• Command & Conquer: The future of the three universes
    77 replies, posted
[QUOTE=Weirdness;41947364]Red Alert 2 was mostly done by EA, iirc. They just heavily modified the engine Westwood made and retconned the links between TD and RA. RA2 is a fun as fuck game, and a good CNC, but storyline wise it shits all over what Westwood planned. [editline]24th August 2013[/editline] I was really looking forward to seeing more of the Scrin. The architecture from TS made it look really alien and Giger-like. Then we got the purple-tendril clusterfuck of CNC3. [editline]24th August 2013[/editline] Don't remind me about Tiberium. I'm still pissed that got cancelled because it didn't "meet their standards." Guess they forgot about that when they made CNC4.[/QUOTE] Why do people say RA2 was done by EA? It was pretty much for all intents and purposes still done by westwood, even if it wasn't primarily developed at the core studio at westwood in Las Vegas. When EA bought out virgin interactive/westwood that studio made there was called Westwood Pacific, and they developed RA2 and Nox. By all intents and purposes Westwood pacific was still pretty much westwood, as the studio was managed by westwood and not by EA. After Westwood was shut down this studio merged some more to create EA Los Angeles, which went off to make the Medal of Honor games, and now they are collaborating with the development of BF4 and Battlefront.
[QUOTE=wraithcat;41951427]Because firestorm aknowledged there existance? To be honest, all of EA cncs were fairly good games overall, not counting tib4. You had RA2 - which was basicaly the most popular RA Generals - by many considered the best CnC Tib3 - while fairly spammy still a pretty nice game with decent lore and a decent SP campaign KW - much better SP campaign RA3 - great MP gameplay, questionable artstyle, utterly terrible campaign And then you have tb4- which was apparently plagued from massive internal issues about people who wanted to quit and make a game as cheap as possible. That four successes, one okay game and one awful. Not as bad.[/QUOTE] Wouldn't count RA3 as a success, most people thought it was trash compared to other C&C games. C&C 3 was alright C&C 4 was the worst RTS I've ever played RA2 was westwood not EA
C&C 3 and Kanyes Wrath were fantastic imho. Red Alert 3 was meh C&C 4 sucked
[QUOTE=Xieneus;41966592]C&C 3 and Kanyes Wrath were fantastic imho. Red Alert 3 was meh C&C 4 sucked[/QUOTE] yeah the expansion pack detailing the rise of supreme ruler kanye and his music-centered cultural ideals was of exceptional quality, especially the later half (the origin of the expansion's name) which showed how easily kanye and his servants swiftly dismantled the nations of the world and amalgamated them into the empire of kanye via the power of sick rhymes [img]http://i5.minus.com/ib2Bqf2PTKTHZo.png[/img] 10/10 [img]http://i5.minus.com/ib2Bqf2PTKTHZo.png[/img]
I never cared for C&C3 because it took the things I though were the weakest about C&C's gameplay style and focused the entire design of the game around it (unit spam/tank rush/etc. Sue me, I loved building intricate sci-fi bases and the sheer array of brutal, bad-ass, or unconventional units it had both in looks and function). And the scrin could have been handled a bit more creatively and subtly. But a lot of the atmosphere was still nice at parts. It was oddly colorful and sunny a lot of the time (consider how bleak and gloomy Tiberian Sun was, to the point where the existence of a faction like Nod made sense due to how fucked the world was), but not really bad in that regard.
[QUOTE=KorJax;41967702]I never cared for C&C3 because it took the things I though were the weakest about C&C's gameplay style and focused the entire design of the game around it (unit spam/tank rush/etc. Sue me, I loved building intricate sci-fi bases and the sheer array of brutal, bad-ass, or unconventional units it had both in looks and function). And the scrin could have been handled a bit more creatively and subtly. But a lot of the atmosphere was still nice at parts. It was oddly colorful and sunny a lot of the time (consider how bleak and gloomy Tiberian Sun was, to the point where the existence of a faction like Nod made sense due to how fucked the world was), but not really bad in that regard.[/QUOTE] Sunshine? Red zones were fucking gloomy as fuck.
