Command & Conquer 3:Tiberium Wars DVD
Command & Conquer 3:Tiberium Wars DVD
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List Price: $29.99 Sale Price: $13.78 Availability: unspecified Eligible For Free Shipping
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Product Description
Command & Conquer 3: Tiberium Wars PC
Details
- Ultra-responsive, smooth-as-silk gameplay that places your entire arsenal at your fingertips
- 30 single-player missions, in a vast open-world theatre where each decision you make matters
- Observe, broadcast, and compete in thrilling online battles - with all-new interactive spectator modes, VoIP communication & player commentary
- High-definition, live action video sequences seamlessly ties the game's epic story together
- Adaptive AI matches your style of play & gives you the highest level of challenge
Popularity: 11% [?]
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about 1 year ago
Rating
I cannot comment about the online gaming features of C&C3, as my interests lie with the single player missions only. However, I can say that this is a proper C&C upgrade that was well worth the wait. The gameplay is silky smooth on my new Vista desktop (Vista Ulimate, Core2Duo 2.4MHz, 2GB RAM, EVGA 7950 Nvidia card 512mb) and I have yet to experience any problems. The video mission briefings and cutscenes are the best in the series. I tried loading this game on my older (but very capable) XP machine and I had video issues. If your comp is fairly new with a decent graphics card, you should be able to run this game. Highly recommended!
about 1 year ago
Rating
All Command and Conquer game junkies, know that these games are highly addictive. It is true that some significant changes have been made to the controls on this game compared to the previous versions, but I would argue that once you learn them fully, you will like them even more.
The graphics are excellent.
The best part about this game compared to previous, is the improvement on the multiplayer game play. Previous versions would hang or crash frequently, but this one is smooth. Even playing online is like playing a single player campaign.
If you read this, invite me to your online game. Yeah, I really like it that much!
about 1 year ago
Rating
I am absolutely shocked that there are people giving this game a bad review. So much so that I had to log on and write my own review to get some of these issues squared away.
First off the graphics of this game are beautiful, every unit is well detailed and uniquely different from each other. Each faction (GDI, NOD and Scrin) have there own completely different tech trees to start from so you will never get bored of playing each side. The levels are well designed and fun to play as well, each are designed to allow all sides to have an equal chance to securing choke points or resources.
Single player campaign is a lot of fun, each level differing enough from the previous to give you a new experience every level.
A review above me wrote that this game is severely unbalanced and the highest leveled units (I.E. Mammoth Tanks) Are the only units seriously used for fighting. This is totally not true. He is a newb. When playing online if you sit in your base building the tech tree just for mammoths your going to get squashed by rushers. Alot more strategies are available then just one. Even if you play the AI, your forced to use many different strategies to get a win. You will be bombarded by Terrorists and cloaking tanks or planes will be dropping bombs on your powerplants hindering your production.
The only reason I can think of for something to not use any of the other units in the game, is they are playing the EASY AI on skirmish. Easy AI is really easy, you can build a few turrets and just sit back and let the money role in as you tech up. But under HARD AI you have to expand your base ASAP or you will be squashed.
Online play is not hard or confusing at all. Its easy to find players to rumble tanks against.
If your unsure about buying this game check out the demo. It lets you have a skirmish mode and the first level to the GDI campaign. You can test out before you buy for free. Thats what I did.
Overall: This game is a well designed strategy game for all players. You wont be disappointed with this purchase at all.
about 1 year ago
Rating
Command and Conquer 3 is great. I have shared it with my fellow Soldiers and we all agree. This is a great relaxer for us and very entertaining. Thank you.
about 1 year ago
Rating
In an age when game developers seem to put the least amount of production work into their products as possible, it’s refreshing to see that the makers of Command & Conquer have not joined the crowd. Not only is this a top-notch strategy game (fun to play, highly addictive, great graphics, etc), but they put a LOT of work into the story and production as well. No cheesy computer-generated cut scenes here. Real actors (one of whom you’ll even recognize) play the parts convincingly to create a rich background story for the game. But people don’t buy games to see the cut scenes, and if you’re a C&C fan or just a strategy fan in general, you won’t be disappointed with this latest installment. Here’s hoping they release an expansion pack soon.
about 1 year ago
Rating
Pros:
Graphics are much improved
Video sequences are longer, of higher quality, and more well developed, as well as there being more of them
Sound is high quality as always
Longer campaigns
Story is more well developed
Ability to change the difficulty of each mission independantly and you can replay them at any time to go for the gold in each
A bonus 4 mission campaign upon completion of GDI and NOD campaigns
Much improved AI for skirmish games.
