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Command & Conquer: Tiberian Sun

 
Games: Command & Conquer: Tiberian Sun

Game Description

Command & Conquer: Tiberian Sun, from Westwood Studios, is a real-time strategy contest between the Global Defense Initiative and The Brotherhood of Nod. The game contains many new units, more structures have been added, and constructive changes have been made to the multiplayer mode.

Kane, the leader of Nod, was thought to have perished in the last conflict but a sudden increase in the number of trouble spots around the world indicates that The Brotherhood is back with a vengeance. You take the role of either the fiercely dedicated Commander McNeil for GDI or the evil and battle savvy Slavik for Nod.

The two sides have almost no units in common between them, which makes for a unique conflict. Where GDI uses fairly conventional units and tactics, Nod concentrates its development on the sneaky and surreptitious. GDI marches into battle behind its powerful Titans, two-legged battle mechs that sport huge side-mounted cannons. Nod relies on its strange Tick Tanks which can burrow into the ground, making them much more difficult to destroy.

Both sides have a number of additional units as well. GDI can utilize missile-firing hovercraft, Wolverines (think Sigourney Weaver at the end of Aliens) and the powerful Disruptors that shake apart whatever they hit with sonic energy. Nod's sneakier units include the Devil's Tongue tanks that can travel underground, popping up to surprise the enemy, half-mutant, half-machine Cyborgs, and powerful artillery pieces capable of striking from long distances.

For defense, GDI relies on Component Towers, which can mount a variety of defensive structures. Nod still stands by its powerful Lasers and the incredible destructive force of the Obelisk of Light. Nod has also learned the secret of cloaking technology and can hide entire bases from enemy eyes. GDI, however, has access to mobile detection units that allow hidden structures and units to be revealed.

The story revolves around Kane's desire to change the entire world in his own image. To do this, he has sought out technology from a downed alien spacecraft. With this technology in hand, he has the capability of reshaping the planet itself. Only GDI has the manpower and the technology to stop him.

Both sides of the conflict have a full set of scenarios, many which contain optional missions that can make the main mission easier to complete. There are many different paths to the end, whether you try to conquer or save the world.

Tiberian Sun's artificial intelligence has been improved and an element of randomness has been added to the game. The computer will not always react the same way to the same situation and will often have multiple responses to any attacks.

Gamers who venture out to play human opponents will find a deep game with infinite strategies. Multiplayer games will tend to last longer than previous Command & Conquer games due to the difficulty of destroying an opponent completely. New options include the ability to re-deploy your Construction Yard and move it to new locations. Because of the unique nature of many of the units, there are virtually no limits to the strategies that can be created.

ADDENDUM: On December 7, 1999, Westwood Studios announced a major upgrade that significantly increases the speed of multiplayer games over the Internet. The upgrade is automatically installed into the game when a player starts the Tiberian Sun program and logs onto Westwood Online (www.westwood.com/westwoodonline/index.html), their free multiplayer game service. The upgrade is also available at www.westwood.com, in the "File Updates" section of the "Tech Support" area.

The upgrade also includes several improvements to the multiplayer game interface, giving players more game speed options and network latency adjustments. Finally, players who install the upgrade will also get a new short game option that will declare a defeat after all a commander's buildings are destroyed. (Normally, a defeat is declared once all a commander's units and buildings are lost.)
~ Steve Honeywell, All Game Guide

Review: Overall

Very few games have ever had the amount of hype and the number of expectations to live up to as Command & Conquer 2: Tiberian Sun. Tiberian Sun is the official sequel to the original Command & Conquer, with the excellent Command & Conquer: Red Alert and a few expansion packs between releases. Unfortunately, Tiberian Sun brings very little new to the Command & Conquer line-up and offers nothing in the way of innovation.

