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The Details On Command & Conquer 4

We get an up-close look at what could be Kane's final ride into the sunset.


This big walker gets big holes blown in it as it takes enemy fire, making for an impressive demo of the game's graphical capabilities.
This big walker gets big holes blown in it as it takes enemy fire, making for an impressive demo of the game's graphical capabilities.
When it was first announced that a team at EALA was developing Command & Conquer 4 for release on PC in 2010, it felt like too much, too soon. Since the 2007 release of Command & Conquer 3, that studio has produced two full RTS games, each with its own expansion pack. I suppose I had just gotten a little RTS'd out. That's why EALA's recent visit to our office with a playable version of Command & Conquer 4 turned out to be such a pleasant surprise. The structure of the game looks like a pretty serious departure from what series fans are used to, which could shake things up in a way that appeals to new players while still offering enough of what makes C&C tick to keep the existing players on-board.

The big thing that first struck me about watching C&C4 in action is that it looks like a quicker, more nimble game than its predecessors. This game isn't about building a big base, entrenching, and sending out waves of units to secure your expansion across the map. Heck, in C&C4, you don't even really build a base. Instead, you're working with the crawler, a mobile construction unit that can build all of your other units while rolling around the battlefield. The catch is that it can only store four units while moving. So you'll have to deploy the crawler to let your units out onto the map. This means you aren't building war factories and barracks to build your combat units. Your crawler handles all of that for you. On top of that, if the crawler gets destroyed, it'll respawn, letting you continue the battle.

So without building structures and teching-up in the traditional fashion, unit selection is now handled by a class type, selected when you spawn your crawler. The offense class gets the heaviest units. The defense class gets infantry units, but can also build defensive turrets, useful for guarding locations. The support class controls the skies with its aircraft and can also buff other units with special abilities. But you won't have immediate access to the game's most powerful units. You'll have to earn them.

A look at the game's HUD. In-mission FMV holographically pops up above the unit box in the lower-right corner instead of blocking your view of the map. 
A look at the game's HUD. In-mission FMV holographically pops up above the unit box in the lower-right corner instead of blocking your view of the map. 
Command & Conquer 4's experience system is persistent across every mode in the game, from the campaign to offline skirmish matches to online play. An on-screen experience bar lets you know how close you are to the next level, and gaining levels confers benefits in the form of additional units, support powers, and other abilities. There will be multiple ways to gain experience, including the elimination of enemy units, completing objectives, and so on. It sounds like the developers are still determining whether players will have one experience level overall or one level per class.

The multiplayer gameplay in C&C4 will allow for two teams of five to face off in objective-based matches. One such mode will place a number of control points around the map, giving defensive players something to guard while offensive players head out to conquer additional control points. This sounds like it'll really take advantage of the class-based systems in place. Additionally, you'll be able to change classes between spawns, but changing classes will destroy any units you may have on the battlefield to prevent players from simultaneously controlling units from different classes.

The mysterious thing about Command & Conquer 4 seems to be the number of playable factions, but maybe I'm just reading into this. EA is only committing to two factions--GDI and Nod, naturally--but executive producer Mike Glosecki, who came by to show us the game, said that they're only confirming the two main factions "at this time." Take that how you will, I'm probably making a big deal out of nothing... right? Either way, it left me wondering about whatever happened to the Scrin, the alien race that debuted in C&C3. As Command & Conquer 4 is being billed as the conclusion of the series' main story, we'll probably be able to see all of those loose ends tied up when the game is released in 2010.    
Jeff Gerstmann on Google+

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MarcusOfLycia

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Edited By MarcusOfLycia
@JuggaloAcidman said:
" @dagas said:
"Another game for the 'modern generation' read people that all have attention defecit disorder. What happened to RTS games being about building a base and making strategic decisions? "
Fucking A!!! I agree! I used to play games of Total Annhilation that would last for an entire day! 1 match, 1 ENTIRE DAY! Remember engineer rushing in CC2 with the drill transports... Pop in their base, take it, and sell it out from under them. The first time you saw a Mammoth tank pull out of your factory... The good old days of RTS games... So I guess EA is intent on murdering Command and Conquer! Whats wrong with base building again? I love base building! It's why I play RTS games! This really sucks. Leave that crap to Dawn of War and bring back base building!!!!   p.s. I hope Supreme Commander 2 doesn't get a case of the crazies like CC4! "
Exactly. I mean, first person shooters don't get better when they remove aiming. Why should removing a key ingredient from an RTS "improve" it either?
 