Cons:
Story is discontinuous, at the end of C&C Tiberian Sun, at the end of the NOD campaign, the Philidelphia is taken down by a mobile ICBM, ending the Second Tiberian War. However, at the beginning of either campaign, the first mission is all about how the Philidelphia is shot down by a silo-based nuclear missile after NOD takes down the A-sat systems.
Blue Tiberium cannot be blown up with flames or explosions like in Tiberian Sun.
In skirmish and multiplayer games, there is no option to set the maximum tech level (like in Tiberian Sun) or deny the use of Superweapons (like in C&C Generals), which takes some fun out of the game
Very few maps included, and none like the C&C Generals map Tournament Island where there were 3 well defined choke points to each start position.
No in-game random map generator like in Tiberian Sun
Scrin side (for multiplayer and skirmish) is much overpowered
Superweapons much to powerful, capable of basically eliminating an entire base, vs in Red Alert or Tiberian Sun where only one or two buildings were destroyed or heavily damaged, eliminating alot of the defensive strategies and forcing a huge base of sparsely placed buildings, or expending many resources on taking out their superweapons before they fire.
Other Thoughs:
This is definetly one of the best C&C games i have played, and i have played them all. It is missing a few features that would have definetly make it nicer, like a No Superweapons option, but they still may add that in at a later date.
about 1 year ago
Rating
First of all I would give this game a 4.5 overall and 4.5 for fun because it is definately not perfect. After a near 5 year drought of any command and conquer games (due to the end of westwood studios), Command and Conquer 3 is released. It is set in 2050, where tiberium has decimated 30% of the world(red zones), affected 30%(yellow zones), and left 20% untouched(blue zones). The Global Defense Initiative (GDI) is at a peaceful stage, which is interrupted when the brotherhood of Nod, lead by the yet still alive sociopath Kane, when they nuke their space command center, the philadelphia. The fallout is a war between GDI and Nod, with aliens intervening later in the war.
Enough with the story, The three factions of this game are very diverse and fun to use: Scrin uses air power and technology, Nod stealth, flame, and nukes, and GDI uses the classic brute force and heavy armor. The only resource is tiberium crystal (blue is twice the value of green) The game has a great skirmish mode with an acceptable but not outstanding variety of maps. The ability to manipulate scenarios and even CPU personalities (difference not always prominent) is a definite plus to the game. The graphics meet the par of this generation, they are outstanding and the explosions are great. The campaign mode is the best by far. Both the GDI and Nod campaigns are based on unpredictable and exciting plot lines. The missions are fun and have enough diversity. The campaigns are enough to challenge but are not impossible. They are long, but not tedious giving you many hours of gameplay. The campaign has many twists and even unlockables.
Now the negatives. Gameplay can be frantic and hard to keep up with for non-experienced RTS (real-time strategy) gamers. Being only an average gamer myself, I do not find it to be too difficult though. Also, tech trees are easy to climb and you often find yourself dueling with elite units early on. Harvesters have pathfinding issues ( one once crossed my protected tiberium field to use an enemy tiberium field). Besides that, bugs are minimal. Now, to recap:
Skirmish mode: 8/10, Average maps but good customization features
Multiplayer: N/A, never used it
Graphics: 9/10, what you would expect but not groundbreaking
Bugs: 10/10, thank goodness there are very few
System requirements: 9.5/10, need a good computer but I haven’t heard anything of requirements being excessive
Campaign mode: 10/10, very rich storyline, few monotonous campaigns, interesting and non-tedious, unlockable alien campaign along with GDI and Nod campaigns
Overall: 9/10, a very good, near perfect game with great story, fun, graphics, factions, challenges, and scenarios.
about 1 year ago
Rating
This game is by far the best since Red Alert 2. I like how they brought the movie clips back into the story. The graphics are so amazing on this game compared to the others. It’s also cool how they stayed to the original story unlike Red Alert and the games after. I would definitly buy this game. It’s worth it.
