Review: Command & Conquer 3: Tiberium Wars
Augmenting this excellent backdrop is an excellent graphics engine. While it may not have the complex scope or specialized physics of other contemporary titles, the game is one of most beautiful we've seen yet. With every setting pushed to the max, the game is simply a joy to behold. The different settings allow for a great assortment of battlefield locations, from urban areas to quasi-rainforest and desert environments, all of which offer a visual experience that has rarely been achieved before.
Of particular note is the attention to detail that has been exercised with every unit--tanks eject shell casings after firing, vehicles smolder and burn as they take critical damage, and heavy vehicles throw up clouds of smoke as they traverse the battlefield. Adding to the full visual sensation are some exceedingly well done particle and lighting effects that fully bring out the sensation of fighting in a barren, tiberium-transformed wasteland during some of the latter missions.
As Starcraft demonstrated, diversity is a good thing, and while all three sides play roughly the same--each builds its base in fundamentally the same way, for instance--the differences between the three factions' units help set them apart. GDI units are largely modeled after the premier military powers, so they're big on direct firepower machines like tanks and aircraft. The NOD faction, in contrast, prefers to sneak high-tech units around base defenses, finding weak spots and exploiting them with a bevy of stealth equipped units. Finally, the Scrin manage to outright dominate air warfare in most respects, though they suffer in ground-based skirmishes. Old school fans will appreciate the return of classic units, which include the original Mammoth tank and the NOD's flame tank, but new units, such as the NOD Avatar--a unit that can destroy its comrades to steal their combat abilities--are welcomed additions.
AI Ailments
But for all the praise that I've heaped upon C&C3, and there still are some flaws in the single-player design. For instance, the path finding is generally good, but tends to trip up large groups of units whenever they attempt to move through small passages. Also, the artificial intelligence is somewhat suspect in its decisions, often forgetting to rebuild defensive structures or launch regular scouting raids upon your forces. The largest issue, however, is the near uselessness of infantry units. They're effective in the first two or three missions but beyond that, they're mere fodder for the far more useful vehicular units.
Multiplayer has always been a key part of the C&C franchise, and this latest offering is no different. After completing the three campaigns, players can hop aboard the Gamespy-powered match-up system. While the system is not as advanced as many others, it is the best we've seen in the series, and offline there is also a robust skirmish mode. Together these two additional features should ensure that Tiberium Wars remains on hard drives for a long time to come.
In conclusion, Tiberium Wars is the perfect synthesis of the Command & Conquer series. It's not as innovative as some of the other titles that have been released in the past few years, but the series has never been known for novelty. Instead, Tiberium Wars does what the series has always done best; providing the most enjoyable RTS experience around via excellent storytelling, enjoyable campaigns and a lasting multiplayer experience.
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