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Giant Bomb Review

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Command & Conquer 4: Tiberian Twilight Review

2
  • PC

Command & Conquer 4 attempts to be a smaller game than its predecessors, but rather than going back to basics, this new approach makes for a dull experience.


You're usually faced with a decision between a lot of low-end units or a few high-end ones. 
You're usually faced with a decision between a lot of low-end units or a few high-end ones. 
For all the changes that Command & Conquer 4: Tiberian Twilight makes to the once-unbeatable C&C formula, it's surprising that the largest issue is that the game feels monotonous and tiresome right out of the box. By stripping away some of the more complex elements of resource-gathering and other staples of the real-time strategy genre, C&C4 makes individual units feel almost entirely meaningless, leaving you little reason to actually strategize your way through its campaign, since you can just pump out more units as your existing ones get taken down without penalty. When placed together with a lackluster campaign and a persistent online progression system that means you won't be able to see the game's best units until you've invested way more time into the game than it deserves, Tiberian Twilight feels like it was designed to kill interest in the Command & Conquer franchise.

The disappointing part about all this is that the changes made to the franchise sound like a good idea. Rather than turtling up and building an elaborate base, or immediately feeling the brunt of an early game rush, C&C4 works on a much smaller scale. In most games, you'll be limited to somewhere between 10 and 30-ish units at any given time. The major limiting factor is a command points cap, and most units take three or six points to spawn. Units build out of your crawler, a class-based structure that you can pick up and walk around the map at will, allowing you to set up camp anywhere you like, for as long as you like. And if your crawler gets blown away in a fight, the game doesn't end. Instead, you can spawn a new crawler and keep going. There's a cap on respawns in campaign games to give you an eventual way to fail.

The game's three classes play a bit differently and offer different units. The offense class gets the heavy ground-based vehicles and plays fairly straightforwardly. Defense gets infantry units and defensive structures, like bunkers and turrets. This means the defensive crawler has a build radius and also has a power limit, which is sort of like the command point limit for units, but instead prevents you from just creating a zillion turrets all over the map. Support gets the air-based units and an energy meter that allows you to cast support powers, like airstrikes or a healing radius. The energy refills on its own and lets you sort of hang back and still make an impact on the battle.

 The maps are small, which keeps things moving at a decent pace. 
 The maps are small, which keeps things moving at a decent pace. 
The campaign is meant to tie up the current story arc, which has Kane and the Brotherhood of Nod sort of making peace with GDI in a last-ditch attempt to save the planet, which is being overrun and contaminated by tiberium, the same crystal-based form of energy that kicked off this entire war to begin with. Though attempts were made to make the franchise's signature video sequences a bit better and more serious, the story falls flat from start to finish. Previously, the sequences were bad in a campy and fun way, often with a little stunt casting to sweeten the pot. Now, they're just bad. Joe Kucan continues to be the high point as the charismatic villain, Kane, but even his role feels pointless in the grand scheme of things. Overall, it's full of characters you won't care about double-crossing each other in ways that barely matter.

Of course, it's not hard to see that the game's multiplayer is probably where the developers hope you spend most of your time. The game has a persistent progression system that works across all modes, and as you level up, you'll unlock additional units and upgrades that make you more effective in battle. This is unfortunate, in a way, because low-level players aren't going to have access to the more useful tactics until they earn enough experience points to even the playing field. Normally, the response would be to say "well, just play against people of your level." But the game doesn't seem to be great at automatically matching players up that way. The XP system also comes at the cost of requiring an Internet connection at all times. I'd guess that this is to preserve the sanctity of the unlocks by storing your status server-side, but it also means that even if you want to skirmish or play the campaign, you'll need to be connected. And if you happen to get disconnected, your progress goes right out the window. The only other "benefit" of being connected all the time is that a chat room sits at the bottom of every menu screen, which is handy if you want to see people attempting to chat in Russian or love reading complaints about the game you're currently playing.

 Kane deserves a better send-off.
 Kane deserves a better send-off.
Once you actually get into an online game, you'll find that the action is very different from the C&C games of the past. Instead of simply exterminating the opposing side, you'll need to hold down control points on the map. Holding points and destroying enemy units both contribute to your team's score, and the first team to 2,500 points wins the match. You can still respawn your crawler as many times as you need, but since the enemy is earning points each time your crawler is destroyed, you've got a bit more of an incentive to stay safe. The matches are very fast, and swarms of lower-end units seem to do better than teched-up mammoth units, which adds to the speed. It's very different than the typical C&C multiplayer, and it really feels like someone just went and applied a first-person shooter game type to an RTS. It's a cool idea that you might get into if you're already accustomed to playing RTS games competitively. I thought that maybe the simplified nature of the game would mean that dopes like me who are only good at getting stomped out in a mutliplayer RTS game would get a fresh lease on life. This does not appear to be the case, and even though the teams can get up to five per side, the battles are still small enough that everyone needs to be on their game in order to succeed.

