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Though it wasn't the first game of its type, Command &
Conquer became synonymous with real-time strategy gaming when the very
first game in the series was released in 1995. Along with Blizzard's
Warcraft II, Command & Conquer helped build the foundation for one
of PC gaming's most beloved genres, defining many of the real-time
strategy conventions that are used today. And though Command &
Conquer has seen its highs and lows over the years, the series' quirky,
politically incorrect, comic-book-like take on modern warfare has
remained intact all throughout, and it is upheld in the latest entry in
the series, Command & Conquer: Generals. More importantly, Generals
is easily one of the best Command & Conquer games yet, with the
impressive visuals and highly refined and accessible gameplay that have
come to characterize the best entries in this genre. Die-hard fans of
Command & Conquer may lament a few of the departures Generals makes
from the series' roots, and the game does have a few rough edges, but
Generals is still one of the best real-time strategy games around.
Generals' fictional premise puts the USA, China, and a terrorist group
called the Global Liberation Army (GLA) at odds sometime in the near
future. You can play as any one of these factions in its own brief
single-player campaign, in skirmishes with computer opponents, or
against other players over a LAN or using the game's online
player-matching service. Those who played the previous two Command &
Conquer RTS games, Red Alert 2 and its expansion pack, Yuri's Revenge,
will note that Generals is highly reminiscent of those games, despite
its much improved appearance and its seemingly more conventional array
of infantry, tanks, and aircraft. Like in Red Alert 2, battles in
Generals are often quick and decisive, largely due to the immense power
of many of the game's units, the presence of devastating super weapons
on each side, and the generally fast pace. Also, while each faction has a
good variety of units at its disposal, you'll likely get the impression
that the number of unit types per faction was limited so that each unit
type could play an important role in most any fight--and also to leave
room for an expansion pack. The lack of seafaring units in the game is a
disappointing omission, given the importance of ships in most previous
Command & Conquer games (not to mention in actual modern warfare),
but the designers have still done an excellent job of imaginatively
differentiating the game's three sides.
Despite the
fact that the game's central conflict involves the USA and an obviously
Middle Eastern terrorist group, the action in Generals is either
over-the-top enough or abstract enough that, for better or worse, it
shouldn't offend anyone's sensibilities. In fact, as if to drive home
the sense that "Hey, it's just a game," there's really no story at all
to Generals. The motivations of the respective factions aren't made
clear, and their arsenals are far enough removed from reality that
Generals seems much less inspired by current events and much more so by
the current fascination with war in our popular culture. Movies like The Rock and Black Hawk Down
certainly played a bigger part in inspiring the game's look and style
than anything on the nightly news. It bears mentioning that almost all
the mainstays of the Command & Conquer milieu can nevertheless be
found in Generals--fans will be glad to see huge, double-barreled tanks,
crack-shot commandos, nuclear missile silos, flamethrower tanks, and
other such C&C mainstays back and looking better than ever. Many of
the twists added to Red Alert 2 remain intact as well, such as the
ability to garrison infantry in civilian buildings and the ability of
units to gain experience levels by defeating foes.
Other aspects of this new Command & Conquer are decidedly
different. C&C fans may not notice right away, but Generals lacks a
few of the series' signature elements. For instance, Command &
Conquer games always did a nice job with their installation programs,
many of which put you in the mood of the games even before you could
begin playing. But Generals has a boring install program, just like
every other game. Also, previous Command & Conquer games made
prodigious use of full-motion video cutscenes to move their stories
along. Featuring recognizable actors, hammy performances, and
surprisingly good production values, the full-motion video sequences of
Command & Conquer have always been a distinguishing feature of the
series--but the FMV is out of the picture now, too. These complaints
hardly bear mentioning, but considering Generals' heritage, they're not
irrelevant.
Not
all the game's departures are cosmetic. Debates used to rage on the
Internet as to whether Command & Conquer or Warcraft II had the
better interface, and as if to settle the score once and for all,
Generals retreats away from some of the C&C standards in favor of
the Blizzard school of thought. The signature right-hand interface from
previous C&C games is replaced by the signature Blizzard-style
interface situated at the bottom of the screen. The signature C&C
fog of war, which provides you with unlimited line of sight as soon as
you explore the map, has been replaced by the signature Blizzard fog of
war, which limits your ability to see enemy positions outside of your
forces' field of view. The signature C&C base building, which allows
you to erect new structures almost instantly but forces you to place
them adjacent to your other structures, has been replaced by the
signature Blizzard base building, which allows your worker unit to build
new structures pretty much anywhere. These are all sensible decisions
that make Command & Conquer: Generals more strategic and ultimately
more entertaining, but it's still odd to see the series have a change of
heart after all this time. One aspect of Command & Conquer's
traditional control scheme that does remain intact is that mouse
controls revolve entirely around the left mouse button, which is used
both to select units and to issue attack orders. The right mouse button
is only for de-selecting things, and those accustomed to recent games
that use the right mouse button for move and attack orders may find that
this scheme takes a bit of getting used to.
The
gameplay itself is what you'd expect from a Command & Conquer
game--it's fast, responsive, and filled with lots of great explosions.
There's no dillydallying about, just a quick-and-dirty setup process
where you slap down a few key structures and then move on to cranking
out a good, mixed group of forces. Numerous, unique upgrades are also
available to each faction, competing for your resources. Resource
gathering, while slightly different for each faction, is fully automated
like in Red Alert 2. The US helicopters, Chinese supply trucks, and GLA
workers will all make a beeline for the closest batch of "supply,"
which is basically a big stockpile of valuables just sitting there and
waiting to be collected. As in all Command & Conquer games, a viable
strategy in Generals is to attack the enemy's all-important gatherers,
though the buildings in the game can't withstand much damage, either.