about 1 year ago
Rating
C&C 3 Tiberium Wars Review
It’s been 8 years since 1999, when we were met by Tiberian Sun. Initially, the community was lukewarm to the game after it failed to meet much the hype, but eventually we gained a love for the game. Afterwards, there was Red Alert 2, which eventually was well loved by the community as well, despite the continuity errors it caused. Then there was Generals, which once again we treated with harsh words but eventually warmed up to it (though not everyone). Now we got Tiberium Wars out. The reason why the C&C community was so excited about this game was that we returned back to a time line we haven’t been back to since 1999, and that phrase “Tiberian Twilight” being kicked around for years. It was shady up until a year ago, and even then it wasn’t as heavily hyped as Tiberian Sun. Now the game has been out for over two weeks as of writing this review. Here I start with the review; I’ll go over a brief explanation of each concept of the game and my opinions.
Graphics and Appearance
Graphics is an integral part of any RTS; they help to really draw us into battle. The graphics in Tiberium Wars utilizes a modern form of the engine utilized in Generals and the Battle for Middle-Earth series of games- the SAGE engine. Textures and what not have been improved, and dynamic lighting and shader compatibility was added.
Compared to Company of Heroes, the graphics aren’t as pretty, but the thing is this engine is surprisingly stable. You can have a large amount of units on the screen with out lag if you have a decent computer, and load times are amazingly quick (a nice relief over Generals). Considering there are no unit caps in C&C games, these graphics fit the situation nicely. Another interesting thing to note are the animations. Though not as interesting as they are in other games, it’s pretty nice to see the Grenadiers play with their grenades, the fanatics sitting down and slouching back against something while they idle, the Mammoth Tank’s treads adjusting to the terrain, and the infantry cheering after they kill something (even the most ridiculous things).
The sides are easy to distinguish as well. GDI with their more western military look, Nod with their more cyber-punk appearance, and the Scrin with their obvious alien appearance. Some players may have issues distinguishing certain GDI infantry from each other though, as they wear similar armor padding.
A very nice touch of eye candy is the explosions. Watching tanks go into flames, especially the flame tank of Nod, is a nice sight to behold. The super weapons are well done as well, especially the Ion Cannon.
Tiberium also looks pretty nice. It’s not like the ones in the older series, rather a group of gigantic crystals growing from the ground around a tiberium-filled hole, with lightning effects too. There’s a noticeable change in atmosphere as you move from the tranquil blue zones, to the war ravaged yellow zones, to the Tiberium infested Red Zones with large deposits of tiberium and immense tiberium chasms with massive Tiberium crystal pillars.
Sound
I won’t get into much here, but the music in my opinion fits the atmosphere well. It’s not as good as the Tiberian Sun soundtrack that was composed by Frank Klepacki, but it fits in anyways. The sound effects are pretty nice, the explosions and gun fire in particular.
Only thing that is kind of odd is that they added old sound infantry death tracks from the previous C&C games. This seems to be mainly for nostalgia, but it may turn off some people.
Story
Tiberium Wars starts off after the storyline in Tiberian Sun and Firestorm. GDI, confident that Kane is finally dead years after the Second Tiberium War, begins to de-escalate it’s military power and focus more on rebuilding and reclaiming lands in the yellow zones. Nod still is around, but apparently fractured. Unfortunately for GDI, Kane is still alive, and is busy at work to put his plans into motion to further humanity with Tiberium. Kane starts off the events of Tiberium War by disabling GDI’s land-based space defenses and launching a missile into GDI’s space station Philadelphia, killing all the high-ranking officials who were holding a meeting. The game eventually goes to another war between GDI and Nod, and the arrival of the Scrin. Unlike previous titles, each side had the same story line, told from different perspectives. As such, it’ll require the player to play each side (Scrin are unlocked after playing both GDI and Nod) to truly understand the story.
The story is fine to me, but it could’ve been better. At times it seemed to be a bit rushed, but it works. The actors are fine for the most part, albeit cheesy at times. Some are a bit too over-emotional, others with little emotion (I’m looking at you Morrison). My favorites though were Kane played by the Joe Kucan all C&Cers know, Jack Granger played by Michael Ironside (he seems to be a military figure), and the Nod tactical officer Ajay played by Josh Halloway (who plays Sawyer in the TV series Lost).