Though it has two campaigns and a healthy array of maps for skirmish and multiplayer, Command & Conquer 4 feels like it's missing about half-a-game's worth of content. There are some neat ideas in play, but the action itself isn't strong enough to make it all work, and the cutscenes aren't good enough to make you forget that the game isn't all that hot. At this point, C&C fans would be better served by sticking with Red Alert 3.
Jeff Gerstmann on Google+

75 Comments

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demontium

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Edited By demontium

i wanted EA to do good.... but....

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Milkman

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Edited By Milkman

I'm glad Jeff gave this game the beat down it deserves. Fuck this game.

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Babble

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Edited By Babble
@Brad said:
" @MildMolasses said:
" @Pie said:
"Is C&C dying out as a series now then?  "
Not surprising since they seemed to be rushing them out over the past couple of years "
 They also laid off the entire team behind this game as soon as it was finished, so C&C's prospects aren't too rosy. "
Maybe they will let things rest for a few years and bring it back with the now popular series "reboot". Here's to hoping it goes back to what made some of the older C&C games great.
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LiquidS

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Edited By LiquidS

I'll always remember the original Red Alert as one of the most important games of my teenage years. Shame the series seems to have gone in such a shitty direction. 
Well written review.
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ImperiousRix

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Edited By ImperiousRix

I had hoped this game would be good, I really wanted the whole "class-based" RTS thing to catch on and figured the C&C name would do good by it.  More than anything, I wanted it to be a game that finally let those RTS outsiders finally have a chance to wet their feet. 
Sadly, it looks like they failed on all attempts.

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iamjohn

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Edited By iamjohn
@CptBedlam said:
" @DavidSnakes:   Greg works with the "Yager"-Team for some time now. The current game is Spec Ops - The Line. "
Not exactly.  Greg's working for 2K Games, where he represents 2K as the publishing producer for Spec Ops, which Yager is making.  So it's true that he works with Yager (on this game, at least), but your wording make it sound like he works for Yager, which he doesn't.
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Skald

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Edited By Skald

*Sigh* 
 
Waiting for the series reboot, I guess.

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Phetz

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Edited By Phetz

So bummed about where this series has gone story- and gameplay-wise. Really I've been bummed since Tiberian Sun and then slightly less bummed since Tiberium Wars, but man--bummed. I want a reboot that takes it back to kinda-modern warfare with some near-future sci-fi stuff and green crystals that kill everyone. That was cool as hell.

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deactivated-604f556fb6bf7

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Duder! Where's the StarCraft 2 Beta Quick Look 2? I'm still waiting for that. 

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FMinus123

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Edited By FMinus123

The original game and Red Alert are games to remember, everything else is nice for a play-through and forget. They never really listened to their fan base, and the games were missing features that other RTS games had - now with this game right here, they try to play catch up and combine dynamics from all different RTS games out there, which of course didn't work out that great. 
 
Personally the past few C&C games look way to cartoony (units look like some plastic fantastic crap), and the pathetic max zoom-out distance - people were asking for a bigger zoom-out level forever, but guess no-one at EA listened properly. 

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metal_mills

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Edited By metal_mills

This really bums me out. I LOVE the Tiberium universe. Always have since the first game. It's one of my all time favorite series and this is such a bloody disappointment. The FMV's were always such a high point of the game for me and they even ruined that. Man...

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Eggn0g

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Edited By Eggn0g

A damn shame - especially since CnC3 and RA3 were genuinly decent games.
 
What went wrong? :(

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Xealot42

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Edited By Xealot42

I'm still working on the GDI campaign but so far I would have to agree with this review.  This just doesn't feel like a CNC game to me.   My biggest gripe so far is the very limiting population cap.
 
I will probably finish the SP for the story and keep CNC3 installed for the next time I feel like playing some Command & Conquer.  But with all the recent releases vying for my play time who knows when that will be.

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freakydude20

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Edited By freakydude20

it seems to me the "always online" thing is just something they are using to cover up their anti piracy stuff. its just one big lie

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Alwaysrun

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Edited By Alwaysrun

EA got it half right. According to Merrian-Webster's Dictionary the definition of Game is "activity engaged in for diversion or amusement". They certainly got the diversion part right as C&C 4 is definately a diversion from what made the franchise popular. As for entertaining I'd have to say in this regard C&C4 failed most miserably as I found myself bored with the single player aspect after just 2 missions and my further progression within the campaign was solely for the purpose of unlocking new units/upgrades. I felt like a dancing bear or a mule being enticed by a carrot on a stick throughout the remaining missions and the thought of entertaining thier audience seemed to be the furthest thought in the developers minds.  In regards to the storyline and cutscenes I'd rate these as being the THE most uninspired, bland and poorly acted of all the series, the campy fun aspect which endeared past games to fans was a train wreak and I found myself button mashing the escape key furiouosly to bypass every one of them. Spot on review Jeff and I'm glad you steered clear of the EA Kool-Aid like so many of the other reviewers seemed to greedily engorge themselves with. How any self respecting game journalist could give this pile of rubbish a 7-8 score isn't lost on me though. It's another word found in the Merrian-Webster's dictionary that sums it all up. "Shill"    
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Colonel_Fury

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Edited By Colonel_Fury

I was looking forward to buying this game. Looks like I'll just give it a rental now.

