Abstract: Autobiography or confessional? The title is not plagiarised from the literary offering by a certain Mr. Tim Griggs, but that of a short story that has been languishing in my archives for over ten years, an ironic comment on the requirement in modern Western society for a female to be attached and the difficulties in attaining this state of “bliss”.

Saturday, 22 November 2008

Let’s Do the Time Warp Again: Review of Command and Conquer Red Alert 3 (PC Dome Version)

Filed under: — site admin @ 2:37 pm

Having comprehensively botched up Command and Conquer 3 Tiberium Wars by failing to hold an open beta test and clamouring to release a half-finished product (no doubt haunted by the spectre of when Starcraft II might be expected to hit the shelves) to eager fans who were left frustrated and disappointed (ultimately there are only about three tactics per side that almost always guarantee victory and if you do not use them or know how to counter them, you may as well not bother with the game). EA could not afford to make a similar mistake with the other venerable title of fond memory from its back catalogue and, sure enough, did their best to rectify the balance issues by allowing a very broad audience to put it through its paces.

My personal pre-ordered copy arrived three days after release, by which time my regular gaming partner has already warned me that three patches had been released. This filled me with a sense of foreboding (especially after having joined the beta in the closing stages and being comprehensively rushed to the extent that I was not even permitted enough time to figure out the optimum build order), but I am pleased and relieved to report that employing the wisdom of crowds and the obsessive ingenuity of the fans has proven more then worthwhile and the lobbies, so depressingly empty on C and C 3 and Kane’s Wrath, are overflowing with combatants again.

The previous instalment was weird, wacky and wonderful and the mixture of bizarre units, time-bending plot and amusingly over-the-top acting has been lovingly preserved. With the Soviet Union on the brink of extinction, Cherdenko (Tim Curry) and General Krukov (Andrew Divoff) travel deep into the bowels of the Kremlin to a secret laboratory where Dr Gregor Zelinsky (Peter Stormare) has been experimenting with time travel. Strapping themselves into the prototype machine, they transport themselves to the Fifth Solvay Conference in Brussels in 1927 (an actual historical event) where Einstein is lecturing. As the Professor leaves the stage, the evil Cherdenko offers him his hand in congratulation (Zelinsky having instructed the General not to touch anything for fear of irrevocably altering the time line with unforeseen consequences), which Einstein graciously accepts, only to be electrocuted. Safely back in the future, Cherdenko discovers that he is now Premier and that the objective of denying the Allies their world-beating technological edge by having deprived them of Einstein’s expertise has proven a success. However, they grossly underestimated the Butterfly Effect and their meddling has unleashed a new enemy in the East, the Empire of the Rising Sun.

The live-action video inserts between campaign missions have long been a distinguishing feature of the Command and Conquer series, and on this occasion, the producers have surpassed themselves, assembling the most impressive cast in the history of the genre, with the likes of George Takei as Emperor Yoshiro and Jonathan Pryce as Field Marshal Robert Bingham. Approximately an hour of footage was shot for the game in the superb quality digital that we could only dream of in the early days with a heavily pixellated General Carville. The rivalry between Tanya and Lieutenant Eva has been revived as they vie for the Commander’s attentions and affections and the cast throw themselves into their respective roles with enthusiasm.

The pace of the game is slightly slower than C and C 3 (no bad thing) and sending in a force of only one type of unit (characteristic of the latter) doomed to failure. Each side has a slightly different way of building. The Allies are the most traditional in their construction methods with a fixed build radius, which does not expand as other structures are placed. In order to spread out further, you have to purchase an extra Prospector (ore collector) from the Refinery, send it to the area in question and deploy it. Any structures within its build radius come directly under its influence and the Command Hub itself must be upgraded for nearby Boot Camps and so on to access the higher levels of technology. If you are running low on credits, it is not a good idea to sell the Hub unless the position is well-defended and you are quite sure that you do not wish to maintain a subsidiary base as a fall-back in case everything goes pear-shaped at HQ, as it means that you cannot erect any more buildings in the vicinity. The alternative for a second build queue is to purchase another MCV (comparatively expensive at 5k a pop as opposed to 1.4k for a Prospector). In general, particularly early on, money will be tight, capturing neutral oil derricks well worth the effort.

The Soviets spread out across the map as they so desire, each new construction project laying claim to slightly more space (wooden fencing papered with propaganda posters and the sound of muscular Stakhanovites singing the Party’s praises in the background accompanying each new milestone in the Building of Socialism), but for more serious annexations, the Sputnik is required. The Crusher Crane (reminiscent of Yuri’s evil Grinder in that it too can recycle vehicles for a quick-fix cash boost, studded with ominous protruding spikes that would give a frisson of anticipatory pleasure to the confirmed submissive) is the only structure in the game which provides a secondary build queue with all the advantages and target vulnerabilities such a facility implies.

In its all-encompassing ambition, the Empire of the Rising Sun are not bound by such constraints, every structure emerging in high-tech splendour from a custom Core, mobility at a premium.

The ideologies which each side hold dear and which they ceaselessly profess as the source of their strength and superiority are reflected in their units. Old favourites, such as the Kirov Airship and the multi-purpose IFV are joined by worthy new stable mates like the Bullfrog with its unique passenger ejection system the Hlopushka man-cannon that catapults wrestling-costumed War Bears and raw recruit Conscripts alike for a parachuted soft landing.

The Allies place their faith in capitalist investment and research sophistication even without the assistance of the wild-haired refugee from persecution, the developers evidently having a soft spot for 1960s Irwin Allen-style science-fiction, a prime example of which is the Cryocopter, which, as its name suggests, freezes targets, allowing the humblest of foot soldiers (the Peacekeeper) to dispatch a mighty Apocalypse Tank with a single shot of his rifle, in a true David and Goliath role reversal. Switching to the aircraft’s special ability, the S.H.R.I.N.K. ray cuts the enemy down to size, with squeaky little voices to match, a bit like early Madonna on helium…(or perhaps an emasculated post-divorce Guy Ritchie).

The Soviets have always extolled the virtues of honest toil, relying on the brawn of their iron-willed proletariat with their long-suffering endurance of blatant state exploitation. Their anti-infantry Sickle may teeter precariously on spindly legs, but its industrial efficiency in mowing down opponents makes it a formidable foe nevertheless. And Tesla technology has taken to the waves in the shape of the Stingray (which, if need be, can also clamber ashore for back-up).

Confident in their unrivalled technological mastery, the Rising Sun are the most innovative and versatile with vehicles that instantaneously metamorphose from ground to air (the design team members were probably weaned on Transformers), such as the Striker-VX/Chopper-VX, or for sheer brute force King Oni where what you see is what you get, a mechanoid in full samurai armour with laser blaster eyes (in his case, looks definitely can kill!).

Every unit possesses special abilities, none of which are negligible, from the stun bark of the Attack Dog to the Ramming Speed shield of the Shogun battleship. In the thick of the conflict, the more your forces take a pounding, the faster you accumulate points granting access to Top Secret Protocols and support abilities, such as the Orbital Dump, which brings the charred wreckage of a post-re-entry Soyuz space-station hurtling down into the middle of the enemy’s base. The sheer variety of units and the correspondingly broad range of possibilities for combining assault groups make for a richer and more satisfying gaming experience than in C and C 3. In short, the greater complexity means that you actually have to put some thought into securing a victory rather than monotonous OCD-like repetition of a set sure-fire win tactic.

The graphics are gorgeous, if slightly cartoon-like, even when not on Ultra High setting. When the Kirov finally has the grin wiped off its blimpish visage, the flames peel back its skin to expose its steel skeleton before it is transformed into a fireball in a display the Hindenburg Disaster Re-Enactment Society would be proud of. Attention to detail and humour are also evident in the cityscapes. In Heidelberg, for example, an unlikely fountain attests to the fabled German love of beer, with an architecturally incongruous centrepiece in full Lederhosen gear revolving slowly on a plinth, pouring gallons of the intoxicant out of a glass.

The music represent a perfect complement to the on-screen action, with three quite different scores for each of the warring opponents, with shades of a homage to the 60s TV series for the Allied breaking out into hard rock, suitably bombastic military marches for the parade of the arsenal on Red Square whilst delicate flutes alternate with synthesiser raunch for the Rising Sun.

The campaign can be played in either Single Player or Co-Operative mode online. When playing without the benefit of a human partner, the computer pairs you up with a series of AI Co-Commanders, such as the oleaginous public schoolboy Giles Price, to whom you can issue certain orders to back up your strategies. You can request that your computer ally strike a designated target, occupy a position and plan an attack. This constitutes an innovation compared to previous Command and Conquer instalments and can prove very useful in sticky situations.

Another improvement is the ability in Multiplayer Online to chat to whomever you choose in the Staging Rooms via VOIP, which staves off boredom during protracted waiting stints. You can mute any player prior to the game launch, but this does not protect you from being bombarded by insults in typed text form, which I regard as a defect. Mute should mean what it suggests: silencing your enemy completely (you know how nasty things can get, particularly when your opponent is about as mature as the spots sprinkled liberally over his hormonally-challenged face). It can also be slightly laborious to switch opponents off manually each time they peek into the room. It would have been better to provide a default Chat to Allies Only box to tick, which would have saved you the hassle.

Similarly, I do not appreciate the new approach to the online lobbies, whereby chat and game joining are rigorously separated. This necessitates a great deal of extraneous clicking on the Communications Star in the top right corner. Perhaps I am a traditionalist, but it actually makes it harder for you to locate your friends and gaming partners and accept their invitations (that you will not be aware of unless you enter the specific Invitations screen).

In summary, Red Alert 3 represents a long overdue and welcome return to form, with rewarding gameplay, an implicit acknowledgement of the benefits of avoiding a rush job and of involving the loyal community of diehard fans, who, although we have too often been treated very shabbily by EA in the past (putting profit before server stability, to name but one example) have stuck with the franchise through thick and thin. Let the experience be a salutary admonition to you EA: without us, you are nothing.

Gameplay 9.0

Graphics 10

Soundtrack 9.5

Fun Factor 9.0

Overall Rating: 9.8

[This is the version of the review as published in PC Dome.  The detailed version follows]

Monday, 14 April 2008

Souls of Steel: A Review of Command and Conquer 3, Kane’s Wrath

Filed under: — site admin @ 3:17 pm

[The tactical analysis was written after playing in excess of five thousand bouts online of the original Tiberium Wars under various aliases]

“…and so it is that my thoughts turn to CABAL, that which was my creation and is now, in a way, part of what I have become. In the end, the AI’s legacy was little more than wanton destruction, proof to the heretics that I am nothing but the madman they claim me to be. Yet, deep within that AI, within its very conception, there lies a spark, a light, a sign.

