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Command and Conquer 4 Tiberian Twilight

An RTS only a shareholder could love.


You won't like this if...

Old-school RTS games.

Command and Conquer 4
Credit: EA

Vitals

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.

Bad Company 2, Lord of the Rings Online, and anything from Ubisoft. But I didn't expect that it was going to interfere with the story mission where I'm activating some kind of "GDI hoo-ha mumbo jumbo resonance tower ascension McGuffin ship with a million hit points puzzle mission." I get disconnected and have to start all over. This discourages piracy, but that's not really my concern. All I'm getting out of the deal is that on the way to restarting the campaign mission, I can see a chat window with people complaining about the always-online requirement.

The real shame of mishandling the series this way is that the actual gameplay can be good. You won't realize that for a while. Partly because of the unlock system, partly because the interface can be pretty bad, and partly because the action can get so sloppy, it's going to take a while before you can appreciate what Command & Conquer 4 does right. At first, it will seem like splashing around helplessly in a madly shuffling action game. It doesn't even look very good. It's like the worst of Red Alert 3's cartooniness in a last-gen engine that you might mistake for using 2D sprites when the action gets clogged up, as it invariably will.

But this is the same basic design that was proven in World in Conflict, an underappreciated RTS that plays like a class-based team multiplayer shooter. Each class has weaknesses, and therefore relies on other players in the match to cover for them. But each class also has strengths, and therefore can make unique contributions to their team -- the same principle behind Team Fortress. Meanwhile, the objectives play out like a Battlefield game, with players on each side scrambling to seize and hold points; there are ebbs and flows and front lines and end-runs. Unlike most RTSs, it's not over until it's over.

After the disastrous micromanagement problems of Red Alert 3, this is a welcome return to controlling fewer units with fewer powers, making fewer choices with more important consequences, and keeping the action exciting and fluid. You can play with throwaway units, shifting among different classes as needed, banging on the Q button and just flinging your army into whatever front line has formed. Or you can work to level up your units by keeping them alive in combat and gathering crates, including precious blue crates that give some units a special ability. Once you grok the system enough to play at this level, Command & Conquer 4 has a lot to offer.

Click the image above to check out all Command & Conquer 4: Tiberian Twilight screens.

For instance, somewhere around level 10 (I'd say that's going to take about five hours of gameplay per side, assuming you don't lose your connection), you unlock second tier units and more interesting upgrades. Here's where the two sides start to really distinguish themselves. But this is a game without a regular economy. You don't buy units. You simply build as many as you want up to your command limit, with the only price paid being the time it takes to build them. However, to apply upgrades or to build higher tier units, you have to fight for crystals that appear on the map. This is a great bit of gameplay, and when higher level players are involved, it can decide a match if you can clamp down the crystals first. It's arguably more interesting than the business of grabbing and holding victory locations that count up your score until one side wins. Consider it your reward for slogging through several hours of lower-level gameplay.

Another potential problem is that this is only a team game. Because the maps are so big and the design is based on classes, games with fewer than three people on each side are absurd roundabouts of swapping victory points, a sloppy musical chairs RTS where you occasionally bump into other units. Fortunately, the A.I. is competent and "comp stomps" are a viable way to play. Even as a solo game (albeit online), you can drop yourself into a swirl of A.I. players and make stuff happen. However, the A.I. can't choose its own class, which means you're always fighting against a pre-set opponent. EA doesn?t even allow an option for a random class for A.I. players. And since the cat-and-mouse of shifting classes is an important part of the gameplay, this is a really strange omission.

See More: Command & Conquer 4: Tiberian Twilight | Command and Conquer 4 | Command & Conquer: Red Alert 3