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jack_daniels

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Edited By jack_daniels

No one was going to buy this anyway with SC2 &.... SC2 on the horizon.

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Astras

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Edited By Astras

Absolutely agree with everything Jeff has wrote... can I just add, WTF EA

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captainfish

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Edited By captainfish
@CptBedlam said:
" To be honest, the only real good C&C - where everything (gameplay, graphics, atmosphere, videos, music) fit together perfectly - was the first one.   Red Alert wasn't bad but with Tiberium Sun the decline was already showing. They took the series into a wrong direction with all the heavy sci-fi stuff (mechs etc.) and along this way the series lost it's charm. C&C originally was about almost contemporary warfare with only some slight sci-fi influences sprinkled in. And it was about building bases, doing tank rushes, demolishing the enemy bases building after building and last but not least about a kickass soundtrack that gave a certain "drive" to the gameplay. Not one of these things is left. The series is dead and it already died when Westwood was closed.  (yes, Generals was okay gameplay-wise but it lacked everything else that characterized a C&C game; the music was "okay" though) "

Yeah, you're right. I still remember playing tiberium sun and being bummed out at how it looked. Gone was the GI Joe style and and realistic units. It was just some sub par sci-fi. Red alert 1 was fine as it was the same style. To tell you the truth I havent played that much of the sequels although I have the C&C last decade, but to look at C&C 1 and this is just a huge leap in theme and style.

Tanya and C&C 1 commando 4 lyfe!

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lamegame621

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Edited By lamegame621

Wow...maybe I WON'T buy this game...ever.

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Warhammer3025

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Edited By Warhammer3025

I agree wholeheartedly with this review. The gameplay is  Schitzophrenic, using the same every-unit-counts formula used by games like Company of Heroes and Dawn of War 2, but making the units (and even your "base") completely expendable simply feels confused. The FMV cutscenes, instead of being the nudge-nudge campy affairs of the previous games (C&C3 and Kane's Wrath I think really topped the series in terms of for-no-reason starpower and scenery chewing) actually attempt to go for pathos! The end scene is a joke, and absolutely no plot threads are resolved (I wanna know what happened to LEGION from Kane's Wrath). The need for a constant connection is also a deal-breaker for me, when I'm trying to play single-player.

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Destroyeron

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Edited By Destroyeron

I have to disagree, all of those ideas sound absolutely horrible. How could they fuck up this franchise so badly?

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Lambert

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Edited By Lambert

Wasted potential.
 
Another franchise that EA is driving to the ground.

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nekoNari

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Edited By nekoNari

@CaptainFish said:

"@CptBedlam said:
" To be honest, the only real good C&C - where everything (gameplay, graphics, atmosphere, videos, music) fit together perfectly - was the first one.   Red Alert wasn't bad but with Tiberium Sun the decline was already showing. They took the series into a wrong direction with all the heavy sci-fi stuff (mechs etc.) and along this way the series lost it's charm. C&C originally was about almost contemporary warfare with only some slight sci-fi influences sprinkled in. And it was about building bases, doing tank rushes, demolishing the enemy bases building after building and last but not least about a kickass soundtrack that gave a certain "drive" to the gameplay. Not one of these things is left. The series is dead and it already died when Westwood was closed.  (yes, Generals was okay gameplay-wise but it lacked everything else that characterized a C&C game; the music was "okay" though) "

Yeah, you're right. I still remember playing tiberium sun and being bummed out at how it looked. Gone was the GI Joe style and and realistic units. It was just some sub par sci-fi. Red alert 1 was fine as it was the same style. To tell you the truth I havent played that much of the sequels although I have the C&C last decade, but to look at C&C 1 and this is just a huge leap in theme and style.

Tanya and C&C 1 commando 4 lyfe!

"


 

Same for me too.  I regret buying Tiberium Sun even to this day.  It simply sucked, and C&C sucked ever since.  Maybe with exception of Generals... but still, it wasn't the orginal C&C :(
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Drieske

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Edited By Drieske

this game is absolutely amazing, call me a fanboy if u will, but I think this game is unique, now you dont have to build your base for 20 minutes before you can go and kill your opponent. ok I admit, there are some bugs in this game, but the developers will get them eventually. 
I also love the leveling system in this game, it can be a bit rude, to let those who play allot get better units and kick the asses of newbs, but hey, no pain no game. You just gotta buy this game!