Tiberian Sun will be instantly familiar to anyone who has played any of the previous Command & Conquer games. The interface hasn't changed all that much. Gameplay is still the basic point-and-click type. However, hiding amongst the familiarity are a few new features. A particularly cool feature is the natural disasters. There's a meteor shower which rains destruction and makes tiberium sprout up, and an ion storm which rains destruction, but also knocks out power. These are especially devastating in multi-player modes, where an inconvenient meteor shower could have tiberium sprouting up in your base, damaging units, or an ion storm could knock out your radar, hover units, power-intensive defense structures, and slow unit production to a crawl. There is also a waypoint system which is well implemented, and players can now queue up to five units to be built. While this is a welcome feature, you can ONLY queue up to a total of five units. I don't see how one minute I can tell my Barracks to make its next five units Cyborgs, but later I can only tell it to build two Cyborgs because my War Fatory happens to be building three stealth tanks. Maybe StarCraft spoiled me, but it seems logical enough that the number of units I want my Barracks to build wouldn't affect the number of units I want my War Factory to build.

The units themselves are nicely varied from side to side. GDI has two types of mechs, air superiority and the new addition to the Mammoth family, the Mammoth Mk. II. The Brotherhood of Nod, on the other hand, still has quick attack vehicles (the Buggy and the Bike), the classic stealth tanks, and even two burrowing vehicles; the flame tank and the APC. Unfortunately, the sub-terranian units greatly unbalance multi-player (a Sub-terranian APC full of engineers can turn the favor of any game).

Graphics are mixed. The buildings look excellent and the lighting during the night missions is particularly cool. However, the infantry units are made up of the same old sprites that they were made of in the first Command & Conquer, which means they look like crap. The voxels used for the vehicles make them range in graphical quality. Some look exceptionally cool (GDI's mechs, Nod's UFO Bomber) but others suffered from extreme lack of detail (Nod's Flame Tank). The game's other mixed bag comes in the sound quality. Most of the sound effects are average, with a few exceptions that sound somewhat dull, and even fewer that stand-out as exceptional. The music is all techno and ranges greatly from poor to rather well done.

There is one positive thing I can say about Tiberian Sun without hesitation: the game is stable. Through my many, many hours of single-player and multi-player gaming spent with Tiberian Sun, I only came across one glitch (a rather minor one involving GDI's Orca Carryall and waypoints). This is an impressive feat in today's multi-patch world of PC gaming. Though, while it was nice of Westwood to spend the extra time hammering away at the bugs in the game, it would have been even nicer of them to spend that extra time hammering away at bugs in a game that was more worth playing.

The game itself just isn't all that fun. Despite the big-name actors in the FMV sequences (specifically, James Earl Jones) the stories for the two sides just aren't compelling. I found myself playing through each mission simply because I was reviewing the game. I just didn't care. The acting is better than the other Command & Conquer installments but is still sub-par, and the dialog is atrocious.

The bottom line is that Tiberian Sun doesn't feel like a new game. Obviously the game will have a wide fan base, but the game offers nothing innovative to the RTS genre and adds only enhanced graphics to the Command & Conquer franchise itself. Then again, this familiarity is Tiberian Sun's strongest selling point. Chances are, if you've played this game before, you can easily play through the game's two single-player campaigns and spend some time in multi-player without ever touching the manual. Command & Conquer was a solid game but bigger and better stuff has come along since then, and as such Tiberian Sun feels rather archaic. Fun can be had with the title, and gamers who have been around for a few years will go nuts with nostalgia. They say you shouldn't mess with a good thing, but as much as I loved Command & Conquer, it's time for Westwood to start messing and make some changes. If you think a game sequel should offer more over the original than just improved graphics and a handful of new units, then your time will be better spent with better real-time games like Homeworld or Age of Empires II: The Age of Kings.
~ Derek Williams, All Game Guide

Review: Enjoyment

It felt like I was playing the original Command & Conquer, and reminded me why I stopped playing that game: I can do better.
~ Derek Williams, All Game Guide

Review: Graphics

Very mixed. The infantry look bad while most of the vehicles and buildings look excellent.
~ Derek Williams, All Game Guide

Review: Sound

Most of the sound is average or dull, and the music ranges greatly in quality.
~ Derek Williams, All Game Guide

Review: Replay Value

Multi-player is rather unbalanced, but it still provides a bit of fun, and the random map generator helps things.
~ Derek Williams, All Game Guide

