Giant Bomb News

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.    
Coltonio7on Aug. 11, 2009 at 4:07 p.m.
Persistence!? In an RTS!?  Every mode!?
 
Sounds rad =D
Darylon Aug. 11, 2009 at 4:09 p.m.
yawn.
Seedofpoweron Aug. 11, 2009 at 4:11 p.m.
God, EA. Please stop.
Vorbison Aug. 11, 2009 at 4:15 p.m.
HUD is all wrong, wheres the sidebar?
Chewii101on Aug. 11, 2009 at 4:17 p.m.
Wtf. Come on. I going to sound like an old turd but EA has really fucked up this once awe-inspiring franchise. They're trying to cram in Company of Heroes/Dawn of War's style while trying to please the old fans but really, they just ruined it all together. Ugh. This just pisses me off. 
ashbashon Aug. 11, 2009 at 4:18 p.m.
I really want to get into a RTS but I just can't be bothered to learn a new type of game genre from scratch. I don't think I'll be bothering with this title.
Kolonel_Koolon Aug. 11, 2009 at 4:18 p.m.
@Chewii101 said:
" Wtf. Come on. I going to sound like an old turd but EA has really fucked up this once awe-inspiring franchise. They're trying to cram in Company of Heroes/Dawn of War's style while trying to please the old fans but really, they just ruined it all together. Ugh. This just pisses me off.  "
True, true.
Civvieon Aug. 11, 2009 at 4:18 p.m.
Sooooo I cant use a mamoth walker from the start because i need to LVL myself up to use it ? Am I reading that right?
Rasgueadoon Aug. 11, 2009 at 4:19 p.m.
Sounds like they took a cue from some aspects Homeworld has.
IncredibleBulk92on Aug. 11, 2009 at 4:21 p.m.
Seems to me more like a World in Conflict style game, 4 classes to fight as each with different units and abilities that rely on each other to function effectively.  Think I'd rather have more World in Conflict tho 2bh. 
 
Weird how last week they were talking about NOD and GDI forging an alliance to save the world and this week their releasing screenshots of them fighting.  Not like I actually expected this to be a damn greenpeace clean up the planet game or something.
Th3_Jameson Aug. 11, 2009 at 4:22 p.m.
>_>
CitizenKane moderator on Aug. 11, 2009 at 4:24 p.m.
 
GDI Mastadon
GDI Mastadon

 
 
 
 
 
 
 
 
This reminds me of the AT-AT in the Empire Strikes Back.
crusnchillon Aug. 11, 2009 at 4:24 p.m.

Guys! don't decide yet. Do what I'm going to do. which is, take a wait and see approach.
Delta_Asson Aug. 11, 2009 at 4:29 p.m.
@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.
Ineedanameon Aug. 11, 2009 at 4:30 p.m.
Every game is an RPG these days.
Daneon Aug. 11, 2009 at 4:31 p.m.
i love greg kasavin
Gargantuan is online on Aug. 11, 2009 at 4:36 p.m.
This looks really interesting. I might have to buy it. hmm, Now I want to buy C&C 3 too.
RIDEBIRDon Aug. 11, 2009 at 4:38 p.m.
Well, it doesn't seem you've played every C&C, ever, like me. This series needs a goddamn reboot, and I'm glad they did it. RA3 is great and awesome but it does feel a bit old really, even though they did alot of new stuff there too. C&C3 was just Generals in a new costume, which was fine but didn't exactly entice the mind.
SunKingon Aug. 11, 2009 at 4:42 p.m.
I liked DoW and CoH for their gameplay and unique focus on units, upgrades and levelling system, special abilities, tactical cover, etc. I like C&C for its base building, teching, turtling, resource mining, massing, big-ass superweapons and units. That's what C&C is – or used to be, at least. 
 
From your limited description of the game mechanics, it's really just sucked out my  enthusiasm for the game big-time. It may end up being a good, or even great, game, but it's not really the type of RTS I'd want C&C to be. 
 
That's just an initial reaction, anyway. Maybe the idea will grow on me. At the moment, though, count me unimpressed. :(
dagason Aug. 11, 2009 at 4:42 p.m.
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!

Dig Deeper into Command & Conquer 4: Tiberian Twilight

Command & Conquer 4: Tiberian Twilight is the disappointing conclusion of the 15-year Tiberium Saga with player progression, co-op play and live-action cinematics.

US Release Date: March 16, 2010

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