It was weird seeing the world after Tiberium Sun because I was always under the impression that society had completely collapsed globally after how gloomy and apocalyptic tiberium sun was. But I guess Sun just takes place mostly in Red zones
Zones didn't even exist in Tiberian Sun.
[t]http://www.cnclabs.com/cnc3/images/screenshots/TiberiumWars_RedZone_4.jpg[/t] I thought the TW environments were gorgeous.
[QUOTE=Xieneus;41968679]Sunshine? Red zones were fucking gloomy as fuck.[/QUOTE] I know, I loved the red zones :v: I just got the impression that pretty much nowhere on earth was a "green zone" from Tibsun and yet most people had to live in this hellscape, but in C&C3 apparently there were flourishing cities in sunshine the whole time, just happened to never fight there in conflicts from tibsun
[QUOTE=KorJax;41969146]I know, I loved the red zones :v: I just got the impression that pretty much nowhere on earth was a "green zone" from Tibsun and yet most people had to live in this hellscape, but in C&C3 apparently there were flourishing cities in sunshine the whole time, just happened to never fight there in conflicts from tibsun[/QUOTE] I think the idea was that GDI was using sonic weapons to beat back the spread of Tiberium, at least that what it was in the novel.
Wait, wait, okay, so I've never played C&C4, or most C&Cs for that matter, but C&C4 lacked [I]base building?[/I] [I][B]What?[/B][/I] Who- How- How does such a game even function in gameplay mechanics then?
[QUOTE=S31-Syntax;41972807]Wait, wait, okay, so I've never played C&C4, or most C&Cs for that matter, but C&C4 lacked [I]base building?[/I] [I][B]What?[/B][/I] Who- How- How does such a game even function in gameplay mechanics then?[/QUOTE] You have a main unit capable of building units but only when stationery. Also there's a pop limit. [editline]27th August 2013[/editline] The main unit respawns when destroyed.
C&C 4 used the offensive, defensive, suppot crawler system. Basically it was a war factory on wheels. Tiberium harvesting was a game of capture the flag with a tiny crystal.
[QUOTE=Cloak Raider;41966441]Wouldn't count RA3 as a success, most people thought it was trash compared to other C&C games. C&C 3 was alright C&C 4 was the worst RTS I've ever played RA2 was westwood not EA[/QUOTE] Not hugely talking about how the public saw it to be honest. More from a mechanical standpoint. It was possibly the best CnC game as far as multiplayer went. The sides were fairly well balanced, unique, the gameplay was fun and it rewarded a good player. The pacing was also pretty good. The big issues RA3 had was the really bad campaign and far too toony artstyle. Due to that I'm calling it a partial success at best. It had the hallmark of a great multiplayer RTS, it just couldn't capture enough people due to them expecting more of a traditional RA campaign. But yes, CnC4 was just abysmally bad. There's really nothing to say against that. [QUOTE=S31-Syntax;41972807]Wait, wait, okay, so I've never played C&C4, or most C&Cs for that matter, but C&C4 lacked [I]base building?[/I] [I][B]What?[/B][/I] Who- How- How does such a game even function in gameplay mechanics then?[/QUOTE] Base building is not necessary, but the moment you remove it, you get more of an RTT more often than not. With economy being often reliant on zone takeovers and other stuff. Basically that's what CnC4 was. It basically gave you one really strong vehicle, that could unpack and act as a super war factory. Units were in essence free, only costing time units and the standard game was 3 on 3. Basically the whole thing came down to two huge armies shooting huge shots at each other doing utterly nothing.
[QUOTE=ScottyWired;41972819][B]You have a main unit capable of building units but only when stationery.[/B] Also there's a pop limit.[/quote] ...ehhhhhhhhokay thats not tooooo bad, except for the aforementioned lack of base building. I'm not familiar with C&C so I don't have much of an opinion on the pop-limit. Supcom had a poplimit, but it was hueg and that was the point. [QUOTE=ScottyWired;41972819] The main unit respawns when destroyed.[/QUOTE] This, however, makes no sense. How does the game end then?