There is something there, something hidden, something…great. I must think more on this”

- Kane

Kane’s Wrath recounts the tale of the Prophet’s slow and painful recovery from his defeat at the hands of GDI and McNeil in a campaign spanning the decades from 2034 to 2052, functioning as both a prelude and an epilogue to the events in Tiberium Wars. You can’t keep a good villain down and the tenacity and unflinching self-belief of the defender of the downtrodden and dispossessed assume truly breathtaking proportions (in a less apocalyptic setting, the only audience Kane would find for his self-aggrandising fulminations would be fellow patients in a mental home, no doubt vying for their medication-dazed attention with a Napoleon or two).

Single Player Mode

Campaign

Synopsis

[Plot spoiler alert!]

With Nod hopelessly splintered into rival and mutually antagonistic sects, Kane sets about engineering his ascendancy with the patience born of absolute conviction in his mission. Weakened and wary of alerting GDI to his existence before his power has been fully consolidated once again, nobody is fully apprised of his plans, not even his most trusted disciples. Truly, the Prophet moves in mysterious ways…

Kane loyalist to a fault, Alexa Kovacs (played by Natasha Hendstridge) acts as the commander’s guide through the missions (the Prophet always did have a soft spot for attractive blondes). Kovacs was orphaned in what would become the Central African Red Zone. After surviving over a year alone in the burnt-out remains of her parents’ homestead, Alexa was discovered mute and near-starving by a patrolling group of Nod scavengers. Her piety coupled with her gift for cybernetics and AI led to her enrolment in the Nod Academy. Following graduation, her talents and religious devotion were recognised and she was quickly enlisted to work on the LEGION combat-AI project as an Abbess at the side of Kane himself.

In parallel with the quest for the ultimate AI killing machine, regaining possession of the Tacitus from GDI is Kane’s ultimate goal, as the alien device contains within it the key to Ascension. Unfortunately for the Brotherhood, however, it is kept secure in the Cheyenne Mountain Complex.

Until he has gathered sufficient strength to announce his survival to the world, a figurehead must be found to rule in Kane’s stead. At this juncture, we are introduced to charismatic orator Brother Marcion (Carl Lumbly, whose superb performance in an all too brief cameo leaves the viewer wishing that the production team has taken a little more trouble to flesh out his character), former leader of the Brotherhood’s religious wing, charged with spreading the gospel of Nod. His faith faltered, however, and he turned his back on Kane when the losses sustained during the Second Tiberium War became catastrophic, denouncing the prophet as a charlatan and withdrawing into the Australian outback.

Marcion was not alone in his disillusionment: his celebrated rhetorical skills and deeply ascetic lifestyle won him many devotees in what later came to be known as the Yellow Zones. Within a year of his break with Nod, Marcion had organised his followers into a disciplined theocratic army – the “new” Black Hand, dedicated to disseminating the “truth and purity of the Tiberium prophecy”. According to unsubstantiated rumours, Marcion may have been corrupted by GDI, exploiting the one chink in his impressive armour: his vanity.

With typical callous disregard for the lives of his foes (he proclaims that he will bring unity to the unbelievers, which he specifies as meaning “Unity in the arms of the Brotherhood, or unity in death”), Kane quite literally explodes back onto the international scene and the commander discover that he is not what he might have assumed himself to be…He is Legion and the Prophet himself sends him into a deep slumber.

Twelve years elapse before Legion awakens, its services required. Kane has successfully duped GDI into complacency concerning the threat posed by the Brotherhood and has devised a strike that will leave his enemy crippled, hinging on the theft of the Ion Cannon Network plans. Devious as ever, the Prophet has already determined that Redmond Boyle, whom he holds in justifiable contempt as an inept politician “as greedy as he is vainglorious”, should be appointed President by default, everyone in line for the post ahead of him having perished in the Philadelphia disaster.

Even the Brotherhood resurgent continues to be riven by internal dissent. Alexa suppresses her grave doubts about Legion out of allegiance to Kane, yet fails to conceal her jealousy-tinged loathing of Kilian Qatar, whom she despises for having wormed her way into his confidence (Kane praises Kilian as a military asset, author of the Philadelphia’s demise), for looking at the Prophet as if she were his equal. Although she would gladly shoot Kilian herself, Alexa claims that Kane has a more elegant solution that will expose her treachery without alienating her supporters. Legion is charged with the task of attacking Temple Prime in the guise of Kilian, committing an act of unpardonable treachery.

We learn that Alexa’s aversion to Legion is no mere irrational prejudice, but the result of the trauma of having seen her parents murdered by cyborgs under the direct control of CABAL. Like many of her fellow believers, Alexa feels dismay at Nod’s reliance on “soulless machinery”.

With Temple Prime razed to the ground and Kane presumed dead, Kilian assumes control of Nod. Alexa is astonished to learn that the Prophet has once again escaped unscathed, GDI having fallen for his ruse. Boyle, with the limited imagination Kane had attributed to him due to his chosen occupation had done exactly as predicted and was now being lauded as a hero, having eliminated Kane. To entice the Visitors to Earth, Kane sets off a chain reaction by firing the Ion Cannon.

Alexa dispatches Legion to Kampala, Uganda, a Yellow Zone in which the Scrin are using insidious mind control techniques to bend the populace to their will. She urges Legion to eradicate the invaders and defend the cities.

In the meantime, it emerges that Legion is far more than a mere neural network, that its designs originated from the Tacitus and that a unique bond exists between AI and artefact with the cyborg attuned to a signal emitted by the relic that nothing else can pick up.

Again, Kovacs voices her misgivings about Legion, afraid of its potential to evolve into something obscene when coming into contact with the Tacitus. She reveals the source of her discomfort, the cyborg army’s massacre of the innocents, praying that she will be proven wrong.

Legion ambushes the convoy evacuating the Tacitus by sea and upon return to Nod Headquarters Alexa introduces a virus into its system, refusing to usher in an age of machines and to be enslaved by them. Kane intervenes in the nick of time, ordering Kovacs’ interrogation as Alexa admits that she had instigated the attack on Temple Prime to prove to the Prophet how dangerous Qatar was. Kane is aghast to hear that Kilian, whose execution he had decreed, had not betrayed him after all. Alexa snatches a gun, which she aims at the Prophet before committing suicide.

When Legion is next aroused it is 2052 and Kane charges his AI progeny with the task of activating the Marked of Kane, a half human, half robot army, summoning them forth from their concealment in bunkers whilst GDI labours under the misapprehension that Nod has been definitively routed. The Prophet’s reluctance to place confidence in human beings whose fallibility and unreliability has been all too graphically impressed upon him makes sense against the backdrop of the disappointments he has endured. Kane reserves his most tender affection for his cyborgs, which, freed from the burden of autonomy, represent the living manifestation of his will, embracing a servitude they cannot perceive as such.

The Tacitus is tantalisingly within reach, having been tracked to GDI’s heavily fortified compound in the Rocky Mountains, secure behind an impenetrable wall of energy. Legion must raid the base, capture its communication centres and bring down the barrier before finally claiming the prize.

“Our fortitude was rewarded,” Kane smiles as he lays hands on the dangerously unstable Tacitus. Legion must fulfil its destiny and with it that of the Brotherhood by stepping into a wormhole, the planets of the solar system flying past at mind-numbing velocity…

Assessment

The campaign competently introduces the player to the new units and factions, which constitute the distinguishing feature of the expansion, seamlessly incorporating them into the narrative. The epic sweep of the storyline lends greater credibility to the effort, filling in some of the gaps and adding new twists into already familiar episodes (such as Kilian’s “betrayal”). My one quibble would be that the repetition smacks of lazy recycling of maps.

Whereas restricting the campaign to a single vantage point, that of Nod, as indicated in the title, does not amount to a fault in itself, putting in a little more effort (not synonymous with overloading it with extraneous detail) would have pleased not only the fans, but set it apart from its rivals. Personally, I enjoy the format with the cut scenes, the signature of Command and Conquer. In order to be able to compete with the gorgeous graphics of, say, Universe at War, however, the team ought to have played to the series’ strengths, the characters and back story, rather than assuming that every player has the attention span of a newt (no offence to amphibians hereby intended). More of Marcion would have been a bonus, or more information about Generals Mitchell and Renteria beyond a few cursory paragraphs in an in-game intelligence briefing. In many respects, Tiberium Wars has proven something of a let-down (the clearest demonstration of dissatisfaction the relatively modest number who play it online – in essence split into one of two categories, pros and noobs with precious few in-between) and Kane’s Wrath could have hauled it up out of the slough of despond by the bootstraps, but instead creates the impression of a half-hearted compromise.


New Units and Structures

GDI Units

Hammerhead

With very few exceptions, GDI commanders have shunned the Orca because of its relative ineffectiveness compared with the Nod Venom, notably its limited firepower and inability to retaliate against air attacks, preferring the more expensive Firehawk.

The distinguishing feature of the Hammerhead, a “direct descendant of the assault/transport hybrid attack choppers of the 20th century”, is its massive supply storage capacity, allowing the aircraft to operate in the field for days at a time without needing to either refuel or rearm. Moreover, it can carry a Rocket Trooper, Rifleman or Zone Trooper Squad for extra protection (and ZOCOM can kit it out with ceramic armour), but its passengers will only open fire on targets on the ground.

Slingshot

Fast yet fragile, this anti-air hover vehicle is reminiscent of the old Hover MLRS (and the GLA Quad Cannon in Generals), except that it cannot target anything on the ground. With the Tungsten Shells upgrade, the Slingshot really does become a formidable opponent. Leaving a handful scattered about your base for defence purposes is a prudent course of action, preventing sneaky engineer drop offs when you are distracted in the heat of battle elsewhere on the map. Similarly, the presence of a few Slingshots in an attack force is only to be recommended, especially since it is less susceptible to Ion Storm interference than its ancestor.