Gameplay
Here’s the integral part of any RTSs. C&C’s were always known for their certain style of game play, and Tiberium Wars attempts to bring that back with a few changes. Base building is still the same- you build from the construction yard and place them within your build radius, which you can expand with some vital structures. Base defenses can be constructed around your base- anti-air, anti-tank, and anti-infantry, some with a combination of anti-tank and anti-infantry. Structures can be placed in any direction, allowing players to pack their bases into nice shapes for easier movement.
Like in older C&Cs, you have to build power plants to maintain your power flow, which is important if you want to maintain your defenses and continue your rate of building structures and units. There’s an option to temporarily turn off certain structures to save on power if you’re using more than you have. Destroying power plants is a viable strategy in the game, and may very well throw some players off balance.
Tiberium is the only source of credits in the game. Most games start the player near a field of Tiberium, usually small. Tiberium can regenerate, but not fast enough for the player to camp around the same field all game. Most games have other Tiberium fields at different areas of the map and a capturable Tiberian Spike which will continuously generate money. There’s also the Blue Tiberium, which will yield greater credits, but unfortunately has lost its volatile nature from Tiberian Sun. Tiberium is VERY important to the player if they want to build things, so harassing tiberian harvesters or destroying refineries which collect the Tiberium can severely hurt the player, as they’ll lose any potential income from those and will have to replace them. Nod and GDI have Tiberian Silos, which need to be built to up the amount of resources you want to have at any one time (Scrin don’t need this). To those of you who have never played a Tiberian title, Tiberian is poisonous to unprotected infantry. The Scrin do not have this weakness. Tiberium Wars also features unit upgrades, the second C&C game to do so (the first being Generals). Most of these upgrades either enhance your infantry or your vehicles. For example, GDI has the composite armor upgrade and the rail gun upgrade for their units. The composite armor upgrade improves your basic infantry’s hit points and durability, and makes them look different. The rail gun upgrade replaces the turrets on the tanks with a rail gun, and will greatly increase their damage output.
Every unit in the game has a specific strength and weakness, which is pretty much what C&C was always based on. Riflemen won’t do much against a tank, but a tank can’t do much against a rifleman (unless they run them over of course). Tanks are effective against other tanks, and some vehicles are pitted to be specifically anti-infantry or anti-air. Some infantry are anti-infantry, but others are anti-vehicle or anti-air. The list goes on, but unfortunately this counts for nothing against a massive tank spam late-game. Nonetheless, all the units have a purpose, and you’ll find yourself using most of them, if not all of them, at different points in the game. Each side has a commando unit. GDI and Nod’s Commando both excel against killing infantry (although they go down fast against heavy fire), and can destroy buildings and walker units with their explosives. The Scrin equivalent is the mastermind, which can teleport units and even take control of enemy units.
It is important to note that each infantry comes in a squad now (with the exception of units like the engineer and commando units), unlike the previous C&C games where infantry were individual entities. This is mainly so that the player can get units out quickly without having to wait a while.
Each side has a unit that is meant for capturing structures: GDI’s engineer, Nod’s sabetour (can set booby traps), and the Scrin Assimilator (can turn invisible when idle). They can also capture downed walkers, turning them against the enemy.
Each side also has a deployable unit that can be constructed from the base. These are primarily used to establish outposts near Tiberian fields so you can build a refinery near those. These lay down a build radius after being constructed, which can also be expanded with more vital structures.
Every side has a unique flavor. GDI is the strong-arm side of the game, as most of their units are more expensive than their other counter parts. GDI’s Mammoth Tanks are by far the most powerful unit in the game, especially with the rail gun upgrade. Their harvesters are the slowest, but are the toughest and have an onboard turret. Infantry like the Commando and the Zone Troopers can use their jet packs to jump over obstacles or enemies. Snipers can spot things for the Juggernaut artillery to allow them to strike anywhere on the map from their current location. The GDI rifleman can create bunkers for a price, allowing them to create garrisionable structures anywhere.