There's a reason I don't buy a lot of newer games, and it certainly has to do with this. I'd rather play older RTS games any day at this point... which is rather sad... there's so much they could do today with current technology that they aren't.
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JuggaloAcidman

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Edited By JuggaloAcidman
@dagas said:
"Another game for the 'modern generation' read people that all have attention defecit disorder. What happened to RTS games being about building a base and making strategic decisions? "

Fucking A!!! I agree! I used to play games of Total Annhilation that would last for an entire day! 1 match, 1 ENTIRE DAY! Remember engineer rushing in CC2 with the drill transports... Pop in their base, take it, and sell it out from under them. The first time you saw a Mammoth tank pull out of your factory... The good old days of RTS games... So I guess EA is intent on murdering Command and Conquer! Whats wrong with base building again? I love base building! It's why I play RTS games! This really sucks. Leave that crap to Dawn of War and bring back base building!!!!  
 
p.s. I hope Supreme Commander 2 doesn't get a case of the crazies like CC4!
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phatbrain

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Edited By phatbrain

All the C&C3 stuff didn't grab me.  I hope I can get into this one.

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kitsune_conundrum

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I like the direction of mechs, I'll give this one a chance.

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jakob187

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Edited By jakob187
@Crono: LOLUMAD?  =  P  Sorry that I was able to get it out there before you. 
 
I've seriously been thinking about this all day at work, and it still just pisses me off that they would say "hey, for the final game in the canon, let's completely fuck with everything that people know from the franchise!!!". 
 
These details about C&C4 kind of make me feel like I just walked out of seeing Transformers 2.
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Zanthox

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Edited By Zanthox

This could be a dream come true... I am just sad that it is supposed to be the last one... ;-(

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monkey523

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Edited By monkey523

No base building? Leveling system? AT-ATs?   In C&C? No thank you!!

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Edited By big_jon
@Coltonio7:
I loved cnc 3, I played hundreds of hours of it. But I like the base building of cnc, this worries me. Also no mammoth tanks, Come on?
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Crono

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Edited By Crono
@jakob187 said:
" They're taking base-building out of the game?  I'm instantly turned off due to that.  Look, I loved how Dawn of War II had no base-building, and I loved the different and unique ways that Company of Heroes offered up "base-building"...but part of Command & Conquer IS the base-building portion of the game.  People can complain about "micro" this and "micro" that all they want, but let's be honest:  C&C, the main series, has always been able "what's a good build order, how do I get to stomping that battalion as quick as possible".  That's part of the STRATEGY in the name "real-time STRATEGY".  There's more to strategy than just "oh, they have scissors, so I choose rock"...which is something that a LOT of games are moving towards in order to appeal to bigger audience numbers.  I don't like the idea of a mobile base, and I DEFINITELY don't like the idea of someone who is pounding out levels left and right having the advantage of more powerful units than me, solely because I may not play as much as them.  Hopefully, their matchmaking setup will be PRISTINE...because otherwise, we're looking at what could be a bad final chapter to an otherwise great series.  Bring back base-building and make this a TRADITIONAL Command & Conquer game.  Otherwise, they are seriously pushing away the fans that MADE THE FRANCHISE POPULAR in the first place. "
Well you certainly saved me a lot of time from having to write my own, extremely similar, feelings about this announcement.  QFT.
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jakob187

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Edited By jakob187

They're taking base-building out of the game?  I'm instantly turned off due to that. 
 
Look, I loved how Dawn of War II had no base-building, and I loved the different and unique ways that Company of Heroes offered up "base-building"...but part of Command & Conquer IS the base-building portion of the game.  People can complain about "micro" this and "micro" that all they want, but let's be honest:  C&C, the main series, has always been able "what's a good build order, how do I get to stomping that battalion as quick as possible".  That's part of the STRATEGY in the name "real-time STRATEGY".  There's more to strategy than just "oh, they have scissors, so I choose rock"...which is something that a LOT of games are moving towards in order to appeal to bigger audience numbers. 
 