Shatterer

I suspect that most players will refer to this vehicle by the more mundanely descriptive term Sonic Tank…Like a mobile Sonic Emitter it floats safely above the crystalline deposits on its cushion of air (the pleasing attention to detail prominent in the original game continues here, with dust clouds billowing beneath it when stationary). So slow that it could be overtaken by your average snail, the Shatterer is not suited for pursuit and needs to be accompanied into the conflict zone by a substantial force. If a radar scan reveals that the enemy has been careless in defending his base, airlifting in three Shatterers (or, even better, asking an allied Prodigy to teleport them) to the back might pay dividends, as its blast of sound waves quickly reduces buildings to rubble. Even if such a blow does not cripple the enemy permanently, it nevertheless has a value as a diversionary tactic.

M.A.R.V.

“Size matters”, boasts the Mammoth Armed Reclamation Vehicle as it emerges from the Reclamator Hub and indeed it is truly breathtaking to behold, completely dwarfing the Mammoth Tank. As if its standard weapon were not enough, the MARV can pack an even bigger punch if its full capacity is exploited. Sending a Rifleman Squad aboard equips MARV with a Gun Turret; an Engineer enables it to repair itself; Grenadiers provide a Grenade Launcher; Snipers a Nest for swift dispatch of hostile infantry and Zone Troopers a Railgun Turret. Friendly forces that in their bloodlust are foolish enough to stray across MARV’s beam will be cut down indiscriminately.

Originally the pride of ZOCOM, MARV can fairly vacuum up Tiberium and as it trundles inexorably toward the enemy base it can siphon off resources, depriving the foe of vital supplies for their war effort. Likewise, once said base has been wiped off the face of the earth, any remaining Tiberium can be appropriated.

MARV’s armour is virtually impregnable and the gigantic tank can be most easily put out of commission by a mixed force of Avatars, Rocket Squads and so on. Venoms alone are completely useless against it. I had 58 blasting away at it with laser upgrades and they were barely scratching the paintwork for what seemed like an eternity.

MARV (and the epic units for the other sides) can effortlessly run over Avatars and Mammoths, grinding them into the dust beneath its tracks.

GDI Structures

Reclamator Hub

The Hub’s primary function is to construct the MARV, but it also operates as a subsidiary War Factory, complete with repair drones.

GDI Support Powers

Sonic Repulsion Field

One of the most cowardly, irritating and commonly employed tactics online involves an engineer being ferried into the heart of your base in an APC to capture key structures, the Construction Yard naturally the most favoured target, although anything with a build area will suffice, as a barracks can then be placed to send battalions of his fellow schematics wizards to seize everything in sight, along with defences to thwart or at the very least slow down your struggle to regain control. The Defensive Sonic Field was clearly conceived as a means of frustrating such ploys, as the Engineer cannot pass through it, nor can Shadow Teams (the Shadow rush being another perennial favourite) plant their explosives on it.

However, in spite of its cost not being prohibitive (and it is certainly cheaper than a network of Watchtowers), as any veteran will attest, in most online tussles the focus tends to be on the fastest of the fast victories using the cheapest of the cheap units and the most underhand stratagems, which means that purchasing the field during the earliest possible stages (when it would be most advantageous to do so) becomes a risk to be weighed up carefully, undermining its utility.

Supersonic Air Attack

This support power is self-explanatory: several elegant delta-wings (a bit like Concorde on testosterone) perform an air-to-air strike against enemy aircraft.

Orbital Strike

A souped-up version of the Shockwave Artillery preceded by a laser-targeting beam, devastation rains down from the heavens, crushing any vehicles unfortunate enough to be assigned to guard duty at the time.

GDI Support Structures

Combat Support Airfield

Four handy additional pads repair and rearm GDI aircraft that limp home from their engagements the worse for wear. Not to be outdone, Nod has developed an identical structure (only the Black Hand have declined to avail themselves of this back-up).

GDI Upgrades

AP Ammo

A must for increasing the damage of all gun-based units, the bullet-spitting Watchtower’s performance is considerably enhanced by it.

EMP Grenades

Grenadiers hurl EMP grenades to disrupt the adversary’s forward progress (although this is not available for the Steel Talons), at least in theory. Thus far, I have spent my thousand credits on duds, an issue that urgently needs to be resolved in a patch…court martial those sloppy GDI logistics officers!

Hardpoints

These permit GDI aircraft to carry more missiles (but, logically enough, are not available for ZOCOM, whose Orcas make use of sonic as opposed to conventional shells).

Tungsten Shells

Apart from the boost this gives to the Slingshot, the Tungsten Shells convert the relatively feeble AA Turret to an AA Battery.

Nod Units

Harvesters

Following the same philosophy as conventional GDI, the Brotherhood has not seen fit to outfit its Harvesters with any deterrents to safeguard the vital uninterrupted cash flow. Indeed, Black Hand harvesters eschew the traditional stealth technology.

Reckoner

Nod’s answer to the APC (and the GLA’s Battle Bus in Generals), the Reckoner conveys troops to their “Final destination”. Despite its bulky and cumbersome appearance, the troop transport can outpace a Scorpion and be fitted with Dozer Blades to shred even the most resilient battle armour. As it can deploy only once, the shrewd commander will choose its set down spot carefully (it automatically digs itself in after suffering sufficient damage, but cannot be repaired). Once it has hunkered down, it can accommodate one further infantry squad, but be warned: until it has planted itself the soldiers on board can only plug their ears at the noise of the impacts or wipe their sweaty palms on their fatigues. Its transformation complete, it can neither be cleared like ordinary bunkers, nor targeted with explosives.

Spectre

Pilfering the GDI Air Corps’s catchphrase from Tiberian Sun “Death from above!” Nod’s Spectre stealth artillery tank alternates between two modes, nifty and invisible to the naked eye (except for those recruited to serve with the Black Hand, whose belligerent ethos leads them to eschew hit and run strikes in favour of full-frontal assaults), allowing it to slink behind enemy lines and revealing its whereabouts whilst launching its payload. When paired up with a Shadow Team, its range can be extended in a manner analogous to the GDI Juggernaut-Sniper collaboration, with the hang-gliding Ninjas infiltrating a base, placing an area bombard beacon and retreating to a safe distance. As the beacons cannot be deposited directly on a structure some care has to be taken over their exact positioning.

The Spectre is not only so nippy that it can run rings around the more ponderous Juggernaut, but has the further virtue of more than adequately compensating for Nod’s helplessness in a stalemate/siege situation where the GDI commander could sit back, relax and smugly savour the carnage from the safety of his highly fortified headquarters whilst the massive walkers fire lethal salvoes at will from behind a wall of Sonic Emitters, relying on his massed Predators and Riflemen to pick off Nod forces in the latter’s increasingly desperate attempts to break through.

The Redeemer

After Legion’s forces ambushed and eliminated the MARV during a pitched battle in the central African Red Zone, Nod’s scientists were able to pore over its blueprints and put together an appropriate response, equipping their mech with a tri-part laser and a Rage Generator, which unleashes a burst of subliminal waves to daze the enemy combatants into turning against each other.

“They are like ants” the Redeemer sneers contemptuously at its foes and the awe-inspiring sight of the four-legged robot being released from the scaffolding necessary to hold it steady during construction would surely suffice to convert the most obdurate of heathens. Snapping its puny shackles like King Kong on the New York stage, the Redeemer sets off on a killing spree, burning with the religious zeal of the Inquisition, ready to liquidate all those foolish enough to refuse to “Heed the Word!”

Unlike the MARV and Eradicator Hexapod, Nod’s ultimate war machine can only accommodate two add-on pods, the Confessor Cabal supplying a Gun Turret; a Rocket Squad a dual-purpose anti-air and ground turret; a Black Hand contingent a Flame Turret and a Saboteur carrying out instant repairs. Its other distinguishing characteristic in this respect is that it cannot gather extra resources from the battlefield.

Redeemer Engineering Facility

This pyramidal structure also doubles as a War Factory for standard vehicles with the repair drones to match.

Nod Support Powers

Laser Fencing

Homologous to GDI’s Sonic Repulsion Field, the fence can withstand quite a severe battering before shutting down.

Redemption

Reluctant ever to loosen his grip over those who serve him, Kane’s delusion of messianic status coupled with his scientists’ mastery of cybernetics has resulted in the ability to quite literally raise the dead, prolonging their enslavement beyond the grave. Any militants who lay down their lives for the Prophet upon the hideous, heaving, veined soil bearing an uncanny resemblance to putrefying flesh will be resurrected as Awakened, part men, part machines, yet stripped of all genuinely human attributes.

Tiberium Vein Detonation

Underground charges explode to shatter the precious crystals in an act of wanton vandalism that snatches away the opponent’s resources whilst simultaneously blowing up any Harvesters on the patch and demolishing (or at the very least inflicting serious damage on) refineries and other nearby buildings in a satisfyingly spectacular chain reaction.

Nod Upgrades

Disruption Pods
Vertigo Bombers drop stealth-emitting pods to conceal units from enemy view before smuggling them into the heart of enemy territory.

Quad Turrets
Trying to slow down an enemy incursion into a base or rid it of unwelcome intruders has always been tricky for the Nod commander as, irrespective of affiliation or uniform, the trespassers seemed to share one common trait: their uncanny knack for walking all over the precise spot where you want to place your hub causing a potentially highly detrimental delay.

My initial reaction to the upgrade was therefore tinged with dismay until I tried it out and observed that the extra turret sprouts from the hub itself.

Tiberium Core Missiles

Infusing warheads with the volatile crystal, the Tiberium Core imparts an eerie emerald glow to the weapons carried by Attack Bikes, Stealth Tanks, SAM Turrets and, for the Black Hand, Mantises, substantially enhancing their effectiveness.

Nod Support Structures

Voice of Kane

In similar vein to the Chinese propaganda speakers in Generals, this elegant graven image of the Prophet relays his sermons to the faithful on the brink of martyrdom, His uplifting words whipping them up into a frenzy of fervour, their spiritual strength translated into heavier armour and with their hands no longer trembling at the prospect of imminent death their re-load rate is also accelerated.

In equal measure to the succour it gives His followers, the sound of Kane’s dulcet tones saps the courage of his adversaries, inducing them to crawl along the ground on their bellies for cover like the miserable worms they are.

Scrin Units

Ravager

Its fleetness of foot ideally suits the shard-spewing Ravager infantry to execute hit and run raids on Harvesters, all the more so since they positively thrive on Tiberium deposits, which heal their wounds. The crystal provides them with sustenance and their intuitive understanding of its properties has endowed them with a special gift, that of Tiberium Agitation. Three or four squads can blast a Refinery apart in the blink of an eye as the Ravagers’ rays cause the harvest to vibrate until it becomes a volatile liability rather than an asset.

