Electronic Arts has given over the Command
& Conquer franchise to an always-online, MMO scheme of leveling
up to unlock content, which can work in a shooter, a role-playing game,
or Scientology. But it's a fundamental misreading of the appeal of
real-time strategy games. The basis for an RTS is that you have a box of
different toys. Each game, you choose different toys. Do you go with
tanks? Infantry? Aircraft? Your choice, pitted against the other
player's choice, determines how the game unfolds.
But when you start Command &
Conquer 4, your choices are limited to about a fifth of the actual
content. Leveling up is a slow laborious process. Expect to spend
several hours fingering listlessly through the meager baseline stuff.
Vanilla tank. Vanilla rocket buggy. Vanilla anti-tank soldier.
Skirmishes against the A.I. and online games can inch you along that bar
to the next level. The campaign is a big, fat, uninteresting experience
point farm, and you're expected to play through it twice, once for each
faction. You get the usual scripted guff, which is particularly
frustrating when you have to play the more difficult missions at the
mercy of A.I. teammates or -- even worse -- a timer. The story throws
over the series' usual, B-level celebrity camp in favor of something
earnest, but it doesn't work any better. It's clearly digging deep into
its source material, so it's not going to make a lot of sense to folks
who haven't kept up on the lore. Me, for instance. At one point, Kane
says something along the lines of "when I found you people thousands of
years ago, you were living in mud huts". Aside from having no idea what
he was going on about, he really doesn't look that old. As near as I
could tell, the story was about a one-of-a-kind Lasik procedure and some
unlikely cosmetic surgery. Go figure.