I don't like the idea of a mobile base, and I DEFINITELY don't like the idea of someone who is pounding out levels left and right having the advantage of more powerful units than me, solely because I may not play as much as them.  Hopefully, their matchmaking setup will be PRISTINE...because otherwise, we're looking at what could be a bad final chapter to an otherwise great series. 
 
Bring back base-building and make this a TRADITIONAL Command & Conquer game.  Otherwise, they are seriously pushing away the fans that MADE THE FRANCHISE POPULAR in the first place.

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Majkiboy

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Edited By Majkiboy
@Waffles13 said:
" @dagas said:
" Another game for the 'modern generation' read people that all have attention defecit disorder. What happened to RTS games being about building a base and making strategic decisions? These days you need the reflexes of an FPS guy and the multi-tasking of an air traffic controller. Each unit has to have a billion different skills you need to micro. Soon you'll need to manually wipe their butt before a battle and babysit them so they don't kill themselves because you didn't touch them for 5 seconds. It used to be you could sit back and enjoy a nice little mind battle with a friend. Now it's rushing after 1min of gameplay and constant adrenaline pumping and everything is over after 5min as if you were playing Quake 3.  I blame the Zerg! "
Wholeheartedly agree. I loved Tiberian Sun and RA2, the C&C games I grew up with. Hell, I loved supreme commander because even though to be good you needed to micro the hell out of it, I just liked building a giant goddamn army and then nuking the shit out of an enemy. It was FUN, dammit, not some giant test of skill like every game needs to be these days. I want a game that I can play in a laid back manner against computers or friends, none of this anonymous tournament scene bullshit that C&C has been about since 3. "
Totally agree, if you need to micro...play some starcraft
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giyanks22

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Edited By giyanks22

Looks interesting...I hope its good RA 3 was not anything special at all

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SunKing

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Edited By SunKing

I don't think there's anything wrong making an RTS like this, but it seems too far away removed in gameplay terms from what C&C is about. I'm for innovation, but it's a somewhat strange use of the C&C licence considering that the people who've been playing, following and buying these games since the original are used to a certain type of gameplay. Of course this is all speculation, but on the face of it it seems too far removed from what C&C is about. Besides C&C 3 was only released two years ago and Red Alert was just last year; there's no need for another C&C game yet.
 
Edit: Or, as someone mentioned before, you make the game an offshoot or spin-off of the main series.

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ryanwho

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Edited By ryanwho

Old old micros were never interesting anyway. There's nothing tactical about doing what people did in AOE and C&C back in the day. You werent utilizing inidivual unit potential so much as turtling till you've microed enough to afford the best upgraded unit, then spam that on the enemy and win. Its archaic. I would much rather skip all of that and just start a level with the amount of resources I can use and have to properly manage them for the threat in front of me, instead of answering every threat in the same way. This is a step forward, if the game does that. I can understand why people would preffer they call it something else because it is very different, but I agree with Jeff when he says "who wants to play another old C&C?"

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puercoperro335

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Edited By puercoperro335

This game seems like it will be much more friendly to new RTS players like myself, I never fully understood base-building or supply gathering, and hated having to control tanks, infantry, and the fliers by myself. But now with the class system, I like the possible strategies I can pull off and cover my weak points with the help of my teammates.  It just seems so exciting the new possibilities the class system brings, a new player can play through the campaign and recognize the class their best at. Communicate that to their team. I'm usually slow to get somewhere in C&C3, but now I can tell one of my teammates: "Go to point B, and hold it until I can reinforce you". Just my 2c. =)

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TwoOneFive

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Edited By TwoOneFive
@Delta_Ass said:
" @CitizenKane said:
"  
GDI Mastadon
GDI Mastadon
        This reminds me of the AT-AT in the Empire Strikes Back. "
I thought that as well, good sir. "
interesting. i thought about cheeseburgers. 
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FaceBash33

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Edited By FaceBash33

Not too impressed by the C&C tiberium series. I'm just sticking too the Red Alert series, much more entertaining. Generals was good too.

