Command & Conquer
series
Or C&C for short. Command
and Conquer is
the original Westwood series
that was largely responsibly for popularising the
real time strategy game genre in its "modern" form. Alas,
Westwood is lost from us now, well and truly absorbed by EA
Games, and the studio is only partially reincarnated as the less
than stellar Petroglyph
Games.
The original Command & Conquer (1995) featured
a Saturday morning cartoon conflict between the good guys at the Global
Defence Initiative and a despicable international terrorist organisation
called NOD, led by a bald criminal mastermind
called Kane.
Command & Conquer grew out
of the cult classic Dune games, which
pioneered the aforementioned modern game form known as the RTS. RTS
games were defined by the big three titles that appeared in the late
Nineties: Westwood's Command & Conquer,
Blizzard's
WarCraft and StarCraft games
and Cavedog's Total Annihilation.
Back in the day, Westwood was considered
to be at the top of their game. Command
& Conquer was their biggest and most profitable moment.
They were well ahead of the curve when RTS genre hit critical mass
in 1997 and seemed to be everywhere. Not only were they famous for
making imaginative, cutting edge
games,
but
half
their
appeal
lay in the extensive production facilities used in the production. Westwood
ran its own video and sound production studios, complete with 3D visual
effects: cut scenes in the game were basically
small budget films. I remember
them
having the reputation of being a highly creative, "auteur" production
house: a happy blend of high production values (for the time) crossed
with game developers still in touch
with
their "roots" from the bedroom programming days. Whereas developers
like LucasArts were renowned for their story driven adventure
games,
iD dominated 3D shooters, and Blizzard was rapidly building the holy
grail of strategy gaming, Westwood had a rich catalogue of adventures,
roleplaying games and strategy titles, and was pushing the
boundaries of both gaming and game storytelling at the same time.
Compared to many modern RTS titles, Westwood's games were quite simple
and very camp, big on story, and immensely popular. Its still
a huge franchise, with many titles, sequels and expansions.
These
days the series has been carefully pickled by EA to look as "authentic" as
possible to the old and aging formula, but much of the old spark of brilliance
is well and truly
gone. You can get a glimpse of how Westwood looked and felt at the
time, as
seen
from this fan-built
restoration of their old site.
There was a second series
intertwined amongst the Command & Conquer titles called Red
Alert. Red
Alert dabbled in a little Cold War politicking and some silly what-if forays
into alternative history, centred around the Soviet
Union. It imagined a crazy world where nuclear weapons were banished
and the Soviets were fighting a huge conventional
war against the Allies from the West.
While characters like the villain Kane made a few appearances in the
Red Alert games, Command & Conquer and Red Alert are two separate
game series, albeit using the same game engine and mechanics.
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Command & Conquer:
Tiberium Dawn (1995) |
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This is where it all began. The Global Defense
Initiative (GDI) is formed to fight the menace of the Brotherhood
of Nod, led by Kane. Biblical
references abound. One of the things that distinguished C&C's
base building and resource model was Tiberium,
a fantasy mineral crystal that infests pockets of ground and
slowly spreads unless harvested by lone roving Harvesters.
Command & Conquer: Covert Ops
(1996)
An expansion pack that added extra single player missions and multiplayer maps. |
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Command & Conquer:
Red Alert (1996) |
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Considered by the C&C fans I've spoken to as a series highlight;
it took everything that was good about Tiberium
Dawn and expanded on it greatly. Albert
Einstein is sent back in time to assassinate a youthful Adolf
Hitler. He succeeds, but a side effect of this has the Soviets emerge
as a mighty power, led by Josef Stalin,
and create a conflict even bigger than the original World War II.
Its a sort of World War II crossed with the Cold War, but without
the nuclear nightmare. This was a much bigger and flashier package
than the first game.
Red Alert: Counterstrike (1997)
The first expansion pack to Red Alert, adding more
single player campaign and multiplayer maps.
Red Alert: Aftermath (1997)
The second expansion to Red Alert, adding even more
missions, multiplayer maps, and some extra units. |
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Command & Conquer
2: Tiberium Sun (1999) |
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The
second round between the Global Defence Initiative and The
Brotherhood of Nod sees a meteorite land on earth and unleash
an Tiberium epidemic across the world:
the toxic mineral starts to choke up all the habitable areas of
the planet,
pushing the human race to the brink of extinction. Remnants of
the Brotherhood
of Nod, all but destroyed in the first game, are brought
together by the villainous Kane, to attack
the GDI.
But not before some of these splinter groups meddle with creating
a race of super humans, using Tiberium. The experiments fail, and
the mutated results skulk off to create the game's new, third force: The
Forgotten. You can't actually play these guys, but you can
ally with them in game.
This official sequeltook some time to arrive: nearly
three years, which back in the 90's was unusual (and a sign of things
to come!). Command & Conquer was well
established now, and with the wait came a lot of expectations that
had plenty of time to ferment. Westwood played it safe here, evolving
the game a little but not really pushing any major boundaries.