Review: Documentation

Everything is well explained, tech trees are drawn out, and the manual is themed.
~ Derek Williams, All Game Guide

Production Credits

Executive Producer: Brett W. Sperry; Senior Producer: Donny Miele; Producer: Rade Stojsavljevic; Technical Direction: Steve Wetherill, Eric Wang; Lead Programmers: Joe Bostic, Steve Tall, Bret Ambrose; Programmers: Neal Kettler, Denzil E. Long, Maria Del Mar McCready Legg, Jonathan Lanier, Greg Hjelstrom; Additional Programming: Wei Shoong Teh; Lead Designers: Brett W. Sperry, Adam P. Isgreen, Erik Yeo; Designers: John Archer, Michael Lightner, Patrick Pannullo,Patrick Connely, David Leary; Lead 3D Artists: Eric Gooch, Jim May, Tse Cheng Lo; 3D Artists: Margo Angevine, Chuck Carter, Dan Lyons, David Potter; Lead Ingame Artists: Joseph B. Hewitt IV, Ferby Miguel; Ingame Artists: Matthew Hansel, Shelly Johnson, Ren Olsen, Dan Lyons, David Potter; Concept Artists: Gary L. Freeman, Jack Martin, Jeff Hydorn; Additional Ingame Art: Matthew Skutnik, Michael Baker, Bryant Johnson, Seth Spaulding, David Stokes, Sean Wang, David White; Audio Direction: Paul S. Mudra; Original Soundtrack: Frank Klepacki, Jarrid Mendelson; Sound Design: Paul S. Mudra, Dwight K. Okahara; Motion Capture: Kurt Vordahl, Patience Becquet; Art Compression: Tim Fritz; Quality Assurance Direction: Mike Meischeid, Glenn Sperry; Quality Assurance Lead: D'Andre Campbell, Shane Dietrich; Quality Assurance: Lloyd Bell, Mike Smith, John Hall, Chris Blevens, Demarlo Lewis, Alex Colom, Errol Campbell, Jason Campbell, Jason Primas, Justin Bloom, Kenneth Carter, Levi Luke, Michael Chatterton, Paul Winegardner, Randy Stafford, Richard Rasmussen, Shawn Treants, Steve Laity, Steve Shockey, Steve Tarantino, Clint Autry, Michael May, Chad Fletcher, Troy Leonard, Beau Hopkins, Rhoda Anderson, Brenda Billiot, Tim Hemphill; Localization: Sonia Yazmadjian, David Lapp, Bianca Normann, Christine Jean, Manuel Bertrams, Sylvain Caburrosso; Marketing: Laura Miele, Lincoln Hershberger, Aaron Cohen, Chris Rubyor, Victoria Hart, Ted Morris; Box Design: Victoria Hart, Creative Dynamics, Inc.; Photography: Sampsel, Preston; Manual: Rade Stojsavljevic; Manual Layout: O'Miley Ryan; EA Customer Quality Control: Benjamin Crick, Jacob Fernandez, Dave Knudson, Justin Mason, Shane Ferguson; Cast: Michael McNeil: Michael Biehn, James Solomon: James Earl Jones, Kane: Joseph D. Kucan, Anton Slavik: Frank Zagarino, Umagon: Christine Steele, Oxanna Kristos: Monika Schnarre, Chandra: Kris Iyer, Vega: Francisco Quinn, Hassan: Andoni Maropis, Traros: Christopher Winfield, NOD Anchorman: Thyme Lewis, Jake McNeil: Daniel Kucan, Kodiak Pilot Brink: Athena Massey, Base Commander Tao: Bayani Ison, Mutant Commando: Nils Allen Stewart, Ghostalker: Gil Birmingham, GDI Marines in the Field: Cathy Debuono, Wiley Picket, NOD Soldier in the Field: Sidney Liufau, Corporal Lewis: Eric Rutherford, NOD Montauk Driver: Alain Benetar, Philadelphia Technician: Jeffery J. Castillio, NOD Sergeant: Andrew Bryniarski, Cabaal Voice: Milton James, Eva Voice: Jessica Straus; DRAMATIC ASSET PRODUCTION Producer: Donny Miele; Director: Joseph D. Kucan; Co-Director: Donny Miele; Screenplay: Peter Ocko; Story: Donny Miele, Brett W. Sperry, Erik Yeo; Additional Dialogue: John Lewinski, Margaret Stohl; Director