Mechapede

If you were to find a miniature one of these gross millipede-like creatures crawling around in your bathtub, you would be best advised to call in pest control immediately. Boasting more legs than a stageful of can-can dancers at the Moulin Rouge, the Mechapede is a truly slippery customer, snaking its way around the map in perpetually restless motion, driving enemy commanders to distraction as their units miss the target again and again (the lobbies have been brimful of players lamenting how it is impossible to stop it in its grotesquely multiple tracks, so a hint for the desperate: the Mechapede cannot squash infantry and does not react well to splash damage – Rocket Squads and Photon Cannons with Shard Launchers soon make them cease their wriggling. In extremis a Redeemer, MARV or Hexapod will likewise do the job admirably).

Diminutive and low in health when it re-materialises through the Warp Sphere, a maximum of eight further elements may be spawned from each Mechapede head section: the Disintegrator Segment is most deadly against vehicles and structures; the Disc Segment against air and the Toxin Segment against infantry as well as to patch up allied Scrin units. The foreman should gauge on the basis of reconnaissance whether to mix and match in individual Mechapedes or send in several, each with complementary abilities.

The Eradicator Hexapod

Lumbering over the battlefield, the Scrin’s harbinger of mayhem tosses its head to emit a blood-curdling roar guaranteed to strike terror into the most battle-hardened veteran. A mobile life form recycling system, the Eradicator Hexapod takes the injunction “waste not want not” to heart, salvaging enemy units obliterated within its radius in the form of extra resources. Like MARV and the Redeemer, the Hexapod can be garrisoned: Disintegrators fit it with a Laser Turret; Shock Troopers an AA Disc Turret; Ravagers a Shard Turret, an Assimilator can take care of maintenance whilst a Mastermind/Prodigy can teleport it (though not over enormous distances as it would otherwise be only too simple for a GDI ally to uncover the back of the enemy base and instantaneously transport the Hexapod

Warp Chasm

Analogous to the Reclamator Hub and Redeemer Engineering Facility, it too has repair drones and can produce standard vehicles as well as the Eradicator Hexapod.

Scrin Support Powers

Tiberium Infestation

Brisk and efficient resource-gathering has always been the key to victory in the Command and Conquer universe and the Scrin have resorted to sabotage to slow their adversaries down. A Tiberium Hive is positioned over the open vein scar in the same way as a conventional Growth Accelerator, a swarm of vicious buzzers dealing out damage to all the units coming within their range (light tanks are particularly susceptible to their slashes). The only drawback is the hive’s relative fragility (Attack Bikes for example can easily blast it back to its native dimension whilst remaining unscathed).

Ichor Seed

When the enemy digs in and puts up fiercer resistance than anticipated, a Tiberium boost can turn the tide in the player’s favour. Given their voracious appetite for the crystal, it is hardly surprising that the Scrin have a back-up for when the Growth Accelerators’ replenishment rate simply does not suffice. A green beam descends, like manna from heaven, seeding a small Ichor field to nourish the invasion force.

Overlord’s Wrath
Not quite an extinction-level event, but enough to leave a trail of destruction comparable to Tunguska, Tiberium-saturated asteroids come hurtling down from the skies at extreme velocity in a display of incandescent fury so impressive that all the other support powers pale into insignificance.

Scrin Upgrades

Attenuated Forcefields
Previously the prerogative of the Tripods, shielding has in the meantime been deemed appropriate for their more diminutive, nimbler fellow combatants the Shard and Gun Walkers and Seekers (though Traveller-59 consider them superfluous). Less expensive than the Tripod’s protective bubble, they are nevertheless capable of absorbing one EMP blast as well as causing the enemy ammunition to glance off impotently at least for the first few hits.

Shard Launchers
Seekers, Photon cannons and Plasma Disc Launchers launch corrosive spikes of Ichor, which ruthlessly tear through flesh and armour alike.

Factions

One of the most eagerly awaited features of Kane’s Wrath was the introduction of two new factions per side with a host of unique units to expand the tactical repertoire and liven up gameplay. In general, the undertaking has been successful in that it retains the tongue-in-cheek humour that was the hallmark of the original game. The developers have obviously taken pains to weave the factions into the lore so that the latter do not feel like they have been artificially tacked on for the sake of justifying the release (the Scrin being the weakest in this respect, as nothing more than the sketchiest detail is furnished by way of background, which undermines the credibility of the endeavour). However, the abiding impression remains that, having become aware of its more glaring defects, the team merely shrugged its shoulders and rather than embarking upon a time and budget-consuming radical overhaul that would address the multitude of legitimate complaints posted on the forums decided to cut their losses and carry out a few cosmetic improvements here and there rather than admit to the fundamental error of dumbing down, putting the quick fix instant win over more cerebral and measured enjoyment.

The Steel Talons

From the archived files we learn that the Steel Talons Experimental Warfare Division was born of scepticism about Nod having been definitively vanquished at the end of the Second Tiberium War: “GDI shifted its strategic goals from defeating Nod to the reclamation of those parts of the planet previously consumed by Tiberium. The vast majority of GDI’s research and development budget was repurposed to further that goal, bringing to a close the period of rapid technological development that had characterised GDI’s military over the previous several decades.

Needless to say, there were several within the military who questioned this new directive – notably general Joshua ‘Mitch’ Mitchell, a decorated veteran of the Second Tiberium War renowned for his youth, aggressiveness and tactical innovation. Mitchell contended that while Nod may have been defeated, it would be foolish for GDI to assume that no successor would rise from the dispirited populace of an increasingly Tiberium-stricken earth. Therefore, he argued, funds allocated towards Tiberium control should instead be earmarked for the research and development of new combat technology, in anticipation of this next potential conflict.

After a lengthy, volatile hearing, Mitchell emerged with a partial victory. While GDI refused to divert a significant part of its R and D budget to the General’s cause, they did agree to fund a new experimental combat technology division under Mitchell. Dubbed the “Steel Talons” by Mitchell’s admirers – notably famed war hero Nick “Havoc” parker – this elite, unconventional combat battalion quickly rose to prominence in the splinter faction skirmishes that followed Nod’s implosion, becoming known both for their ruthless efficiency on the battlefield and for the shroud of secrecy they maintained at all other times”.

I have a hunch that the Steel Talons are most probably the first of the new factions that any long-standing fan will try out, as it evokes fond memories of battles past, allowing them to bask in the warm glow of nostalgia.

Combat Engineer
The Steel Talons positively bristle with aggression, which extends even to the traditionally least bellicose of GDI recruits, the engineer, to the extent that even the breaking and entering hot-shot seems bemused that he has been issued a pistol and body armour along with his hard hat: “They gave me a gun?”

That this goes against the grain is amply demonstrated by the fact that, whilst he can take down his unarmed Nod rival in rather ungentlemanly fashion, the Combat Engineer’s firearm-wielding skill is no match for the humblest professional soldier and he ought to stick to what he does best: employing subterfuge rather than brute force.

Behemoth
Understandably frustrated by the Juggernaut’s defencelessness against enemy aircraft and infantry (which could quickly reduce the expensive walker to a smouldering wreck as it attempted to retreat), the GDI Engineering Corps jury-rigged a pod to help overcome its limitations, dubbing the result with a suitably robust nickname: the Behemoth. The modified Juggernaut can put up a Rocket Squad to fight off aircraft and tanks or Riflemen to clear its path of harassing Militants.

Heavy Harvester
General Mitchell is nothing if not consistent in his obsession with armour-plating every vehicle under his command and this includes the Harvester, which, in emulation of the Behemoth, can garrison infantry to fend off the depredations of Attack Bikes and Seekers (rather than putting faith in the standard-issue machine gun). This represents a tacit acknowledgment of the most serious flaw blighting the game and leeching all the fun from it: Harvester killing. Now that Nod’s Attack Bikes can launch their rockets from an even greater distance and rev up faster for an even quicker getaway this no-brain tactic is likely to become more popular than ever. Strictly for those who have abandoned all pretence of sportsmanship or curiosity about testing their opponent’s mettle in a fair fight in favour of climbing the ladder and piling on the psychological pressure with the win/loss ratio as recorded for all to see in their statistics, the drearily unimaginative, nay, downright mindless focus on eliminating Harvesters separates the so-called “pros” from the average player. The best policy is to assume that it is almost inevitable that the enemy will try his hand at it in the early stages of the match and prepare accordingly (as Scrin, for example, a few Disintegrators on a Tiberium deposit are difficult to spot and can make short work of Bikes).

Wolverine
Proud to belong to Mitchell’s elite (“Steel Talons Rule!”), this old stalwart hardly requires an introduction, frenetically mowing down any platoons that enter its sights (AP Ammo is definitely a worthwhile investment). If they had a bumper sticker it would read: “When I grow up I want to be a Titan”, but its stature should not be confused with deficiency in the pugnaciousness department (try the Bloodhounds to test this out: for the Steel Talons, Wolverines replace APCs).

Titan
The star of the show, the Titan can trample lesser vehicles underfoot in keeping with its motto “Ground and pound!” Subjectively, however, the walker for all its retro charms (and the Steel Talons overall) seems underpowered, even with its upgrades. If you pit a group of Titans against the 200-credit cheaper Predators, the latter always come out on top, even if the Titans are packing Rail Guns and the tanks are not…The Titan has a rather affecting limp when “injured”, which becomes more pronounced as its health deteriorates, barely able to hobble back to base for repairs.

Mobile Repair Transport
“Who needs some polish?” enquires this APC, which has traded its offensive capability for repair (beware, though, as it can still smuggle engineers to take advantage of a momentary lapse in concentration). My one gripe is that it can be quite fiddly keeping vehicles within reach of its soldering arm. Otherwise its strategic value in prolonging the battlefield lifespan of an attack force is immediately apparent.

Steel Talons Support Powers

Railgun Accelerator
The augmented re-fire rate comes at a price, with units taking advantage of it losing health.

Steel Talons Upgrades

Adaptive Armour
Apart from Railguns, the Titan and Mammoth Tank can benefit from some welcome additional bulk.

ZOCOM
ZOCOM’s origins lie in preserving the integrity of the Blue Zones before purging the Earth of the menace of the alien contaminant altogether: “With a post-Nod GDI shifting its focus to the reduction and eventual elimination of Tiberium, it was natural for the council to establish a branch of the military tasked with the enforcement and execution of that goal – Zone Operations Command, or ZOCOM. Their peacetime mission was threefold; to improve GDI’s military capabilities within areas of high Tiberium infestation, to establish “beachheads” within such areas allowing reclamation to commence, and to protect existing reclamation operations from any attacks, be they terrorist or mutant in origin.