Command & Conquer 2: Firestorm
(2000)
Expansion to Tiberium Sun, introducing World
Domination mode (basically, a metagame map to stage campaign battles,
rather than a linear storyline) where Tiberium continues to throttle the earth,
the last remaining habitable areas are being fought over, and more and more
Tiberium induced mutations are starting to rear their ugly heads. |
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Basically, round two of the war between the Soviets and
the Allies in the alternate Red Alert timeline.
With Josef Stalin killed in the first red
game, a General Romanov continues the fight
in the sequel.
Yuri's Revenge (2001)
Red Alert 2's expansion begins with the
Soviets defeated and Romanov imprisoned. But a minor character, Yuri,
escapes his jail and fires up his handy mind controlling machine
that turns the entire world's population into his slaves. The Allies use
Einstein's time machine to try and thwart his plans by going into
the past, while angry Soviets pursue our
anti-hero for betraying them. Yuri's wild and woolly mad scientist
technologies form the basis of a third force for
players to control. |
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Command
& Conquer: Renegade (2002) |
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This is a first person shooter set in the Command & Conquer universe.
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Ccommand
& Conquer: Generals (2003) |
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While not part of any previous storyline, this was the last in the
series before Westwood
ceased to exist. Of all the Command & Conquer games
up to this point, Generals was probably
the best and most strategically deep. It's a power struggle between
three very topical sides: an expensive, high tech USA blowin'
up shit (in a Shrub Jnr. fantasy world where the UN Security Council,
spoilsport Europeans and world public opinion simply don't exist)
the Chinese, despite IT upgrades and switch
to a streamlined capitalist economy, still come across as a clunky,
nuke-happy Communist power of old; and, of course, there's the
convenient lumping together of the Palestinians, Al Qaeda and your
old pal Saddam all in the one boat called the GLA -
the Global Liberation Army. Generals is
interesting now as a classic example of the tunnel visioned
post
9-11 world
view. All Muslins are Middle Eastern Terrorists
controlled by a mad dictator. Similarly,
China is portrayed as a rapidly expanding monolithic power of mindless
drones That's Out To Get Us. It feels like a modern version of the
Yellow
Peril.
C&C
Generals turned up barely a few months before the second Iraq war
in 2003. For a game that would have been several years
in the making, it seemed to have got eerily close to the second
Iraqi war in a variety of ways. The topical nature of this game will almost
certainly make
it uncomfortable for some people though - and watching the game's US heavy forces
massacre a GLA's Angry Mob was waay too close
to the bone for this scrivener (writing this bit during the second Iraq War),
especially
when the very same thing for real was being played out in all its appalling bluntness
on cable in the next room.
Smarty pant comments aside, Generals played
well and
for once there was a C&C game out there that didn't want me to throw the
monitor out the window in frustration. In good RTS style, you can
barrack
for any three sides and show those pesky enemies of liberty / freedom / fraternity
(pick one) a thing or two. Each side has a very unique and different feel to
it and simply blowing each other off the map is actually good strategic fun. The
3D
works
really
well - C&C's first fully rotatable 3D game - and I can recommend this as
a solid netgame.
You can hide guys inside buildings Sudden Strike style,
use the cover afforded to great effect;
once
you
can
shield infantry from harm, they suddenly become extremely devastating, taking
out even super units with ease. The USA wields snow
white wonder weapons including an Akira style space laser but needs a massive
economy to go with it; the Chinese make money by hacking
the Internet and have an assortment of heavy set weapons like super tanks that
can carry buildings and nuclear artillery; the GLA has
access to endless infantry, complemented with "special" units like
Angry Mobs and Suicide Bombers. They have no aerial units of its own, but can
bounce back from almost complete annihilation on very little. Not
to
mention
an veritable ocean of biological and chemical weapons on tap and access
to huge underground Scud silos that would be envy of NORAD.
Command & Conquer
Generals: Zero Hour.
Sequel to C&C Generals. C&C by
this time had become a purely EA game
franchise.
Never
mind that jokers like Saddam were completely secular, and mortal
enemies of fundamentalist jihadists; and the
angry liberation
movement in Palestine has little to do with either, although there's
no doubt every man and his dog in the region tries to cash in politically
on their struggles. Angry mobs are as much angry citizens and civilians
venting their anger and are usually in opposition to established
powers. Let me try to explain that a second way by reversing the
roles here in
a
little
hypothetical:
the GLA
would
be a bit like
an Arabic developer making a game called Crusade & Colonialism:
Jihad, and having a side called the USA (United Subversive Army),
so they lump the NAACP together
with the KKK and
the Bush
Administration, smugly tarring them all with the one brush.
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Command
& Conquer: The First Decade (2006) |
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EA bundled every single Command & Conquer and Red
Alert title
and expansion published to date into this one big, bumper package.