Of Photography: Kurt Rauf; Editing: Barbara Spangers, Kevin Becquet; Casting: Marilee Lear, C.S.A.; Production Sound: Paul S. Mudra,Dwight K. Okahara; Line Producer: Kathryn Brink; Unit Production Manager: Steven F. Tornabene; Production Managers: Barry Green, Karen Gloyd; Assistant Director: Paul Bastardo; Production Assistants: Dana White, Patience Becquet; Location Manager: Edward Fickett; Location Scouts: Jean Hand, Leanne Lindsey; Transportation: Paul Billings; Gaffer: Anthony Simms; Key Grip: John Dwyer; Grips: John Gray, Jeremy Settles; Gunshot Effects: Patrick Kerby; Visual Effects Producer: Rade Stojsavljevic; CGI Supervisor: Chuck Carter; Visual Effects Supervisor: Michael Lawler; Visual Effects Artists: Kevin Becquet, Chuck Carter; FX Costume & Makeup Design: Ron Wild; Assistant FX Makeup: Jason Seigal; Key Makeup Artist: Jim Sacca; Assistant Makeup Artist: Melissa Street; Key Hair Stylist: Allison C. Bonanno; Assistant Hair Stylist: Nicole Christensen; Wardrobe Stylist: Karen Stevens; Lead Wardrobe: Olwen G. Zarlengo; Wardrobe Assistant: John Stone; SET CONSTRUCTION Props: The Effects Network, Jon Profant, Stephen F. Olsen, Larry Linson, Nathan Morrissey, Rufus Hearn; Storyboards: Kevin Farrell; Script Supervisor: Mark Thomas; Boom Operator: Richard Rasmussen; Craft Service: You Name It Caterers; Special Thanks: Scott A. Christenson, Elizabeth Broglia, Robert Allmandinger, Alexander J. Gloyd, Marie Craddock,; Christopher D. Demers, Jeremy Olson, Michael Lightner, Levi Luke, Johann Heisey, Michael Wild, Brian Banke, Stu Rich, Joseph McAvoy, Sylvester Smith, Satomi Hoffman, Shelly Johnson; Additional Voices: Terrence Walker, Mike Legg, Louis Castle, Lincoln Hershberger, Frank Klepacki, Brenda Billiot, David Yee, Adam Isgreen, Gary Cox, Colin McLaughlan, Eric Wang, Eric Gooch, James McNeil, Jennifer Hoge, Glenn Sperry, Pat Jenkins, Rade Stojsavljevic, Ted Morris, Chris Rubyor, Randy Stafford, Johann Heisey, Michael Ruppert, Demarlo Lewis, Gerald Deloff, Jim May, Keith Levenson, Mike Bell, Chuck Carter, Pat Panullo, D'Andre Campbell, Levi Luke, Robbin W. Fetzer, Steve Shockley, Jason Campbell, Chris Blevens, Jeff "Trator" Fillhaber, Paul Billings, Ted Morris, Alex "Fluby" Colom; Special Thanks: Louis Castle, Tony Castle, Don Mattrick, Graeme Struthers, Bing, DG, Mike Legg for his unquenchable exuberance, Lensflares- 'cause everyone loves a good lensflare', Newtek, Dynamic Realities, Worley Laboratories, The brilliant architecture of Antoni Gaudi
~ Michael L. House, All Game Guide
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Wikipedia: Command & Conquer: Tiberian Sun
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Command & Conquer: Tiberian Sun
Command & Conquer: Tiberian Sun cover (Windows)
Developer(s) Westwood Studios
Publisher(s) Electronic Arts
Version 2.03, May 31, 2000
Platform(s) Microsoft Windows
Release date(s) August 27, 1999
Genre(s) Real-time strategy
Mode(s) Single player, Multiplayer
Rating(s) ESRB: T (Teen)
ELSPA: 15+
Media 2 CD-ROMs, DVD-ROM (C&C The First Decade compilation only)
System requirements Pentium 166 MHz, 32 MB RAM, Windows 95/98/ME/NT 4.0/2000/XP, 2 MB PCI direct draw compliant graphics card, DirectX 6 compatible sound card, 150 MB hard disk space, 4x CD-ROM drive
Input methods Keyboard, Mouse

