Command & Conquer 4: Tiberian Twilight Review

Veritable institution in the world of RTS, Tiberium saga has today
delivered its final battle on our PC screens. With great tunes, this new
component will indeed bring a conclusion to the epic series and it has
opted for major changes to the traditional gameplay of Command &
Conquer. The idea is voluntary and intentioned, but fans could probably
cringe in discovering a system of play that eventually reveals itself
very close to that of a Dawn of War II. Mind you, there is still much
worse as a reference.

In the year 2062, humanity found itself on the brink of extinction. This
is no time for half measures! The Earth is dying rapidly! Tiberium, the
mysterious for which fans have clashed for years, alien crystalline
structure that infested Earth for decades and caused years of relentless
conflict between the Global Defense Initiative (GDI) and the
Brotherhood of Nod, was close to rendering the planet uninhabitable. In
the midst of this crisis, Kane, Nod’s prophetic leader, emerged from
seclusion to deliver GDI the message that he had developed a system that
could control Tiberium and harness its power. But he could not build
this "Tiberium Control Network" without GDI’s cooperation. Faced with
the prospect of outright extinction of the human race, the two factions
that are opposing the GDI and Brotherhood of NOD will then ally, at the
initiative of Kane, the immortal dictator whose skull is shining had
gone around the world. Thus, the two opposing factions—GDI and Nod—found
themselves in a desperate and unlikely alliance to stop Tiberium from
extinguishing mankind.

Now, after 15 years, the network is nearly complete. Tiberium is under
strict control and our revitalized planet is on the cusp of a new age of
prosperity and progress. It is only now that the world’s citizens begin
to seriously ponder why Kane chose to help, and what he will want in
return. These questions and more lead to the dramatic final act of the
15-year Tiberium saga in Command & Conquer 4 Tiberian Twilight.

After a trio of training missions, in Command & Conquer 4 you then
require to make some important choices and also whether you want to
operate directly under the auspices of Kane or officers of the GDI. In
short, do not worry, both the two factions of the normal range give you
access to different missions to specific issues.

Within these two campaigns, there are fortunately all that makes the
charm of the series, thanks to the presence of cinematography’s achieved
with the game engine first, but mostly with footage of real actors.
While more accomplished than in any other episodes of the saga, the
staging really immerses us in the heart of the action. While all
stakeholders are addressed again at the camera, the latter is not
necessarily fixed. It is in fact acting as the eyes of our proud
commander who fail to advance in the corridors of the Headquarters of
the young marriage, before ending up in the middle of the screens and
military staff. The viewer obviously, we have for the first time felt
part of this universe, need to have a consistency and a physical
presence. And it is clear that this new approach can really slip into
the action. This will approach the mythical Kane as never before and
enjoy his legendary temper. While darker and more serious than in
previous episodes, the staging is undoubtedly the greatest achievement
of the Command & Conquer 4.

Because there is much to say right now, the statement appears more
mixed. But before going into details, let us first element that may have
put a lot of players angry. In the state, Command & Conquer 4 can
actually work if it has a permanent Internet connection. It is quite
impossible to play any game without having previously connected with
servers from Electronic Arts. Our test period was also marked by some
untimely disconnections, as well as the occasional inability to reach
the servers of the publisher. For besides the obvious desire to stop
hackers (and therefore most of the honest consumer nag), you should know
that C & C 4 is based largely on an interface meant to allow you to
contact other players easily, form groups and invite friends.

The menu is quite ugly indeed and displays the nicknames of the players
on the general chat below traditional campaign options, skirmish and
multiplayer. It must be said that the campaign can be crossed together
and you may feel the desire to quickly spice up the action in seeking a
mate from the ocean of the web and this without changing the nature of
the missions. The "necessity" imposed stay connected to the Internet is
also due to the fact that whatever you do in the game (solo missions,
skirmish or multiplayer), you earn experience points that allow you
access to new units and new technologies. Each victory, and to a lesser
extent each defeat, will change your level, and thus profile commander
of the NOD or GDI.

This is clear that the time has now come to our attention to what is
really happening on the battlefield and then to discover the enormous
changes in this episode from his elders. In the beginning of the game,
the Command & Conquer 4 is like the World in Conflict which
proposing you to opt for one of the three classes of game classes that
determine the type of troops that you will access later. You decide if
you want to focus on attacking style and enjoy powerful ground units to
align or defensive turrets, bunkers and infantry specialty. The third
class focuses in turn on the "support" and offers specialized equipment,
air force capable of striking quickly across the battlefield, and the
special powers. Do not rely on any naval units because the latter have
simply disappeared from the equation. We note in passing that the
mission objectives of the campaign will vary depending on the class you
choose at the beginning of the game.