Command was given to the eminently qualified C. Elena Renteria, a decorated war hero and one of the first women to rise to the rank of General within GDI. Beyond her reputation as a smart, no-nonsense battlefield commander, Renteria’s unique upbringing provided insight into the task at hand. The daughter of Mexican nationals, the General spent her childhood in the Tiberium wastelands of Central Africa, while her parents, both GDI scientists, attempted to understand and contain the deadly crystal. After witnessing first hand the devastating effect of Tiberium on the human population of those areas, Renteria dedicated the rest of her life to its elimination; first focusing on the systematic and ruthless dismantling of the Brotherhood of Nod, and then later through ZOCOM’s Tiberium control and reclamation operations”.

Rocket Harvester
Venturing into Nod’s Yellow Zone strongholds was never likely to go unchallenged and General Renteria possessed sufficient foresight to commission a Harvester with a rocket-turret to hold Kane’s outraged militia at bay until backup had a chance to arrive. If a clutch of Harvesters is engaged in mining one patch they might collectively be able to force a small raiding party to pull back, but their weapon would need a substantially bigger range to function as a genuine deterrent.

Zone Shatterer
Given that it was conceived of as a means of pushing back Tiberium encroachments, it makes perfect sense that ZOCOM should have the mother of all Shatterers at their disposal, kitted out with an Overload beam to fire an extra devastating shot. The energy surge does have the drawback of draining the hover vehicle’s reserves, leaving it powered down and helpless for a few moments afterwards.

Zone Raiders
More agile than the Zone Troopers, for whom bodybuilder physiques were indispensable for lugging the Railgun into combat, ZOCOM’s less encumbered Raiders have lighter armour that is both Tiberium-resistant and can detect stealth. Indeed, the Raiders’ ability to strike back against aircraft gives them the edge over their more muscle-bound rivals.

ZOCOM Orca
With Tiberium-smashing sound waves as their speciality, it is only logical that the Orca too should incapacitate the enemy by perforating their eardrums, each capable of volleying six Sonic Shells before re-arming.

ZOCOM Upgrades

Ceramic Armour
This self-explanatory improvement reinforces the standard factory cladding without slowing the aircraft down, as well as providing them with more of a sting.

Tiberium Field Suits
To minimise injury and losses due to exposure to the strangely beautiful but deadly crystal, ZOCOM have invested in the ultimate in protective gear for Riflemen, Rocket Soldiers and Grenadiers, enabling them to avoid time-consuming detours where the direct route would otherwise be impassable to all but the alien invaders due to the presence of a sprawling Tiberium patch (and they can shack up in similarly inaccessible buildings without needlessly incurring casualties). It is a blessed relief from constantly being compelled to guide your troops around the edges of Tiberium fields because they do not possess common sense enough to skirt them on their own initiative, triggering the warning “Tiberium exposure detected” and the flashing engagement symbol on the mini-map.

The Black Hand
According to an expert on Brother Marcion, the flame-worshipping sect is a hotbed of internal strife: “A cult within a cult, the origins of the Black Hand date back to soon after the founding of Nod itself. Initially established as a form of religious police and tasked with enforcing adherence to the teachings of Kane, in the ensuing years the Black Hand saw their purview expand significantly. By the time of the Second Tiberium War, the cult had become Kane’s chosen wardens of all things religious, of his prophecies while also maintaining spiritual discipline within the Brotherhood…by force if necessary.

The Black Hand maintains a parallel organisation within the Brotherhood, with political, religious and military wings.

Yet, for all their power and influence, until recently the Black Hand had managed to maintain a surprisingly low profile, shrouding their rituals, beliefs and, to the world beyond Nod, their very existence in a veil of mystery and obfuscation. However, as the Second Tiberium War drew to a close, all this would change, with Kane’s ‘death’, Anton Slavik, a respected military leader, rose to become leader of the Brotherhood of Nod – and revealed himself to be a Black Hand prelate, raised from childhood within the cult. Needless to say, Slavik’s ascent drew significant attention to the Black Hand, attention that was not always welcomed.

Unsurprisingly, many within the Black Hand chafed at the cult’s new public profile, with internal dissent quickly escalating into a series of impassioned public confrontations between Slavik loyalists and those who claimed the Nod leader to be a traitor to the Back hand’s true purpose. From within the anti-Slavik ranks there soon rose a figure who could stand toe-to-toe with Slavik, an impassioned and popular preacher by the name of Brother Marcion. With leaders chosen and battle-lines drawn, what had started as a doctrinal disagreement had quickly escalated into a schism that threatened the very existence of Nod itself.

Despite the Inner Circle’s repeated attempts to heal the rift, the situation soon spun out of control, leaving Slavic dead at the hands of an assassin and Marcion and his followers retreating to self-imposed exile in the Australian outback. These cataclysmic events splintered the remainder of the Brotherhood into countless sub-factions, each claiming to follow the “true” word of the prophet, with, ironically, Marcion’s new Black Hand serving as one of four surviving links to the Brotherhood’s storied past.

Now claiming himself to be the one true Prophet, and, in turn, branding Kane a heretic and charlatan, Marcion sets forth to make his own mark upon the world”.

Confessor Cabal
Marcion’s desire to project an image of himself as the guardian of the true faith, unsullied by heresy encouraged him to do away with ordinary conscripts altogether, replacing them with warrior priests decked out in swishing gowns. They not only stir up nearby comrades into greater zeal during the fray, but can lob their hallucinogenic grenades at hostile foot soldiers, throwing them into a state of confusion so that they massacre each other, cleansing the world of the scourge of unbelievers.

Mantis
Like the Slingshot, the Black Hand’s Mantis-droid is the bane of pilots everywhere, all the more lethal when equipped with Tiberium Core Missiles. However, when armed with the upgraded projectiles, Stealth Tanks deliver greater firepower.

Purifier
Once again, the chronicler of the inferno adepts waxes lyrical about the Black Hand’s imposing mechanoid: “A significantly more primitive precursor to Nod’s Avatar, the Purifier was inspired by Brother Marcion’s first hand urban combat experience during the Second Tiberium war. After using an improvised flamethrower to rout entrenched GDI forces, saving the rest of his regiment from certain death, Marcion was declared a hero of Nod and saw his very presence have an inspirational effect on the Nod Militants that surrounded him.

The Purifier was developed to recreate that experience, representing Marcion on the battlefield in the iconic form of a hulking, flame-toting humanoid, one equipped with a subliminal projection device that would enhance the morale and righteousness of the Black Hand troops surrounding it. While by no means as advanced or flexible as its successor, the Purifier is an effective combat unit in its own right, especially when accompanied by infantry it can ‘inspire’.

Ironically enough, upon its initial deployment, the Purifier was the subject of no small amount of controversy, with many Black Hand hardliners decrying the use of a “soulless machine” within a religious army that otherwise stood opposed to such devices. Marcion, seeking to prevent further schism within the Black Hand, remedied the situation by requiring each machine to be blessed by a Black Hand abbot before entering the battlefield”.

As it strides undaunted through cities swarming with holed-up enemy soldiers taking pot shots at it, the Purifier automatically incinerates them before unleashing a conflagration that leaves nothing but ashes behind.

Black Hand Support Powers

Power Signature Scan
This temporarily reveals the location of all Power Plants on the map (they flash in the semi-darkness without lifting the fog of war).

Decoy Temple of Nod
In theory the opponent will concentrate on eradicating this most intimidating of threats, particularly if the Nod commander is prudent enough to wait until its construction is convincing (the normal asking price of five thousand credits means that a Temple is not likely to be constructed in the opening stages before the cash flow has been properly established). The fake timer counting down may well be indistinguishable from the real thing, but one fatal flaw allows the enemy to detect instantly whether the Temple is a mere mirage: it invariably faces in one particular direction. Honestly development team, what do you take us for??? The market segment aimed for is admittedly pubescent boys, but even so…The only suggestion I have is to make sure that when you position the genuine article you lull your adversary into a false sense of security by mimicking the bogus structure’s orientation.

Black Hand Upgrades

Charged Particle Beams
Shredder Turrets are tweaked with a rapid-firing green laser also issued to the Confessor Cabal.

Purifying Flame
Although blue might have connotations of coldness, the high-octane fuel contained in the on-board cylinders of Flame Tanks and Purifiers has been specially refined to burn more intensely.

Black Disciples
Black Hand flamethrower troops will rally to their brethren, leading them into action.

Marked of Kane
The culmination of decades of clandestine experiments, the Marked of Kane represent the perfect expression of the Prophet’s quest for infallibly loyal instruments of his will, who would neither hesitate in executing his orders, nor be tempted to depose (and succeed) him by means of assassination: “As the First Tiberium War drew to a close, pervasive and disturbing rumours began to emerge from the Tiberium wastelands of central Asia and the Russian Steppes. Nomadic travellers and Nod separatist colonies alike have shared tales of Nod bunkers hidden deep beneath the earth – laboratories where cultish techno-fetishists perform horrific rituals upon the corpses of the Brotherhood’s fallen – the goal? Nothing less than raising the dead.

Needless to say, Nod has continually denied all knowledge of such acts, and even those within the Brotherhood believe these necromantic tales to be little more than the mutterings of frightened outcasts. The truth, however, is far stranger. In the aftermath of his first defeat at the hands of GDI, Kane spent long days pondering how it was that Nod had been defeated. Ultimately, he formulated a unique hypothesis – the humanity of his soldiers had been their undoing. Thus, the prophet concluded, to achieve victory he would require an army devoid of free will – of love, hate, fear and regret, of both conscience and consciousness, a legion that would willingly and unquestioningly obey his every command.

To that end, Kane initiated the development of an army of emotionless, endlessly malleable cybernetic warriors that would do his bidding without question. Knowing that such research would cause dissention within the ranks of his existing army, the Prophet sequestered this work in the hinterlands of Russia and China, where few would stumble across the project and even fewer would be believed if they shared such tales”.

The Awakened
The merging of body parts with steel and circuitry means that these cyborgs can withstand more punishment than their flesh-and-blood counterparts before finally shutting down. Unburdened by such irrelevancies as fear and pity, which might interfere with the implementation of Kane’s directives, the Awakened are immune to suppression, devoid as they are of a self-preservation instinct.

Their EMP Blast might not be quite as efficient as that of their bigger brothers, the Enlightened, but can be extremely useful in knocking out defences and crippling clusters of hostile Raider Buggies, APCs or Gun Walkers just long enough to put them out of commission for good.

