This venerable age would have been obtained the series of Command & Conquer when this fourth installment released in 2010. 15 years of harvest Tiberium, the ore-toxic but extremely valuable. 15 years of clashes between the GDI and NOD, the 2 factions of the game 15 years and various strategies developed by various players to overcome the opponent. And all this will end with this fourth and final part of the Tiberium saga, an opus that developers design as an end to the series. And a final point in the form of fireworks!
It is always difficult to end a saga. This applies to movies in theaters, this is true for the television series is true to the novels and the same is true for video games. How can one conclude something that thousands or even millions of people have loved over the years? It is an enormous pressure that weighs on the shoulders of the creators. Should we reuse the same revenue as the previous episodes or should try to bring something new to the risk of disappointing fans of the first hour? Well it is the latter choice was done by the developers of Command & Conquer 4 because besides the fact that the game will answer any questions that arise on Tiberium, Kane, the GDI and all Other elements of the saga, it will also significantly disrupt the gameplay that we knew.
But before going into details of the gameplay, a small dot on the timeline required. The game takes place after the events narrated in the third strand. We are in 2062 and our beautiful blue planet is in great danger. Indeed, the Tiberium spread dangerously across the face of the Earth. At the current rate, humankind has more than 6 years to live before the ore covers the entire surface of the planet, making it unfit for life. The GDI (Global Defense Initiative, a kind of UN of the future) does not know what to do. And this is where Kane, the charismatic leader of the terrorist organization NOD, which has obviously found a solution to this problem. However, he can not do it alone and it will therefore seek the help of GDI. This is the starting point of the game and the first shock to the fans of the series: the NOD allied with GDI! Why this alliance? What are the real motivations of Kane? Ca us know by browsing the Game 2 campaigns (one with one with GDI and NOD), which campaigns will be conducted in parallel, and then tell both sides of the same story.
In addition to this alliance against nature a priori, the second thing that will surprise the fans concerned that the gameplay has changed significantly. And the biggest upheaval is looking toward the construction system of units has very little to do with what we knew. Contrary to previous C & C where you need to build different infrastructure to produce soldiers, by tanks, helicopters there now is in the same building that you file all your units. This building is also a bit unusual since it is mobile, hence the name of MCV (Mobile Construction Vehicle). Like a quadruped robot from Star Wars, it is mounted on 4 huge legs allowing it to move slowly. But obviously, when he moves, he can not build units. This system was devised to allow the player to focus on action rather than managing a database and construction of buildings. A choice that made many think of Dawn of War 2, which also put on the fighting as the management base.
Another unique feature of this building is that it is invincible, or rather say that like a phoenix, can rise from its ashes. Thus, and as an FPS, where that building is destroyed, this is not necessarily the end of the game as it reappears a few seconds later on a corner of map. This allows you to take your productions units and return to battle. Third shock so for fans of the first hour. Other developments: the class system introduced by the fourth component. Early in the game, you can indeed choose to play the offensive (and your VCM can then produce units firepower important), defensive (specializing in defense turrets and heavy infantry), or take the path of support (and then have to fly high performance units and repair units). These are indeed three completely different gameplay that you can adopt both solo and in multiplayer.
What you should also mention is that your performance whether solo or in multiplayer you will gain experience to unlock new units and new improvements for the entire game (released in a unit Solo will be usable in multiplayer and vice versa). The developers really want because the player feels an overall career progression throughout their performance in any game mode A concept very attractive in all cases and allows everyone to move as he wishes: playing a little solo and a little cross or only one of 2 ways.
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