Nod is more of a fast hitter side, as their units are much cheaper and quicker to produce, but they got some devastating units like the Avatar. Despite it’s weakness to the GDI commando, it can be very powerful if used correctly, and can even take parts from your other Nod vehicles. The infantry, despite being weaker than some of their counterparts, are truly effective with their upgrades. Tiberian Infusion gives them greater durability and invulnerability to tiberium, and the Confessor upgrades that’ll enable them to toss hallucinogen grenades, causing the enemy to fire at each other. They can upgrade their scorpion tank with the laser upgrade and the dozer upgrade, allowing them to fire deadly lasers and to clear mines and run over heavy infantry respectively. Their harvester is fast moving and can cloak. The Scrin are really more of a harassment spammer side. They rely on harassment tactics early game to be able to deploy their devastating aircraft and Annihilator Tripods, which can be upgraded with shields. Aliens are also the most adept at collecting Tiberium, and their harvesters are hover units and can bypass a lot of terrain feature. They also generate Ion Storms when destroyed, which are devastating against groups of the enemy, especially infantry. Despite their strengths, they seem to have the weakest armor when compared to other sides, but can be devastating if you let the Scrin spread and unleash their power. They’re also able to utilize Ion Storms, and have the Mothership unit, which if allowed to reach the enemy base, can inflict devastating damage.
Air units are also utilized in the game. GDI has the Orca, which is similar to a helicopter, and is used to destroy vehicles. Firehawks are used as bombers, but can also be used as an anti-air unit. Nod has the Venom VTOL fighter, which can attack both land and air, and the stealth Vertigo Bomber. The Scrin have the greatest selection of air units- the stormrider which can attack land and air, the Devastator Warship which can dish out large damage at a long range against ground units, and the Planetary Assault Carrier which carries small fighters that can swarm targets. They also have access to the Mothership, which is devastating if it can reach its target.
Conclusion
What makes Tiberium Wars different from other games? Not very much unfortunately, so that may turn off people who are looking for innovation in their games. Regardless, it brings back an old RTS formula that hasn’t been used for a while, and I feel is perfect for most C&C fans and moderate RTS players. If you’re hooked to games like Supreme Commander and Company of Heroes, I doubt you’d get on it, but you may. It isn’t necessarily devoid of strategy, as I think any player, hardcore or new, can play this game fine and still have a challenge. I played Dawn of War with all its expansions for the longest time and I’m enjoying this game. There are some path finding issues, bugs, and some multiplayer issues that I feel need to be fixed, as C&Cs have always been big on the multiplayer front. Overall, if you’re looking for some old-fashioned RTS and some fast-paced gameplay, this game is for you.
5 Stars
about 1 year ago
Rating
Quick Summary:
PROS:
*BEAUTIFUL Graphics – The visuals and special effects are spectacular, EA really outdid themselves this time. Easily the best looking RTS out there.
*Incredibly Smooth – Load times are nearly non-existent, and I never experienced even the slightest drop in FPS which is incredible since I had well over 50 mammoths on the screen all firing at different targets.
*Balanced Forces – All three factions are relatively balanced (NOD is somewhat weaker in late-game but a upcoming patch will fix that), and each plays very different. Not as much variation as RA2, but still very good.
*Same Old Game – Just like the original C&C this game is simply fun to play. The speed has been substantially increased, making it much more intense.
*Multiplayer – Brutal and not for the newcomer, but loads of fun.
CONS:
*Repetitive Campaign – The single player campaign gets repetitive towards the end of the game as the same simple strategy is all you use over and over. Could have used something more to keep it interesting.
*Same Old Game – There is very little new here, many of the units are the same, although they do look a lot nicer.
*Weaker Story – Acting and actors are great, but I just felt the story wasn’t developed enough (might be due to my speed of running through it)
*Short – This will vary for each person, and I have been playing these games forever so I really know what I’m doing, but the campaign is really short. I finished the GDI campaign completely in under 6 hours. Kind of a let down there.
Bottom Line:
C&C3 is a great game, and more fun then most things out there. Great characters, fast paced action, and wonderful graphics easily make this game well worth the money. In the end, however, it is just the same old game as before. For most people that will be more then enough. For the rest of you, go buy Supreme Commander.