Tiberium Trooper
“Baptise these heretics!” shout the Tiberium Troopers as they sprinkle the infidels not with Holy Water, but a far more noxious substance, corrosive Liquid Tiberium. Cowering in abandoned houses for shelter will not save them, as the spray nozzle disperses the toxin through windows. A further property of Dr. Giraud’s concoction is that it mires the tyres and tracks of vehicles, hampering their advance.

The Enlightened
“Our souls are Kane’s”, the Enlightened declare, as if to prove that there is a ghost left in what would at first glance appear to be nothing but a machine. Whilst these missionaries of the Prophet do not buckle under the onslaught of a Mammoth Tank, the legacy of their biological extraction becomes noticeable when they step onto Tiberium, which, instead of healing them as it did the earlier model of Nod cyborgs, does them considerable harm.

Marked of Kane Support Powers

Magnetic Mines
In much the same fashion as the Limpet Drone of old, Magnetic Mines attach themselves to vehicles, eating away at their chassis.

Marked of Kane Upgrades

Cybernetic Legs
Reminiscent of the Protoss leg enhancements in Starcraft, the speed of Tiberium Troopers, Enlightened and Saboteurs is practically doubled and is an absolute must for improving battlefield mobility.

Supercharged Particle Beams
These searing white-hot rays melt metal and make life miserable for the medics charged with the task of identifying corpses (obviating the need for body bags, the charred remains can be scooped straight into funerary urns). Venoms, Shredder Turrets and the Enlightened are elevated into a different league by the upgrade.

Traveller-59
That the Scrin should venerate Ichor as a source of sustenance is but a recognition on their part of the extent to which they depend on the seductively shimmering crystal, their entire evolution centring on exploiting it.

Traveller-59 have perfected the arts of mind-control and enslavement, reflected in their preference for subtle penetration and attrition over the battering ram approach.

Prodigy
Years of in-breeding bore fruit in the form of this grotesque parody of the Mastermind capable of possessing not just single units, but entire groups. It can blink-teleport to the edges of a base and hijack any forces foolishly left idle by their superiors. Like its spindlier relative, the Prodigy can teleport allies and capture and sell any structure. Nothing is immune to its telepathic persuasions, not even the Redeemer, MARV or Hexapod. Even if the Prodigy is felled by a Sniper, the unit is has possessed does not revert to its former allegiance.

Cultists
Just when the hapless abductees thought that nothing could be worse than the ordeal of the anal probe, they found themselves press ganged into the service of the invaders by having the spawn of the prodigy implanted into their cerebral cortex (here someone on the development team has decided to pay homage to the Star Trek mythology, drawing inspiration from another work with the word wrath in the title, namely The Wrath of Khan – although players will already have figured out that at least one closet Trekker was involved as soon as the Redeemer thundered: “Resistance is futile!”).

Their DNA permanently altered by the parasite, Cultists mutate into disfigured hybrids, plodding laboriously beneath the weight of a heavy carapace. Like Yuri’s Initiates in Red Alert 2, they are rewarded for their (in this case involuntary) sacrifice with limited mind control powers, feeble in comparison with that of the Prodigy, but adequate enough for purposes such as bankrupting the enemy by making off with all his Harvesters. Its brainwaves are not equal to the challenge of taking over buildings, the more sophisticated high-tech vehicles nor can they reach skywards (and the best means of disposing of them is with aircraft).

Their expendability in the eyes of their masters probably has something to do with an unarticulated revulsion towards their inferior human ancestry.

Traveller-59 Support Powers

Temporal Wormhole
A slightly flattened-out version of the Stasis Shield, the Wormhole can buy precious time to permit additional defences to be laid or an ally’s forces to come to the rescue by slowing down the rate of fire and speed of everything underneath it.

Traveller-59 Upgrades

Advanced Articulators
Disintegrators, Assimilators, Shock Troopers, Ravagers and Cultists can easily outrun their pursuers after this limb modification and could probably give Steve Austin himself a run for his money.

Traveller Engines
Devastator Warships and Planetary Assault Carriers veritably surge forward with this new drive installed, although the vessels cannot support both afterburner and shields. The Traveller-59 fleet can therefore mercilessly hunt down slower Scrin rivals, or turn tail and disengage, now standing a better chance of living to fight another day.

Reaper-17
The fanatical extremes to which this cult takes its worship of Ichor is inscribed on their bodies, their repeated massive infusions leaving them grotesquely deformed (much like the spice-addicted Navigators of Dune). The viciousness with which its members set out to subdue the populations that stand in their way can be traced back to their belief that they have been vested with a divine right to cleanse planets of any troublesome and potentially dangerous life forms.

Far from impairing their combat-effectiveness, however, their religiously motivated self-mutilation confers superior martial prowess.

Shielded Harvester
Revelling in chaos and bloodshed, the cult’s acolytes thrive on being in the thick of conflict. Recognising that their calling cannot be fulfilled without a steady stream of income, Reaper-17’s leaders have sought to compensate for the flimsiness of their resource-collectors by providing them with a Tripod force field in miniature.

Shard Walker
The Gun Walker’s ungainliness, fragility and limited rate of fire meant that it could all too easily be overwhelmed and it rapidly fell into disuse. With customary tactical acuity, Reaper-17 decided to embark on a research programme to overcome its deficiencies, appreciating its versatility as an escort, with its pin-point accuracy against infantry and aircraft.

The Shard Walker incorporates Ichor into the very fibre of its being, spitting chunks of the crystal at the unfortunate foe with devastating speed.

Reaper Tripod
In its eagerness to grind the enemy into submission, Reaper-17 has all but abandoned traditional air support in favour of heavy ground units, the pride and joy of which is its colossal Tripod, the living manifestation of the delight the cult takes in brutality. Like the Devourer, the Reaper Tripod can glut on Ichor to supercharge its beam.

Reaper-17 Support Powers

Shock Pods
Several veteran squads of Shock Troopers provide reinforcements at the targeted location.

Reaper-17 Support Structures

Growth Stimulator
A Growth Accelerator on steroids, it both replenishes the Ichor fields and doubles as your own private spike with a trickle of extra credits. The Reaper-17 commander can, whilst acting in enlightened self-interest, gain a reputation for generosity by donating Accelerators to allies.

Reaper-17 Upgrades

Blue Shards
That rarest and most highly-prized of commodities blue Tiberium lends enhanced potency to the weapons wielded by Seekers, Shard Walkers and Ravagers.

Conversion Reserves
As if the Tripod (and Devourer) were not fearsome enough, this capability boosts the Conversion beam’s storage capacity even further.

Global Conquest Mode
Global Conquest mode allows the player to pit his wits against the game’s AI (and he can choose between the same personalities and grades of difficulty as the original game) in a contest for world domination spanning every continent.

The strategic parameters are simple enough: to achieve victory you either wipe out all enemy bases or meet the alternate conditions (for GDI you must acquire 33% of the land mass under your Area of Influence; for Nod, bring 24 cities to boiling point and beyond, as indicated by Red unrest level and for Scrin construct nine Threshold Towers). You must pay close attention to the level of unrest in cities as well as their numbers of inhabitants, take control of as much territory as possible (to maximise resources) and build up strike forces to engage the enemy.

Although the feature has surely been included in imitation of other RTS titles it feels like an afterthought, tacked on simply because Command and Conquer was the odd one out in not catering for players who yearned for a little bit more depth. Yet the entire concept of turn-based contemplation runs counter to the hectic, wham, bam, game over sucker mentality fostered since day one and, as such, seems redundant.

Compared to skirmish mode, the AI is extremely aggressive – if you choose Real Time as opposed to Auto-Resolve, it will throw everything it has got at you within seconds, even on Easy setting. Whereas this could hypothetically be useful in preparing you for rushes carried out by human enemies, the odds are often so stacked against you that your strike force is obliterated without you having had the remotest opportunity to test out a new build order or hone any of your other skills. Result? Annoyance rather than amusement.

The real action always has been and always will be online and Global Conquest mode will be ignored by hard-core fans. Since a skirmish can teach the rookie more about what might be in store online, the obsolescence of the innovation is painfully apparent. On a dull and rainy afternoon the jaded professional might extract a few hours of entertainment from it, but otherwise it is a non-starter.

Multiplayer
I have already alluded to many of the frustrations of online play where the focus tends to be on the cheapest of the cheap and swiftest of the swift victories. This means that you can forget trying out (much less discovering the strategic potential of) the gleaming new units in Automatch because you will have had the stuffing knocked out of you long beforehand by players who couldn’t care less about fun, but whose sole concern is burnishing their statistics. One player complained that the game should be renamed Spike Wars as entire matches can hinge on whether you resort to truly unimaginative (some would contend inspired) ploys such as selling your first power plant for the sake of the Rifleman/Militant/Buzzer Squad that can ensconce itself in a bunker and butcher the enemy engineer. It is a sad indictment of the game that if you fail to secure the spike-capturing bonus you will not be able to recover.

Similarly, certain units and abilities might as well have been omitted for all that anyone ever uses them (the Orca Sensor Pods, for example) in the mad scramble to notch up another win.

Switching to Gamespy was not the most fortuitous decision ever taken by EA. I lost count of the number of times that neither myself nor my regular team mates could log on because the server was down – chauvinistically, this never happened when demand was likely to be at its peak in the States, only European enthusiasts had their weekend gaming schedules left in tatters. Admittedly, this problem has not occurred for a while now, but the bitter aftertaste still lingers.

Server instability has been exacerbated by connection problems. Rather than see their “perfect” records marred by a defeat, many opponents will deliberately desynch the match, leaving the honest player fuming and with an undeserved loss in their stats.

These problems are further compounded by several old bugs and exploits rearing their ugly heads yet again (does the invincible unit exploit ring any bells?). There is quite simply no excuse whatsoever for errors of this kind.

Tactical
A certain trade-off is involved in a player’s choice of faction, for example, Reaper-17’s air capability is limited exclusively to Storm Riders; the Steel Talons cannot put up Sonic Emitters, or recruit Zone Troopers or Commandoes, whereas ZOCOM can enlist all infantry types (Zone Raiders substituting for the Troopers), but cannot buy the railgun upgrade.

Structures such as the Nerve/Operations/Command Centre have assumed greater strategic importance now that certain upgrades can only be procured through them. As such, they are more liable to attract enemy attention than before.

