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By Michael Klappenbach Michael Klappenbach. Former Lifewire writer Michael Klappenbach is an IT professional and an expert on games and gaming equipment. Reviewed by Jessica Kormos. Jessica Kormos is a writer and editor with 15 years’ experience writing articles, copy, and UX content for Tecca. Tweet Share Email. Was this page helpful? Thanks for letting us know! Email Address Sign up There was an error. Please try again. You’re in! Thanks for signing up. Gone were the bright greens of sunny grassland maps, the fast-paced soundtrack and the simple, modern military units; instead, the game took place in a dark, desolate wasteland, haunting melodies scoring its battles between futuristic factions.

Gone were the simple pleasures of basic riflemen and medium tanks carrying the day; Tiberian Sun featured sonic disruptors and flame-spewing tanks that burrowed through the ground, stomping bipedal mechs and unsettling cyborg commandos that kept chasing you even when you blew their legs off. For all its gloom, Tiberian Sun was an excellent addition to the series.

The engine looked fantastic for the time, and the blend of sprite-based infantry with voxel-based vehicles made for a memorable graphics style. Terrain deformed from explosions, pockmarking the map as you battled over it. Its satisfying selection of futuristic soldiers and vehicles balanced against each other well to allow a variety of tactics throughout its campaign and its multiplayer. TS was a unique game, and the chirp of its rifles and subdued burst of its explosions have been etched into my mind since I first played it.

The chatter of minigunners firing. The throaty roar of advanced guard towers launching missiles. The hiss of flame tanks spraying. The foreboding, sinister hum as the obelisk of light charged up, before an angry pulse of light screamed out over the battlefield. Westwood may have set the stage with Dune 2, but it was Command and Conquer that truly resonated with PC gamers. The game was simple enough to learn—construct a base, harvest resources, build an army, and attack the enemy—but its variety of different units across its two different factions lent it great replayability and depth, its familiar modern military theme made understanding those units intuitive, and its excellent, fast paced soundtrack from Frank Klepacki coupled well with its quick, action-packed gameplay.

Command and Conquer also featured full motion video cutscenes, starting a tradition that persisted through every sequel except for Generals. Is that camera still running?! Machineguns chatter as your aircraft strafe desperate partisans. A fuel barrel gets hit and the whole place goes up in a fireball, guerillas running around on fire as your infantry level the town. It featured the same gameplay but with a huge number of new units and buildings, set in a more interesting alternate history cold war where Hitler never took power and World War II was fought against Stalin and Soviet Russia instead.

It also included a map editor for players to create their own multiplayer battlefields. Red Alert featured a campaign for each faction with a full complement of FMV cutscenes, just like its predecessor, and again they do a wonderful job of setting the tone.

I love the Soviet mission where you have to hunt a spy down with attack dogs and troops, leaving a path of destruction through villages as you left him nowhere to hide. Other missions required you to sabotage bridges, make amphibious landings, or save Einstein. Fun, creative, and tough as nails, these missions were a real challenge, and a memorable blast to play through. But things were only just getting started, and as Westwood continued to create, the best was still yet to come.

Chinooks full of troops spraying rockets and flashbangs at hordes of Chinese nuke-tanks as middle eastern extremists ride in with Toyotas, motorcycles, and trucks full of explosives. When Generals first appeared, fans naysayed its many changes. I said it then and I will say it to my grave—they were wrong.

While Generals deviated from everything previous, it stands on its own as a fantastic RTS experience. Basic tank rush? Works like it always did. Combined arms siege crawl supported by artillery and point defense? Slow, but hits like hell. Heliborne infantry drops to secure key map points? Fancy, and effective.



Command & Conquer™ The Ultimate Collection for PC | Origin

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