Anyway, whatever your decision is, your progress and your tactics will
revolve around an absolutely unique building which will be able to
produce absolutely every unit you need on the ground. This building is
also a bit unusual since it is mobile and can deploy in a few seconds,
hence the name of MCV (Mobile Construction Vehicle). While the guy
moves, we can even start the construction of 4 units that will instantly
emerge from the bowels of the beast when the latter deployed. This
trivial detail, conditions in a lot of things because in most solo
missions, and in the unique multiplayer mode of soft, the victory would
be achieved in capturing control points and specific buildings, what we
can do that only with more troops close to your target as long as the
enemy. In Command & Conquer 4, so there is no question of raising
resources or basic development. While that is no longer revolve around
your use of your MCV and the handful of units that may occur.

In fact, at the beginning of each part, a specific number of Command
Points will be allocated, and this small amount of capital will
determine the number of units you can create during the game, a bit like
a World in Conflict. You just need to choose your forces wisely based
on your goals and your strategy, but remember that in general, you do
find that very rarely with more than two dozen war machines
simultaneously. And if your troops are decimated, the PC will instantly
report this on your account, allowing you to restart the construction of
new troops without wasting a second. Be aware, however, that in early
game, you don’t have access to basic units of level 1 and to make your
troops more powerful and develop more advanced units, you will score
points of improvement by putting your troops on Tiberium crystals
scattered around each map. It will also bring them in secure areas,
materialized on the screen grids of light.

It is not only through this that you can buy upgrades for accuracy,
speed or power for your troops, before releasing the Tier 2 and 3, but
likely to offer advanced units (bearing in mind that if your commander
is not adequate, you will not have access to all these funny things.) To
complete this pretty picture, we finally speak points support, specific
VCS support, you would have guessed. The devils, which are obtained by
controlling specific buildings on each card in turn give access to
specific capabilities and temporary booster effectiveness of our troops
or otherwise reduce the effectiveness of enemy privates. In short, with
all this, C & C 4 is readily airs war movements, basic, buggers and
perhaps less interesting than what we offered the previous episodes,
which, however, does not exactly shone by their subtlety. So certainly,
we appreciate the few differences gameplay induced by the specifically
of the two factions, with NOD always quick to align units fast and
stealthy and GDI troops more conventional, but basically we will always
return to the same primary tactic: install MCV near the goal, build the
most powerful units and possibly launch two or three buggies on another
point of interest.


1. The Epic Conclusion to the Tiberium Saga – Kane returns in the
thrilling conclusion to one of gaming’s longest running storylines, told
through gritty live-action cinematics. Choose to take on the campaign
solo or team up with a friend and play cooperatively!

2. Persistent Player Progression – The more enemy units you destroy, the
more experience points you earn to progress your player profile! Level
up to unlock new units, powers, and upgrades to make your army more

3. Always on the Move – For the first time ever in the C&C series: a
massive, mobile, all-in-one base, The Crawler, lets you pack up and
move your base with your army for a new layer of strategic depth. Build
units as you move across the field, and deploy whenever and wherever you

4. Choose Your Class – Choose from three unique classes from both GDI
and Nod, each with its own specialized units and powers, for more
strategic and combative options that match your play style of choice!
Offense, Defense, or Support classes—which will you pick?

5. Team Up and Take the Battle Online – Join your fellow commanders
online and tackle your opponents in the biggest C&C multiplayer to
date, featuring 5 vs 5 objective-based battles! Choose your favorite
class and take online strategy action to the next level as you conquer
objectives while pummeling your enemies. The all-new party system lets
you move with your party of friends from one online battle to the next.


We note finally that if the two campaigns are proving very attractive to
cross despite their classicism, the fact is that some missions will
seem almost insurmountable without a bit of leveling mode skirmish. A
mode wherein it will be seen more clearly the few shortcomings of IA,
and the problems of finding the path of title. All that seems a bit too
wobbly, like to the image of the cross where when we meet with a senior
player, it will end more than a figure head with no hope of victory.
This too many gaps and too many imbalances is really being appreciated.
In Command & Conquer 4, eventually one will retain its brilliant
staging, dark and dynamic performance always so nice to Joe Kucan. A
nice package for a good hollow headline. This game disappointed us.


Please enter your comment!
Please enter your name here