Command & Conquer: Tiberian Sun is a real-time strategy game by Westwood Studios, which was released for Microsoft Windows in 1999. A sequel to Command & Conquer and Command & Conquer: Renegade, and predecessor to Command & Conquer 3: Tiberium Wars, the main storyline follows the second war between the Global Defense Initiative and the Brotherhood of Nod taking place In 2030, roughly 30 years after the end of Command & Conquer (the plot goes assuming that GDI won in the first game).

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.

Electronic Arts, which had acquired Westwood Studios in 1998, was the publisher of Tiberian Sun but otherwise had no direct part in its development. Subsequent games in the franchise saw increased control by Electronic Arts, as well as departure of Westwood personnel, eventually resulting in Westwood being closed down and absorbed.

Contents

Features

As a highly-anticipated sequel to Command & Conquer, Tiberian Sun follows the continuing struggle for world domination between the Global Defense Initiative and the Brotherhood of Nod, and the struggle between humanity and the alien Tiberium substance. The game story is a follow up to the original, in which the Nod leader Kane resurfaces from death with renewed vigor, funds, and manpower. The game's theme revolves around the matter of the origin of Tiberium and its terraforming properties.

The game uses an isometric perspective with varying terrain height. 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.

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 well known Hollywood actors such as James Earl Jones of the original Star Wars trilogy and Michael Biehn of Terminator and Aliens.

Tiberian Sun was speculated to be a BattleMech-type game, as shown in a teaser video in Command & Conquer, but later proved to follow the real-time strategy formula. However, three mech units (the Wolverine, Titan, and Mammoth Mark II) were featured in the game, replacing some of the more conventional jeeps and tanks that were featured in Command & Conquer.

The expansion pack, Command & Conquer: Firestorm, took the storyline to new heights of complexity and introduces new missions and new gameplay features. Instead of featuring GDI against Nod as in earlier Command & Conquer games, GDI and Nod were shown as being compelled to join forces in order to overcome Nod's renegade artificial intelligence, CABAL (Computer Assisted Biologically Augmented Lifeform).

Story

Tiberian Sun departs from the original Command & Conquer real-time strategy games by portraying each army's commander as a character in itself, rather than by referring to the player, who always remained unseen throughout the storylines. Michael Biehn portrayed the GDI Commander Michael McNeil, who takes his orders from James Earl Jones' character General James Solomon. On the side of the Brotherhood of Nod, Frank Zagarino portrayed the infamous character of Anton Slavik, who began the Nod campaign by attempting to, and swiftly succeeding in, reuniting the Brotherhood of Nod after its division into many small and harmless splinter groups after the death of Kane (played by the franchise's cut-scene director Joseph D. Kucan) at the end of the original Command & Conquer.

The plot starts off assuming that GDI won in the first Command and Conquer. In 2030 the world has continued to suffer greatly ever since the arrival of Tiberium. The world's former individual nations have effectively ceased to exist due to the spread of the dangerous extraterrestrial substance, and now only pockets of areas remain which are monitored by the Global Defense Initiative, and are the hiding grounds of the regrouping Brotherhood of Nod. Plants and animals in these vast and worldwide wastelands are either dying or mutating into hideous monstrosities, displacing human civilization mostly toward the polar regions where Tiberium grows slowly, or to the ever scarcer growing areas of the world where Tiberium infestation has yet to begin to truly manifest itself. Throughout the course of the GDI campaign, Commander McNeil is tasked with numerous objectives such as the securing and defending of a mysterious alien spacecraft, the Scrin Starship, defending his own ship from Nod forces when it was grounded during an Ion Storm, and finally preventing Nod from destroying the orbital GDI command station Philadelphia in order to make them capable of launching a world-altering Tiberium missile unhindered. However, Vega and his cohorts were able to steal much of the Scrin Starship and apparently the Tacitus, a relic which was delivered to Kane.

