When I first heard that there was a new installment in the Command and Conquer Tiberium Series in the works, I was rather skeptical, since Westwood Studios was off the task this time. The game was being developed by the money-making, studio-gobbling monster they call Electronic Arts. EA is renowned for developing some pretty shitty-assed and extremely commercialized titles for even the greatest franchises after they buy them over; look at Command & Conquer: Generals for instance – on it’s own, the game wasn’t too bad, but it surely didn’t match up to the C&C standards that Westwood had set in any way. After I actually played Tiberium Wars however, I was relieved. Believe it or not (I still can’t), it looks like EA has actually given us a game that has done justice to the legacy of Command & Conquer, and at times, surpassed it.
No game could possible be more true to the C&C franchise, than C&C 3: Tiberium Wars is. In fact, at times it seems like Westwood developed this game themselves, not EA. Everything about this game will make you reminisce of the previous two in the C&C Tiberium Series; if you’ve played them, that is. If you haven’t, Tiberium Wars will still offer you the greatest experience any RTS ever could. This, my friends, is how an RTS should be – Simple, fun, fast and still deep!
Tiberium Wars doesn’t bring anything new to the table – no new mechanics, no new iconic view (like Supreme Crap-mander) … nothing. Instead, it takes what’s already been around for more than a decade of RTS gaming, and perfects it to the extent that you wouldn’t want anything new anyway. So if you’re looking for something new and innovative, look elsewhere! If you’re looking for some good old fashioned RTS fun however, you’ve hit the jackpot…
Command & Conquer 3: Tiberium Wars
By: Nikhil Singh
| Apr 11, 2007





- 4.5
|
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gdsas @ Mar 07, 2008
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