Its a good a start as any for any budding C&C fan!
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Command & Conquer
3: Tiberium Wars (2007) |
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Round three in the GDI vs NOD conflict.
This time, the GDI gets blasted off the face of the earth by a
surprise NOD missile attack, and its up to you to save the day
when all hope is lost tra lala lala. Oh, I think there were aliens in
this one, too: a third force called The Scrin who
decide to invade, in the grand tradition of every three sided RTS
that needs a alien/monostrous/undead third force to shake things
up a little. The Scrin look a lot like
the giant insect monsters from the Starship
Troopers movie, but still filled all the same unit slots and
functions as all the Earthlings' units.
Despite the pioneering nature of the series at the beginning,
the C&C franchise now seems to be a game pickled in formaldehyde.
Kept preserved as it once was "to stay true to its roots" with
only a few concessions to trying anything new to keep the interest
going. Around it, its contemporaries where the likes of Dawn
of War, World In Conflict, Company
of Heroes, and Supreme
Commander, all pushing real time
strategy gaming forward into new and interesting directions. C&C
by comparison now feels archaic and unformed, a sensation only
heightened by all
the layers of HD video and high end graphics pumped into the latest
releases. Some old fans loved it, but most of the people I didn't
seem to
know
or care it even existed - myself included.
Command & Conquer 3: Kane's
Wrath (2008)
Expansion for C&C3: Tiberium Wars. This was produced by Breakaway
Games,
under contract to EA. Amongst the usual extras, it offered a Global
Conquest meta game (similar to Emperor:
Battle for Dune and C&C Firestorm) for organising
missions, and six Sub-Factions, two for each of the
three sides, that were playable. |
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The Soviet Union averts its fall in 1989
by using another time machine and assassinating Albert Einstein.
This prevents the creation of the atomic bomb and the threat of
nuclear war, changing another timeline where the
Soviets are again at the peak of their powers
- and
the Allies put
in their place. Unfortunately, the Empire of
Japan is also returned to prominence and on the warpath.
This, like all the C&C
storylines, is hardly concerned about plot points, time paradoxes
or stepping
on people's sensibilities.
You get an AI Co-Commander sidekick,
which is essentially an AI ally that can be given simple directives.
Its not too shabby, but needs constant feeding lest it trails
behind and you find yourself doing all the work. The vibrant
maps
and
the inventiveness of the units are
certainly draw cards, but you've seen all those map trigger
events many
times before. The conventions of Command & Conquer are
pretty much untouched, and there's nothing at all adventurous
to find here.
This is the games
industry doing a very good impression wanting to be the next
Hollywood. At least Hollywood has a century's worth of culture
and art to fall back on; C&C3's lucky if it could barely stretches
past Saturday
morning cartoons or by-the-number blockbuster spakilla. Red
Alert 3's most
notable features are its hyper-saturated graphics; an hours'
worth
of live, high definition footage featuring Tim Curry, Jonathon
Price and a bevy of busty hood ornaments. It deployed a huge marketing
push that spent considerable time, money and effort to tell
us how it didn't take itself too seriously. Having a small
jokey title is one thing, but a triple A budget and production
sort of undoes it's charms, and comes across as being lazy.
It feels like middle aged men trying to recapture their lost
youth
redesigning
a
new
muscle
car
that still looks like a stationwagon. Like Hollywood, it paired
up creaky old men with young, perky girls.
It relied
heavily
on
the "ironic" B-grade
juvenile hard sell, aimed squarely at the man-children of the
Internet. So if it fails, hey, well we weren't really being
serious in the first place! It even had its own viral parody
reality
TV lifestyle website, starring
David
Hasselhof.
It all felt like critic proofing an attempt to dress old mutton
as lamb. The actors are pretty good - but, well, unfortunately,
that leaves RA3 in a bit of a bind.
Its hard enough trying to buy a good movie DVD
for $AU20-30, let alone coughing up $AU90 just for an hour
long
video of lazy, D grade kitsch and some plunging necklines -
and only if I can somehow force myself
through the campaign.
Peel away all the layers of nonsense, and you should be
unsurprised to find a rather mundane Red
Alert game inside, with an eye to expoting RTS tothe
console market. Its graphics engine challenges most PC
technical specs, even though its little
more than
an
old dashioned
isometric RTS view, albeit in 3D and with every shader, colour
and lurid
effect
pushed all the way to 12. You'll be turning most of the effects
off just to be able to see what you're doing before your retinas
burn out.
Command & Conquer
Red Alert 3: Uprising (2009)
An expansion pack to Red Alert 3,
adding four new single player campaigns. EA
is going down the episodic route on this one, releasing lots of short
campaigns over a period of time, rather than re-releasing the same old
big title endlessly year after year. If so, then that could almost make
this very worthwhile for any committed C&C fan.
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