units meaning it could spam out about 15 - 16 units throughout the mission. The whole thing just felt like a constant war of attrition and it was really tedious. I hope things get better as the game goes on but I'm a little wary after my initial experience.
Anyone else played through this game and what did you think?
How about them apples?
I have been away from my C&C roots for quite some time now. I have not played this game at all but that cap sounds miserable.
Does the cap raise as you play through the campaign to some ultimately higher number more in line with what you were mentioning Starcraft, Warcraft and Age of Empires having?
Surely it does something along those lines...
Does the cap raise as you play through the campaign to some ultimately higher number more in line with what you were mentioning Starcraft, Warcraft and Age of Empires having?
Surely it does something along those lines...
A friend of mine, a diehard C&C fan, had the beta.
He hated it. From what I've seen of it, it looks like I'll hate it too. They've changed too much and it's moved too far from the original C&C formula, in my opinion.
He hated it. From what I've seen of it, it looks like I'll hate it too. They've changed too much and it's moved too far from the original C&C formula, in my opinion.
I have to disagree.
There are 3 Command & Conquers, 3 Red Alerts, why should the 4th be the same?
Different game, different gameplay. (IMHO)
There are 3 Command & Conquers, 3 Red Alerts, why should the 4th be the same?
Different game, different gameplay. (IMHO)
Quote: Original post by szecs
There are 3 Command & Conquers, 3 Red Alerts, why should the 4th be the same?
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- Meet with your fellow soldiers in beautifully animated battlefield
- Repair and maintain weapons for fellow comrades and earn trinkets or appreciation
- Build your own bunker or pillbox, and redeem points for upgrades
- Recruit 5 friends and earn a Humvee in your choice of Polar White or Jungle Green
- Earn achievements, such as Model Soldier: Stood in alert for five days in a row
- Coming soon to your Facebook account
That is why...
Quote: Original post by szecs
I have to disagree.
There are 3 Command & Conquers, 3 Red Alerts, why should the 4th be the same?
Different game, different gameplay. (IMHO)
It's part of the Command and Conquer franchise, so logically it should be kind of similar or at least follow the same basic formula. Generals was C&C in name only; it had a totally different set of gameplay mechanics and didn't really deserve the name. Renegade? Don't go there.
Yes, Red Alert is different, but it's a variation on the same theme. It still had resource gathering (still does, albeit modified), still has a wide range of units with no restriction on numbers, still has base building etc. C&C4 has taken all the old games, chucked away everything that was good and stole its identity.
It's kind of like having a hypothetical Call of Duty 6, but with the gameplay mechanics of America's Army. Totally different style of gameplay, nothing remotely similar, but carries the name. Impostor.
Quote: Original post by AntheusQuote: Original post by szecs
There are 3 Command & Conquers, 3 Red Alerts, why should the 4th be the same?
Call of Duty 5: The WarVille in exclusive cooperation with Zynga
- Meet with your fellow soldiers in beautifully animated battlefield
- Repair and maintain weapons for fellow comrades and earn trinkets or appreciation
- Build your own bunker or pillbox, and redeem points for upgrades
- Recruit 5 friends and earn a Humvee in your choice of Polar White or Jungle Green
- Earn achievements, such as Model Soldier: Stood in alert for five days in a row
- Coming soon to your Facebook account
That is why...
Scary thing is, that'd probably sell...
Quote: Original post by j-locke
I have been away from my C&C roots for quite some time now. I have not played this game at all but that cap sounds miserable.
Does the cap raise as you play through the campaign to some ultimately higher number more in line with what you were mentioning Starcraft, Warcraft and Age of Empires having?
Surely it does something along those lines...
I can only imagine it does, I'm not overly familiar with the mechanics of the game yet. What seems to be the case is that you get a certain number of points to spend on creating units, at the moment I'm on the 3rd GDI mission and have 50 points to spend, each unit takes a certain number of points to build, for example a tank costs 6 points. So you can see I'm limited to about 8 units at the moment depending on what I build. Apparently the more control nodes you capture the more units you can build but there also seems to be an RPG system where you get experience points for completing missions, skirmishes and online mathches. The more experienced you are the more units you unlock for use later in the game, I imagine this is based on number of units destroyed, objectives completed, time etc. This seems to be how the developers have tackled the usual tech tree and resource gathering of traditional RTS games.
I'm trying to be open minded about this game but personally I don't really like it and feel quite confused as to what is going on. The system might work very well in multiplayer but I find the campaign mode(I think you can play it either solo or multiplayer) to be quite tedious and not much fun.
Quote: Original post by szecs
I have to disagree.
There are 3 Command & Conquers, 3 Red Alerts, why should the 4th be the same?
Different game, different gameplay. (IMHO)
As others have said it's a continuation of a series so I guess a lot of people feel that it should bear some resemblance to previous games in the series. Personally I'm trying to be open minded about the game, you can understand that sometimes developers are maybe struggling to come up with new ideas to keep things interesting especially in a long running series like command and conquer, but with this being supposedly the last game in the current series people are going to feel let down especially since the new mechanics don't seem to increase the amount of strategies available to the player and don't seem to be as much fun to play as previous games(in my opinion).
Quote: Original post by ukdeveloper
It's part of the Command and Conquer franchise, so logically it should be kind of similar or at least follow the same basic formula. Generals was C&C in name only; it had a totally different set of gameplay mechanics and didn't really deserve the name. Renegade? Don't go there
Well generals wasn't too bad if I recall correctly, you still had the base building, tech tree etc. It wasn't that different was it?
How about them apples?
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