You can't build walls, base defenses are pretty flimsy, and a lot of the
buildings are quite large and vulnerable--so the game definitely favors
an aggressive style of play. Overly defensive play will merely land you
front-row seats to the fiery destruction of your own base.
Regardless, a few interface issues may get in the way of your efforts.
While you can manually set formations for your forces, unit formations
aren't handled nearly as well here as in some other recent real-time
strategy games, resulting in battles that are often very chaotic. Your
forces may frequently drift away from each other, so you'll often have
trouble focusing your fire on individual targets. The pathfinding for
your units is generally good--they'll conveniently move out of each
other's way, but sometimes you'll see a unit of yours sustaining damage
without returning fire, or maneuvering weirdly around buildings or other
obstacles. The game's menu screens look rushed when compared with the
polished in-game graphics. None of these are major problems, but they're
noticeable, and they might give you the sense that they could have been
fixed with just a bit more time.
One of the game's
new features is the "generals" ability system, which is basically an
experience system that lets you unlock new units, technologies, and
powers as you rack up kills. Much like the experience system used for
heroes in Warcraft III, the experience element featured in Generals lets
you spend points earned in successive victories on new abilities for
your faction. It's a good system that adds to the number of viable
strategic options in the game, letting you concentrate on some of your
faction's key strengths or gain an ace up your sleeve in the form of an
artillery attack or bombing run.
The
three factions themselves are about as different as can be. The USA has
the costliest but most technologically advanced units, plus the most
diverse and powerful air force. China has strength in numbers, and the
nation's relatively slow but powerful forces gain additional bonuses
when attacking in hordes. The GLA has no air force at all, and its
ramshackle units seem worse than those of the other two factions, but
these units can upgrade themselves using the scrap left behind by their
fallen foes, and the GLA's units are also the quickest and stealthiest
of the three factions, able to swarm around the battlefield using tunnel
networks. Each faction has some really interesting options. The USA's
ground vehicles can build support drones for scouting or combat, and its
rangers have flash-bang grenades that can devastate enemy troops.
China's overlord tanks are so enormous that you can build defensive
structures on their topsides, and its hackers can steal additional funds
or dismantle enemy structures. The GLA's terrorists can capture
civilian vehicles and use them to swiftly deliver deadly explosive
charges, and their tanks can be outfitted with radioactive shells to
better deal with enemy infantry. There are many more such examples for
each side. You could easily make a case for any of the game's factions
as the strongest, the coolest, or both.
The three campaigns in Generals are short and disjointed, though the
game's single-player missions are all quite good on their own terms.
Rarely is the goal merely to wipe out the opposing forces, at least not
without performing some other interesting tasks first. Most real-time
strategy fans will find Generals to be a cakewalk at the default
"normal" difficulty setting. The "hard" and "brutal" settings will
provide more of a challenge, though even at these higher levels of
difficulty, you may still find the computer mindlessly sending its
forces into your kill zones. It should still make for a worthy opponent,
however, due to its ability to quickly muster its forces and its
tendency to occasionally surprise you. Of course, online play is really
where the action is, and Generals lets you easily get into an online
match and start racking up wins. A quick-play feature lets you jump into
a match against similarly ranked opponents, though the game
unfortunately forces you to play in 800x600 resolution to use this
option. You can still set up or join a custom match, and the game
includes a good number of maps for two to eight players that are
suitable both for skirmish and multiplayer. Plus, there's a "world
builder" utility available for making your own maps, though it's
undocumented and allegedly still in beta.
Generals
looks really, really good, though you'll need a system that meets or
exceeds the game's recommended requirements to get it to run smoothly.
White-hot pyrotechnics and outstanding particle effects make for what
are probably the best explosions of any real-time strategy game to date,
and you'll see no shortage of explosions during the typical Generals
match. The other effects and animations are also great, such as when a
pack of unlucky infantry is sent flying like so many rag dolls by a
nearby blast. The game's terrain graphics are superb, and all in all,
it's easy to forget that this is the first-ever fully 3D Command &
Conquer RTS, since it looks so good. Those without recent systems will
probably have to tone down the graphics options to keep the frame rate
from chugging, but even so, they'll be treated to the best-looking
C&C game yet.
Meanwhile, the game's audio is a suitably remarkable counterpart to its
graphics. In another departure for C&C, Generals is the first game
in the series to feature musical themes exclusive to the playable
factions. Previous C&C games have used a catchy techno score
regardless of who was doing the fighting. In Generals, the USA's
campaign is accompanied by a number of triumphant military marches,
while China and the GLA have musical themes that establish their
respective Eastern and Middle Eastern origins, yet also come off
sounding grand and cinematic. Otherwise, you'll mostly just hear
countless types of booming explosions while playing the game. The three
factions' units all speak in English, though the Chinese and GLA units
have stereotypical accents that fit well with the game's
less-than-serious sensibility.
It may not take itself
seriously, but Command & Conquer: Generals is still a very
well-designed real-time strategy game, and it's unquestionably one of
the strongest entries in the series yet. It's totally first-rate from a
technical standpoint, and it's an all-around fun game to play on top of
that, with excellent pacing, great explosions, clever strategic twists, a
variety of units, and a fair amount of humor. It takes a few liberties
with some of the franchise's conventions, but the core gameplay of
Generals is still very much in the spirit of Command & Conquer, and
that's truly the best thing about it.
1 comments:
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