The Engineer/Saboteur/Assimilator no longer captures instantly, if you spot him kneeling down fiddling with the lock, you have a split second to foil his plans.

Husks self-detonate if left lying around for too long – if you want to recover them you cannot afford to be complacent.

The anomaly of Planetary Assault Carriers and Devastators remaining oblivious to the detrimental effects of EMP blasts when their shields are down has been rectified.

Defence Towers (neutral structures) have an enhanced range of fire. If two are in reasonably close proximity you can prevent the other from being taken over by the enemy. They can still be taken down by putting a small unit, such as a Disintegrator Squad sufficiently close to the base.

My overall rating of six (out of ten) is not so much an indictment of Kane’s Wrath itself as a damning verdict on the shortcomings of the original game, which the expansion has not been able to erase.

Kane by Chameleon

Some husbands bring their spouses chocolates or flowers, but the Hungarian knows only too well what his beloved craves: a full-sized image of the Prophet from the Leipzig Games Convention, signed by Kane’s own fair hand.

Kane's Autograph by Chameleon

Monday, 14 May 2007

Emergence

Filed under: — site admin @ 10:58 am

I have recently undergone a sex change, aligning myself with my true gender. It wasn’t an easy decision to make and I admit to some trepidation as to the reception I would be given by strangers. The initial shock of realisation, the double-take (even if only betrayed in the hesitation, or vehemently disavowed yet still manifested, however subtly, in the tone of voice). Only in an environment with no physical attributes on display did I feel genuinely uninhibited, safe in the knowledge that I would be judged on my skill alone, no whispering, no taunts, just the heady thrill of fitting in, the relief of inconspicuousness.

I soon became hopelessly addicted to a life from which I had previously been excluded, with its bonds of comradeship in the midst of adversity. I put up with the gratuitously macho comments (though I never indulged in them myself). We were surrounded by death, after all, by blood and brutality and I swiftly became popular, my reputation assured by my combat record and my sense of honour which meant I could always be relied upon to fight to the bitter end. My allies knew I would perish in the attempt to save them (and I expected nothing less in return).

Before coming clean, I cultivated my alternative identity assiduously (and my loving partner was always on hand to brief me on car models, engine parts, the virtues of one processor above another, the intricacies of the off-side rule). I had cultivated that peculiar form of inarticulacy pared of adjectives and peppered with expletives, language purged of affection, or rather speech where warmth is encoded through understatement and the gentle teasing of feigned disrespect, perhaps since overt acknowledgements of fondness would run the risk of invoking denigration, where the ultimate term of endearment, the crowning achievement of countless shared missions is “old pal”, delivered with an ironic wink.

It was not just that technology had caught up with me – coordinated strategy requires the ability to adapt instantly to rapidly shifting parameters, to send back-up or to warn of impending sneak-attacks when your ally is occupied elsewhere – but I had taken the enormous step of meeting my constant companion, my closest friend outside the confines of virtuality. We had fought alongside each other for over two years, day after day, week after week when I would test my physical and mental endurance to the limits before flopping into bed at 4am in a state of elated exhaustion. Our styles complemented each other to perfection and over time as we grew into our partnership, our grasp of each other’s responses shifted from conscious observation to instinct. I knew he would never let me down in combat. He possessed all the qualities I desired from a brother-in-arms: even in extremis he would remain imperturbably level-headed, trading insults with our enemies only if they initiated a tirade of verbal abuse. I knew that, like me, he would never give up, that if I had my back to the wall he would rather engage in a futile act of heroic self-sacrifice than leave me to perish in ignominy. My admiration for him was (and remains) boundless. Although initially taken aback when we admitted the truth (the circumstances of the encounter dictated that my partner had to act as my stand-in until I could snatch a few moments with him alone), he soon adjusted and we continue to play as a team even now. Together with my son.

Victory and defeat are equated with possessing and being possessed in a sexualised metaphor as epitomised by the term “ownage” denoting complete domination of the vanquished. The male gamers who pose as women by choosing female nicks (women who openly admit to that pariahdom-conferring status are inevitably ganged up on by their opponents desperate to reinforce their own prejudices concerning male superiority and to punish her for trespassing on their patch, banishing her with a forceful and ugly demonstration of the unwelcome nature of her presence in much the same way as I imagine the atmosphere in a Gentleman’s Club would chill should a woman stroll in to such a sanctum of maleness before being forcibly ejected by the porters) are the most eager employers of the swaggering and derogatory vocabulary of unalloyed sexism, casually, indeed gleefully bandying about the vicious terminology of violation (“We’ll rape you, man”; “I have a huge strap-on”). It is not that they are compensating for the penalties they incur through feminising themselves (which they do voluntarily, after all), such as opening themselves up to ridicule, but is based on a deeper misogyny still, as to be beaten by a female represents the ultimate in humiliation. You can rest assured that such players are not only supremely self-confident, but highly proficient, as ruthless as they are arrogant (and I admit that in my more immature moments I am not above using their hatred of womankind against them by announcing over their speakers that they have been “owned” by a member of the “weaker” sex, softness and weakness being the qualities they most despise. Their fury is impotent by comparison to the injury to their pride I have thereby inflicted).

In spite of my careful efforts to provide a feminist upbringing (with a certain degree of success, as shown by statements such as “I don’t think it is fair that I should have so many advantages simply because I am white and male. I didn’t ask for them” when recounting a tale of how one of his teachers never misses an opportunity to pick on his best friend who happens to be black), my son still refuses to believe that incidents such as we recently experienced when we inadvertently permitted our adversaries to catch the sound of my voice are the norm rather than the exception and can be attributed to something more than an isolated case of “He’s just a wanker, Mum”. As we discussed our next move the following text appeared on the screen in capital letters (the equivalent of shouting): DOES SHE SUCK YOUR COCK? I did not appreciate being subjected to such embarrassment in front of my 15-going-on-16-year-old, though he was every bit as shocked as I was. A couple of seconds went by and the next message popped up in the bottom left of the screen: DOES SHE HAVE BIG TITS? To which I replied: “Well, as you can see fuckwit, my tits are bigger than your brain”. Of all the traits for my son to inherit from me, the gift of withering sarcasm has proven the most useful and he showered the enemy with as many quick-fire retorts as virtual bullets. I was positively seething with indignation, my hands trembling with the adrenaline rush triggered by the enemy’s impudence. Needless to say, we trounced him in a matter of minutes. After being routed my detractor actually had the temerity to show his face again in the staging room for the next game. “Oh, it’s you,” I ventured. “Kindly keep your puerile and misogynistic remarks to yourself. Oops, I forgot, you don’t understand words of more than one syllable”.

Then the other day when an opponent invited him to “Go and fuck your mother”, his rejoinder: “That would be purple [the colour I always choose], who is too busy blowing your base apart right now” and I chimed in with: “Yes, that’s me, but the only person I can see getting fucked around here is YOU!” I know I shouldn’t let it get to me. I know I shouldn’t reinforce stereotypes through replication of sexist discourses, but I relish usurping their preconceived notions of appropriate, gender-segregated pursuits (girls should stick to Barbies, leave the guns for the boys).


VOIP facilitates communication and boosts your chances of success by obviating the need to concentrate on typing, a distraction for someone like myself who stubbornly searches for the letters on the keyboard (I have always eschewed cultivating such “feminine” proficiencies as cooking, knitting and touch-typing), a perilous (and potentially fatal) distraction in the heat of battle. Gaming is my life. I have come out at last and now sally forth with pride in my Amazon’s armour.

Sunday, 13 May 2007

The Tripod and the Temptress: Review of Command and Conquer 3 Tiberium Wars

Filed under: — site admin @ 10:14 am

[The short version originally published here. If you cannot read Hungarian, the screenshots are still worth admiring. The tactical analysis scattered throughout is based on playing all three campaigns and over 250 games online at time of posting]

Apart from Pong and Space Invaders, Tiberian Sun was the first computer game I ever played. And how. Trouncing enemies online soon became more addictive than any street-peddled drug, convincing me of the virtual world’s incomparable attraction (forget the marriage break-up scandals surrounding Friends Reunited, if ever there was a guaranteed method of wrecking relationships, it is to produce an RTS so compelling that the only time you hear your partner above the din of battle is when they snore).

It seems incredible that so much time could have elapsed between the second and third instalments of the Tiberium saga that nostalgia can also motivate sweaty-palmed anticipation and an itchy clicking finger, the perennial risk being that no advertising budget, no matter how astronomical, could ever overcome the word of mouth condemnation of a dud. Perhaps this goes some way towards explaining why Blizzard has always, in spite of having one of the all-time classics of the genre, Starcraft, in its back catalogue, shied away from a sequel to satisfy the demands of a massive fan base for a version with state of the art graphics to do the storyline justice.

Tiberium Wars in many respects reminds me of the new Doctor Who: it looks gorgeous and bang up-to-date, whilst preserving enough of the feel and spirit of the original to keep even the most diehard devotees happy. Whilst Russell T. Davies and his production team saw no reason to tamper with the iconic sound of the Tardis dematerialising (although they certainly went to town on revamping the interior), it having become so familiar to the audience’s ears that altering it would constitute an act of sacrilege, the ominous humming of the Obelisk of Light as it prepares to discharge its blinding and deadly ray has likewise been retained (and will send shivers of delight down the Nod commander’s spine).

The parallel also applies in terms of pace. Whereas the old series would spread a plot over several episodes, each ending with a cliff-hanger, action in the new is concentrated in one or at most two parts, with so much going on that the gawping viewer can barely draw breath. In Tiberium Wars, the bullets fly fast and furious and the tiniest lapse in concentration or tactical miscalculation leads to disaster, which is a real pity as a lot of thought has evidently been invested by the developers in allowing for multiple paths to victory. Human opponents, in their quest for a more impressive rank, tend to display a rather tedious lack of imagination, entrenching themselves defensively whilst they build up the technology to unleash a devastating attack with their most expensive hardware as quickly as possible. The irony of the AI employing greater variety and sophistication was surely unintentional.

In his review in PC Gamer (Vol. 173, April 2007, pp62-9), Tim Edwards wrote: “Real-time strategy games have evolved dramatically in the past two years. They’ve been practically re-invented by the innovators behind (…) Supreme Commander (…) We’ve seen games that frighten us with their sheer physical power, and awe us with their scale. Is C&C’s narrow strategic remit and live-action video gimmick still relevant?”