[QUOTE=S31-Syntax;41972924]...ehhhhhhhhokay thats not tooooo bad, except for the aforementioned lack of base building. I'm not familiar with C&C so I don't have much of an opinion on the pop-limit. Supcom had a poplimit, but it was hueg and that was the point. This, however, makes no sense. How does the game end then?[/QUOTE] The game basically had a bunch of zones you had to hold for a set amount of time as one of the win conditions. Another one was for the team that got most of the tiberium crystals. The thing about the pop limit CnC4 had was that it was fairly small. So every end game army consisted of the most cost effective units whch were direct upgrades. Not like Supcom where t1 still plays a huge role even if t2 is starting to roll out in decent numbers. (since there's just so many more t1s and stuff like t1 light arty are awesome)
Thaaaaats pretty fucking dumb then.
Multiplayer was actually pretty fun.
Personally we need to stop doing capture and hold mechanics in multiplayer games anyways. It's so uninspired and boring. I've never found the idea of "standing around a point" something that actually accomplishes anything in any real conflict, or something that is entertaining to do. I'm pretty sure the only reason why it was invented as a gameplay mechanic was to augment basic deathmatch to focus players into deathmatch hotzones - in other words, its basically deathmatch with a small twist. Don't get me wrong, deathmatch can be fun, but its not interesting as a game mode just good for killing time or playing competitive.
[QUOTE=KorJax;41963259]Why do people say RA2 was done by EA? It was pretty much for all intents and purposes still done by westwood, even if it wasn't primarily developed at the core studio at westwood in Las Vegas. When EA bought out virgin interactive/westwood that studio made there was called Westwood Pacific, and they developed RA2 and Nox. By all intents and purposes Westwood pacific was still pretty much westwood, as the studio was managed by westwood and not by EA. After Westwood was shut down this studio merged some more to create EA Los Angeles, which went off to make the Medal of Honor games, and now they are collaborating with the development of BF4 and Battlefront.[/QUOTE] EA was pressuring westwood because they were the publishers - you do realise RA2 was meant to be 3D like generals? Tiberian sun definitely had the best atmosphere though - it did look like a totally destroyed and ruined world, but a very realistic one at that.
Also the unit/building designs in Sun were brilliant, disc throwers are so unpractical but so awesome. Hell even the basic Nod rifleman looks metal as fuck. They went from [img]http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1334/89/1334899220602.jpg[/img] to [img]http://www.cncden.com/cnc3_nodunits_new/nod_militant.jpg[/img]
[QUOTE=RainbowStalin;41974727]Also the unit/building designs in Sun were brilliant, disc throwers are so unpractical but so awesome. Hell even the basic Nod rifleman looks metal as fuck. They went from [img]http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1334/89/1334899220602.jpg[/img] to [img]http://www.cncden.com/cnc3_nodunits_new/nod_militant.jpg[/img][/QUOTE] Well in Kane's Wrath they reskinned them to look more like the TS infantry.
[QUOTE=RainbowStalin;41974727]Also the unit/building designs in Sun were brilliant, disc throwers are so unpractical but so awesome. Hell even the basic Nod rifleman looks metal as fuck. They went from [img]http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1334/89/1334899220602.jpg[/img] to [img]http://www.cncden.com/cnc3_nodunits_new/nod_militant.jpg[/img][/QUOTE] I don't know man, Nod structures in C&C 3 are awesome looking.
I liked 3's designs generally I just wish they'd done more to make the militant squad look more NOD-ish. Put a gasmask on them or something, the googles just look lame.