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bc1000

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Edited By bc1000

most people i have seen post  who liked old cnc thinks ea turnd this into a a horabl   series but if your new to cnc and like rts you may like this

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citizenkane

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Edited By citizenkane
@MrKlorox: I give you mad kudos for the Futurama reference.
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Xiemos2

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Edited By Xiemos2
@Reverseface said:
" You don't build a base?? Ok i'm out.. DoW 2 tried to do that and it was utter shite. "
Negative. DoW2 is amazing.
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ryanwho

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Edited By ryanwho

I'm glad EA has the sense to ignore the kind of imbeciles that having been holding back other genres from trying new things. That's the way more companies should operate. If you take a chance, you might find something great, if you don't take a chance, you're guaranteed not to. Just look at Starcraft 1.5. There are plenty of imbeciles out there willing to pay 90 dollars for a 10 year old game in 3d, C&C luckily doesn't have as rabbid a fan-base so they're open to trying new angles.

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Edited By Jimbo

Sounds heavily influenced by the success of Dawn of War 2, which is no bad thing,  but that worked because the (campaign at least) gameplay focused on small squad infantry tactics (cover, angles of fire, etc.).  I must be missing something, because driving your base toward the other base and then having a small fight sounds like it could get old pretty fast.
 
They did need to try something to refresh and modernise the series, but I think they should have ripped off Company of Heroes instead - ie. keep basic base building, steal the cover/deploy/angles mechanics for infantry, steal the whole 'control points give resources' thing and the upgrade paths.  Company of Heroes in the C&C universe would be pretty awesome.

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chronix

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Edited By chronix

No base construction?  That was my favorite part :( I loved playing skirmishes and just making a massive base and a huge army over time then attacking en masse.  I've played pretty much every C&C since red alert.  
 
So disappointing, I do think this should have been a spin-off series.  Its like they are trying to make a C&C DOTA with a construction yard instead of a hero unit.

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MrKlorox

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Edited By MrKlorox
@RHCPfan24 said:
" @Delta_Ass said:
" @CitizenKane said:
"  
GDI Mastadon
GDI Mastadon
        This reminds me of the AT-AT in the Empire Strikes Back. "
I thought that as well, good sir. "
Me too, that was the first thought that popped into my head. "
Reminds me more of a Zoid. Not to be confused with Dr. Zoidberg's Uncle Harold.
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RHCPfan24

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Edited By RHCPfan24
@Delta_Ass said:
" @CitizenKane said:
"  
GDI Mastadon
GDI Mastadon
        This reminds me of the AT-AT in the Empire Strikes Back. "
I thought that as well, good sir. "
Me too, that was the first thought that popped into my head.
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NoXious

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Edited By NoXious

Sounds like alot of fun, just wondering about money extraction etc. and how does one win if your crawler respawns?
Seems like alot is left in either the demo that was shown or the article? I got too many questions.

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Slaneesh

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Edited By Slaneesh
@killdave said:
" With starcraft 2 coming the same year do we really need "another RTS" ??? "
Call this a warmup to starcraft 2??
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darkjester74

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Edited By darkjester74

Sounds like a World in Conflict clone.  Meh, I've never been a fan of RTS's so what do I know?

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Media_Master

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Edited By Media_Master

its good that they are trying something different and trying to appeal to a wider audience, how much wider I don't know, but still

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killdave

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Edited By killdave

With starcraft 2 coming the same year do we really need "another RTS" ???

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lucas_kelly

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Edited By lucas_kelly

I'm not sure I like the new gameplay. An RTS should be about building a fortress and defending it while attacking the enemy, they shouldn't change the formula.

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Vorbis

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Edited By Vorbis

Sounds alot like DoW2, which I don't mind I guess. Will get it either way.

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Edited By MrKlorox
@dantey: Yes there is no base building, but that doesn't mean there are no bases. The "bases" (aka unit-building structures) seem to be mobile units themselves. DOWII was entirely character-based squad (which is another name for cluster) combat. WIC was based on a replenishing, fixed reinforcement ticket system that was able to move or expand/contract upon story-queued request. 
 
The method outlined here seems to be a more perfect medium between systems for those who want to play RTS like an action game (mobile), those who want to play it like in RPG (upgradable), and those who want to play it as a mass unit cloner (all other RTS to ever exist, ever).
 
This comes from somebody who hasn't actually enjoyed a base-builder since Red Alert 2. For that group, there will always be Chris Taylor of GPG. (I always preferred the Chris[topher] Taylor of Fallout fame. -- hey, anybody else just realize Topher Grace's first name is a contraction of Christopher? Boy I would hate to have that as a nickname. /drunk)
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zeus_gb

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Edited By zeus_gb

Most of the older C&C games have had an automatic place in my ever growing collection of games but this one i'm not too sure about.
I know that games have to change otherwise they feel stale but I like building a base, teching up and then blowing the enemy base to pieces.
 