In these missions, McNeil encounters the mutants Tratos, Umagon and Ghoststalker of The Forgotten who eventually agree to cooperate in assisting with the downfall of Nod. Throughout the campaign, GDI must deal with General Vega, the Brotherhood wrathbringer who attacked Phoenix and executed with Eye Candy, a drug which Vega is both supplier and user of, its base commander Tao. As the Kodiak with McNeil and Chandra tracking down the renegade Nod general, their reconnaissance squadron finds UFO technology that Vega stole and brought before Kane. They encounter Umagon, a shiner, who in exchange for her leader's life will provide support with the GDI. The forces of McNeil track down Vega to his pyramid, but the officer commits suicide (after being abandoned by Nod's dictator Kane). They fail to stop the Nod leader and in Northern Europe, their headquarters are under attack. With ARG vehicles, they manage to reactivate the Hammerfest base defenses, but Jake McNeil, brother to Michael, is executed. The GDI finds out the Brotherhood will launch aggressive strike with their chemical missiles. After a few battles against Nod, the Kodiak is grounded in an Ion Storm and Umagon is caught and prepared by Kane for her "last Tiberium enhancement." While the Commander defends the Kodiak, Kane prepares to unleash the fury of the Tacitus to transform Earth. McNeil is contacted by Ghostalker that Umagon was abducted and against Solomon's prime orders, the commander rushes headlong to fight Kane. The dictator was seemingly slain however and the Nod Temple razed.

In the Nod campaign, Slavik manages to escape the facility where he is about to be executed as a GDI spy under the authority of Nod's current leader, Hassan, who is secretly allied with General Solomon in order to be able to maintain his position of power. With the assistance of his second-in-command and right-hand woman, Oxanna Kristos, Slavik wages a war against Hassan in the name of Kane, his forces surrounding Hassan's pyramid headquarters very quickly. He succeeds, and much to everyone's surprise Kane's face appears on a wall screen to his loyal subjects just as Hassan is about to be publicly executed on-stage. Hassan's throat is slit by Anton Slavik, the Brotherhood reunited in full for the first time since the end of the First Tiberium War. Not long after this, the war is then turned against GDI. It is then a fight which could mean a total devastation of the world or Peace. After a mission in which Jake McNeil (brother of Michael McNeil) is captured, three nuclear missiles are set to destroy the orbiting Philadelphia. The three ICBMs hit the Philadelphia, annihilating it, much to the dismay of the captured McNeil. After this event, Kane broadcasts to the brotherhood that "A new age is upon us," and subsequently fires a missile, with so much Tiberium aboard that the crystal is able to cover the entire surface of the globe from orbit. As the missile is launched, Kane mysteriously teleports away.

Firestorm

Command & Conquer: Tiberian Sun – Firestorm
TSFirestormbox.jpg
Developer(s) Westwood Studios
Publisher(s) Electronic Arts
Platform(s) Microsoft Windows
Release date(s) March 8, 2000
Genre(s) Real-time strategy, expansion pack
Mode(s) Single player, multiplayer
Rating(s) ESRB: T Teen), ELSPA: 15+

The Firestorm expansion follows the events as they unfolded in the GDI campaign of Tiberian Sun. With the Brotherhood of Nod seemingly fractured into feuding warlords following Kane's second demise, Anton Slavik is determined to keep the dream alive through the resurrection of CABAL, a highly advanced AI developed by Nod. Unfortunately, CABAL betrays him and suddenly starts to use Nod's Tiberium cyborgs to assassinate most of the Brotherhood's leaders, leaving them in chaos and largely leaderless. CABAL then begins to conquer the world through the systematic assimilation of human populations into its cyborg armies on a massive scale. The Global Defense Initiative, meanwhile, continues its ongoing attempt to stop the spread of Tiberium by retrieving the mysterious Tacitus device; however with the assassination of Tratos by the Brotherhood of Nod, they were left with no alternative than to use CABAL. GDI was later betrayed by the A.I. as soon as they recovered the last component of the Tacitus. The ever-increasing threat of the renegade A.I. eventually forces Slavik to approach the GDI with an alliance against a common foe.