[QUOTE=KorJax;41969146]I know, I loved the red zones :v: I just got the impression that pretty much nowhere on earth was a "green zone" from Tibsun and yet most people had to live in this hellscape, but in C&C3 apparently there were flourishing cities in sunshine the whole time, just happened to never fight there in conflicts from tibsun[/QUOTE] Well I suppose there would be if tiberium hasn't consumed the globe completely. TW takes place 17 years after Sun so there will have been a lot of time for migration. There should've been slums & refugee camps on the outskirts though because not everyone will have been able to work there. Basically, the Green zones would've been like Mexico, or even Mogadishu. There'd likely still be people in the Yellow zones though. Anyway, all the money and people piles up in a few large areas so maybe the economy would benefit explaining the generally clean appearance of Green zones (Weren't they Blue zones anyway?). I imagine Sun took place entirely in Yellow/Red zones because that's where the majority of conflicts happened, but I guess in TW the whole Nod surprise attack allowed them to push so deep into B/G zones. It'd be interesting to do like a full case study on the consequences of tiberium infestation.
[QUOTE=Morbo!!!;41978154]Well I suppose there would be if tiberium hasn't consumed the globe completely. TW takes place 17 years after Sun so there will have been a lot of time for migration. There should've been slums & refugee camps on the outskirts though because not everyone will have been able to work there. Basically, the Green zones would've been like Mexico, or even Mogadishu. There'd likely still be people in the Yellow zones though. Anyway, all the money and people piles up in a few large areas so maybe the economy would benefit explaining the generally clean appearance of Green zones (Weren't they Blue zones anyway?). I imagine Sun took place entirely in Yellow/Red zones because that's where the majority of conflicts happened, but I guess in TW the whole Nod surprise attack allowed them to push so deep into B/G zones. It'd be interesting to do like a full case study on the consequences of tiberium infestation.[/QUOTE] Yeah but thats the thing You'd think Nod's primary targets would be these blue zone cities throughout the series (which are oddly highly advanced+developed looking and not touched by war by the time the 3rd game comes around) because they are such huge obvious targets that stand for pretty much everything Nod is against. But really we don't see them even care about them at all in previous games because lets be honest - they never existed until C&C3 deemed that they needed some kind of "last bastion of the old way of life" in the story It also wouldn't really work well against Nod's ability to recruit people since they pretty much rely on people beliving that Tiberium is the future of mankind and that Nod is the place to be because they not only have the power but also are the ones who are living and embracing this "new earth" But nobody in their right mind would ever go "yeah these nod guys have a point" with there being perfectly pristine "blue zone" cities around, because such cities pretty much prove Nod wrong. Plus I think the faction dynamic is much more interesting between GDI and Nod when everything GDI is fighting for is pretty much lost anyways (holding onto the past, brutally surviving against a force of nature that threatens them despite the world already being ended), and Nod is a faction that offers "hope" for a new mankind in the form of a megalomanic leader's dreams of a tiberian future. In C&C3 though I was presented with a situation where GDI is some kind of last bastion protector of the only pure areas left on earth
I absolutely despised the way technology slid backwards in CnC3. They had this awesome sci-fi world all set up in TS and then they just slammed it right back down into near-future tech and it's just so goddamn frustrating, when in TS all infantry are equipped with laser rifles and you have things like cyborgs and disc throwers, tick tanks and subterranean APCs and titans and wolverines jesus fuck i loved those mechs and the fucking mammoth MK2. And then for some reason they lose all that tech?? Going right back into tracked vehicles and ballistic weaponry. It's just fucking dumb.
[QUOTE=lintz;41978633]I absolutely despised the way technology slid backwards in CnC3. They had this awesome sci-fi world all set up in TS and then they just slammed it right back down into near-future tech and it's just so goddamn frustrating, when in TS all infantry are equipped with laser rifles and you have things like cyborgs and disc throwers, tick tanks and subterranean APCs and titans and wolverines jesus fuck i loved those mechs and the fucking mammoth MK2. And then for some reason they lose all that tech?? Going right back into tracked vehicles and ballistic weaponry. It's just fucking dumb.[/QUOTE] I never got that part either, but I think according to the lore, GDI got rid of some of it's tech due it's vulnerability to ion storms like the Hover MLRS and budget cuts while NOD scrapped most of it's cyborgs due to CABAL, but I don't know why NOD completely scrapped subterranean vehicles and the banshee. But I guess that is why we have Tiberium Essence.
They said they got rid of walker type vehicles because the legs were vulnerable. Which sucks because that just means everyone reverted to boring old tanks
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