Well at least it looks like it's got a walker in it.  Hopefully this one has better AI that the MKII had.

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dantey

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Edited By dantey

Why do I have the feel, that the devs of C&C 4 just have played DoW 2 a little bit to much? It doesn't have any base building, but that work in that style of gameplay, that DoW 2 has. I don't want or need a copy of that in C&C. I agree with everyone that says that they should stick to base building.

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Praab_NZ

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Edited By Praab_NZ

This looks like the exact same engine i saw in C&C 3, that game got megapublished to the point where its not even C&C, whatever worked about the old games (Ra2 and before) is no longer working. 
lol, not very impressed yet, give me a sidebar + MCV and put scrin in a fire

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Lazyaza

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Edited By Lazyaza

Love how people form opinions of this game without really seeing or experiencing it in any meaningful capacity.    
It looks and sounds like a fun game to me but then I've always had a soft spot for the 'simple fun' nature of the franchise anyway.

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Jnal

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Edited By Jnal
@DavidSnakes: I would totally buy a remake of Tiberian Sun as it is my favorite out of all of the Command and Conquer games.
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Turambar

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Edited By Turambar
@SunKing: Er, yeah, that was suppose to be a response to Joeh.  My bad.
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Edited By tebbit

i'm really interested. At first glance, I thought it was C&C 3.1 but these new gameplay changes mean that C&C 4 isn't just another C&C RTS. Say what you will about the RTS genre (@dagas) but who says that RTS has to be about base building? Real Time Strategy. Company of Heroes is a prime example of how this is not the case, and is an excellent way to make a game. 
 
If you want base building, play SupCom 2 when it comes out, it looks freaking awesome. But I for one am tired of the standard C&C strategy, it's been the same since Tiberian Sun, the only changes are better graphics and worse soundtracks. 
 
@keyhunter: See above, but I would totally play a remake of Tiberian Sun, NOD got some bad-ass units in that game.
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vampire_chibi

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Edited By vampire_chibi

Damm you EA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1

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sdauz

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Edited By sdauz

where is Command & Conquer Generals 2!!!!.....i think im going back to coh and ETW

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DavidSnakes

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Edited By DavidSnakes
@keyhunter said:
" Remake Tiberian sun please. "
Yes
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Xeiphyer

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Edited By Xeiphyer
@ArbitraryWater said:
" Sounds cool. Despite what many people say, the RTS genre certainly needs a breath of fresh air (since every single RTS since 1998 has used the StarCraft model) "
You need to play more RTS games =P
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keyhunter

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Edited By keyhunter

Remake Tiberian sun please.

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MaddProdigy

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Edited By MaddProdigy

I personally like the fast paced gameplay aspect lots of RTS's seem to be taking on these days. Starcraft 2 looks like it's getting better with micro managing classes single abilities and using them all, and this game looks like it's taking a turn towards that too. Stoked to see how it all turns out

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MrKlorox

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Edited By MrKlorox

Damn. I was hoping Greg Kasavin would be the producer for this one.

Who am I kidding? I probably wouldn't play it even if he was.
 
Base Building sims are sooo 1996. Glad to see EA finally realizing this.
 
To the purists who cannot comprehend the benefits of change, baseless is still RTS. Hell, RTS is even a misnomer for the entire genre. Strategy comes before the battle, tactics happen during the battle. DOWII provided more strategy than most RTS due to actual pre-battle strategics.

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SunKing

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Edited By SunKing
@Turambar: Maybe you were replying to someone else, but I didn't say that.
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JoeH

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@ArbitraryWater: Fresh air? You do realise that the class system is sounding extremely similar to world in conflict and that just about every RTS released over that past 5 years has taken giant leaps away from the classic model? Which is why CnC3 and SupCom were such good games. If you want your "fresh air" go look at DoW2, CoH or WiC. Just don't try to erode away CnC with "fresh air"
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ArbitraryWater

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Edited By ArbitraryWater

Sounds cool. Despite what many people say, the RTS genre certainly needs a breath of fresh air (since every single RTS since 1998 has used the StarCraft model)