The combined forces of GDI and Nod eventually won the battle against CABAL, but CABAL was apparently not truly destroyed. The final cutscene of the Nod campaign shows CABAL's face on a display, surrounded by fluid-filled cylinders with dormant humans inside, one of whom is seen to be Kane. Kane's face is superimposed over CABAL's onscreen, and then Kane/CABAL says "Our directives must be reassessed."

Unlike other campaigns seen thus far in the Command & Conquer series, the campaigns of the Firestorm expansion are tied together. Playing only one side, one will barely end up understanding the story (for example, the third GDI mission was to stop the quarreling of civilians and mutants, however within the GDI campaign itself a reason as to why this conflict began is never given - only in the Nod campaign. In the same manner, Tratos was said to have been assassinated in the next mission for what at first glance appeared to be no reason either.), unless one plays the other campaign. What is also different from all former Command & Conquer campaigns is that both the GDI and the Nod campaign in Firestorm will lead to the same battle at the end. If the player examines both the Nod and GDI versions of the final "Core of the Problem" mission closely, it becomes apparent that the southwestern corner of the map in the GDI campaign and the southeastern corner of the Nod campaign are identical. CABAL's core and all surrounding scenery is also identical in both missions. In both of the briefings concerning this final mission, the player will also hear that the other side is attacking CABAL from another direction. Similarly, in the preceding missions, each side refers in the briefings to missions being attempted by their counterparts in the other campaign to weaken CABAL. Lastly, the endings of the two campaigns in Firestorm co-exist (i.e. both happened at the same time and both are canonical). Command & Conquer 3: Tiberium Wars is the only other Command & Conquer game to follow the same format.

Reception

Despite the anticipation surrounding Tiberian Sun, the game was released to mixed reviews. Delays had caused the game to take four and a half years to develop, and as a result, the game featured outdated graphics yet the game performance was sluggish on all but the latest computers. The game received a rating of 7.9 from GameSpot.[1]

Many of the touted features such as intelligent, adaptive AI, unit veterancy and real-time lighting were either severely scaled back or completely removed. Game strategy was lacking to the point where a player could complete entire missions with an army of one type of unit (e.g. infantry/ engineer rushes).

Others disapproved of the soundtrack, which departed from the Industrial music styles of Command & Conquer in favor of slow, moody ambient music reflecting the game's apocalyptic setting in a world being ecologically ravaged by Tiberium. Westwood would later successfully eliminate many of the performance and stability problems, and would reuse Tiberian Sun's isometric graphics engine for Command & Conquer: Red Alert 2.

Despite these issues, the interactive environment, new graphics and new array of units were considered important good points to note about Tiberian Sun. GameSpot thought that the new soundtrack was 'catchy' instead of apocalyptic and also said that it was an excellent sequel to the original Command and Conquer, although it didn't necessarily have all the features that made the original Command and Conquer a hit.

Early Development

There is an early Tiberian Sun trailer, which can be found as one of the Sneak Preview movies within the Gold Edition of Command & Conquer [1]. In this trailer it shows a Mech being tested to how well it can deal with damage and doing target practice with a laser. This Mech is similar in design to the GDI's "Wolverine", though it fires a green laser instead of bullets. This trailer gives the impression that the game was to be played from a first-person perspective and the gameplay was similar to the MechWarrior video game series.

Several images and references in the Tiberian Sun "rules" file indicate that more features were planned for release. A former Westwood employee working for Petroglyph Games elaborated upon them in March 2007.[2] A "loadout" screen was to be implemented allowing commanders to pick units to take into battle before missions. Drop pods which later appeared in Firestorm were intended to debut in Tiberian Sun, and be customizable before deployment. The "loadout" screen was finished in a prototype of Command & Conquer 3, but Westwood was dissolved and Electronic Arts did not revive the concept.[2] Lighting was intended to play a larger role, as units spotted by lamps or guard 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 eschewed creating differences in terrain types to preserve unit balance.

See also

References

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