Although I confess that I take brand loyalty to ridiculous extremes, I would still contend that C&C offers a formula that works (I beta-tested Supreme Commander and found it overblown and bombastic, with too many variables to be weighed up at once). Tiberium Wars delivers with the pinpoint accuracy of the sniper’s laser-assisted sights what the long-standing fans crave, a high adrenaline, quick fix almost clinical in its purity. Unfair though it may appear to blame the developers for the shortcomings of their customers, the former ought to have anticipated the degree of temptation involved and discouraged reliance on Mammoth Tanks. However, this oversight constitutes a serious flaw. Monotacticality is frustrating, especially if you have no choice but to indulge in it yourself as a countermeasure (and this, coupled with the complete dependence on primary and secondary map-based resources with no autonomous income-generation capacity is why, ultimately, I would argue that Generals is the more satisfying game).

As for the linking sequences with the cream of sci-fi acting talent, they are good, clean, old-fashioned fun. Gone is the moon-landing broadcast-quality, chunky-pixel clunkiness of Michael Biehn’s star turn, replaced by the glossy perfection of digital that drives thespians to face-lift clinics in droves and has made personal fitness trainer into a lucrative career option.

The trademark humour has not been forgotten (mostly expressed in the one-liners from the various units, such as the Grenadiers’ “Grab the plunger, we’re flushing ‘em out!”) and there are various small but deft touches that help to elevate C&C above the competition (the sentry tirelessly pacing up and down the roof of the GDI barracks, for instance).

One of the departures for the series, which proved successful elsewhere in, for example, Yuri’s Revenge, is the introduction of a third side (Starcraft’s pervasive influence on the genre once again making itself felt), the Scrin. To its credit, the studio made the effort to draw on the existing mythology (remember the alien artefacts and vessel wreckage strewn over the battlefields in Tiberian Sun and the ion storms that decimated your forces as you tried to fend off Nod and defend the starship crash site?)

Backdrop

Since the previous outing, the world has been divided into three categories of habitable surface: Red Zones, described as “Tiberium-infested hellscapes”, where only the mutants venture; Yellow Zones, where the bulk of the population ekes out a bleak and precarious existence in the Nod-dominated, Tiberium-blighted badlands and the Blue Zones, the “last refuge and hope of the civilised world”, protected by GDI.

The respective campaigns fulfil their function of providing a palatable induction course in how to use the forces entrusted to your direction, forcing you to consider options you might otherwise have neglected and fostering the kind of micro-management skills that could stand you in good stead in an emergency. In this respect they are very thorough and creditable (the C&C veteran will walk through the initial stages before the challenge begins). Defeating Kane in the GDI missions, however, does come as something of an anti-climax, a mere prelude to the alien threat.

GDI

In these post-modern times borrowing from a variety of sources no longer a matter of shame, betraying an absence of creativity, but a proud homage to great forebears. The more subdued atmosphere in the GDI camp owes a lot to the new Battlestar Galactica with its low-key grittiness and muted colour scheme. The GDI has become more austere and less smugly confident in its invulnerability (a realistic appraisal given the series of calamities about to test its mettle). True to form, GDI still wears its earnestness as a badge of honour, serious about doing the right thing.

Your slightly dour commanding officer, General Jack Granger (Michael Ironside), has spent 28 years fighting Nod and your constant companion throughout the missions is Kirce James (Jennifer Morrison, more widely known as Dr. Cameron in House).

The GDI arsenal has lost its best loved weapon, the Mammoth Mk II, (a blatant and brazen steal of – or perhaps the ultimate tribute to – the AT-AT in Star Wars) having been sent to the great scrap yard in the sky, rendered obsolete by the kind of bureaucratic budgetary constraints your average NASA scientist would be happy to commiserate with you over as well as refinements in adversary responses: “The most elite Commandoes are also trained to use their detonation packs on the legs of large walkers, one of the reasons that GDI retired many of the bipedal walkers that were a mainstay in the second Tiberium war”.

As the plot unfolds you encounter Redmond Boyle (Billy Dee Williams in finest fettle), flamboyant Acting Director of GDI, promoted by default when all his superiors were wiped out in the Philadelphia outrage. At one crucial stage you are forced to choose between trusting Granger for whom you have fought so hard, or the smooth-tongued and highly charismatic politician (leaving aside the minor issues of the Director’s insatiable lust for power and penchant for blasting everything in sight with WMDs), who would you choose? A bit of a no-brainer, I venture to suggest (though the beauty of the game is that there is nothing to stop you from going back and following the alternative course).

Review of the Forces

GDI

Rifleman Squad

The utterly dependable mainstay of the infantry, the riflemen can be sent into the thick of the battle against overwhelming odds and hold the enemy off until only their dog tags are left to identify them. Since the last conflict they have been given specific training in constructing dug-outs for enhanced defensive capability (and, let’s face it, watching them whip out their shovels is highly entertaining).

Missile Squad

Lugging their launcher requires the rippling muscles of a Schwarzenegger, but slows them down. In urban settings, sending them into abandoned buildings remains the best way of utilising their firepower, blasting passing aircraft out of the sky and compelling tanks to fight for every inch of ground. Most structures can accommodate up to three squads and it is advisable to dispatch riflemen to eliminate foes looking to oust missile squads once they have been comfortably ensconced.

Grenadiers

The Disc Throwers of the original make a welcome comeback, the behind-the-scenes boffins having equipped them with more advanced technology in the intervening years, their grenades complete with inbuilt AI seeking out the windows. Grenadiers come into their own when ordered to eradicate enemy troops occupying blocks of flats or barns (although their aim becomes less accurate when they lob their grenades from inside).

All the bravado about the throwing arm might make you suspect that they employed a less than reputable bicep-strengthening technique initially.

If you leave them idle for a while, they do keep fit style jumps to pass the time (another of the aforementioned small touches).

Composite armour benefits all the basic infantry by lessening the damage inflicted in close combat.

Sniper Team

Snipers are invisible to the enemy when lying in wait motionless. His spotter sidekick can designate any target in his line of sight for bombardment by a Juggernaut; thereby increasing the latter’s range by a considerable margin.

Commando

“Dismissed!” the elite Commando quips as he mows down those foolhardy enough to believe that they can take him on. His self-confidence knows no bounds as he wields his prototype carbine: “He’s goin’ dirt-tastin’”. As if it weren’t enough that his detonation-packs contain explosives that reduce the most impressive examples of architectural splendour to rubble in mere seconds, he also boasts that staple of male fantasy and fascination, the jet-pack, enabling him to lift off like Sean Connery in Thunderball (though his manner is a tad rougher round the edges and he would indubitably feel ill at ease sipping a Martini in a dinner jacket). A lull in fighting (or indeed a carefully executed decoy manoeuvre) affords the perfect opportunity to slip the Commando into the back of a base and exploit gaps in the enemy’s defences.

Zone Troopers

Technological advance is a mixed blessing, leading to redundancies in the both the real and virtual worlds, the medical corps having been disbanded since the Second Tiberium War. Toughest of the tough, no expense has been spared on the Zone Troopers, from their lethal portable railguns to their high-tech body armour, which, when supplemented by Power Packs, slowly heals the injured wearer. The drawback of weighing down combatants with the kind of heavy-duty protective gear that would sap the stamina of the fittest is compensated for by issuing the Zone Troopers with the same jet packs as their covert ops specialist colleague. The shrewd commander will not neglect to send them into the fray with Scanner Packs, which increase their field of vision and leave stealth units with nowhere to hide: “Let’s shut this party down”.

Engineer

Once again the humour integral to C&C shines through irrepressibly in the Combat Engineer’s tips with the eminently sensible yet thoroughly prosaic advice to keep his hard hat on at all times (frankly the least of his worries whilst endeavouring to sneak into the heart of the enemy).

Engineers can recover felled Juggernauts, Avatar War Mechs and Annihilator Tripods from the debris. I found such salvage ops a source of unexpected and inordinate pleasure to the extent that it sometimes proved an almost fatal distraction. Not only is it cheaper than going to the trouble of building your own (the cost of an engineer paling into insignificance by comparison with that of a brand new unit), but it irritates your opponent beyond measure if your engineer arrives on the scene first and snatches away one that formerly belonged to him. If the latter has been foolish enough to scrimp on defences, avail yourself of the call for transport’s airlift service to capture away to your heart’s content.

Pitbull

The Pitbull is a bit of a misnomer for this light and very nimble vehicle ideally suited for scouting an enemy base near the start of the game. Whilst their aggressive reputation amongst pilots is justified, against ground forces they are more reminiscent of Pomeranians than the ferocious beasts they are named after, small, yappy (easily winning the award for the most gung-ho driver) and without much bite. Their reload rate isn’t brilliant either (until they have been promoted). The Pitbull’s stealth detection capacity, however, redeems it (the more so when it is upgraded to carry mortars).

APC

APCs are extremely useful for transporting engineers if you prefer to send them over land (and if you keep a few dotted about your base they can make short work of any Saboteurs or Assimilators intent on mischief). For anti-air purposes they are sturdier and can withstand more pounding than Pitbulls (especially with missile squads on board). They can also lay a minefield to hamper the enemy advance.

Predator Tank

Do not underestimate the relatively humble Predator Tank, particularly in the early stages of the game (combined with a handful of APCs it is ideal for overrunning the enemy in a rush). It can take a lot of punishment and can even be fitted with a railgun, which invests it with massive firepower at a fraction of the cost of its larger and more lumbering stable mate.

Mammoth Tank

The pride and joy of the GDI commander, the Mammoth is not daunted by anything the opposition can throw at it, taking down Planetary Assault Carriers with almost the same ease as venoms. Smaller tanks are so beneath its contempt that it can simply crush them as it trundles forward inexorably towards the trembling foe. Mammoths create the illusion of invincibility, but a fixation with them can lead to unhealthy (and potentially fatal) complacency.

Juggernauts

The Juggernaut has overcome the ungainly gait that used to render it both charming and slightly comical when first introduced in the Firestorm expansion, but by way of compensation it does deploy little extra feet to plant itself in the ground and stabilise it as it fires. Once whilst amassing an assault force in my base, I caught a bored Juggernaut scratching behind its “ear”. They can be toppled by commandoes’ explosives and brought crashing down by air bombardments, which probably accounts for their unjustified neglect by many hot-blooded GDI recruits blinkered by their narrow remit to secure victory as swiftly as possible and who are infatuated with the Mammoth. The extra effort required to make provision for the Juggernaut’s weaknesses (by sending it into the fray flanked by Pitbulls and Predators, for example) can pay dividends (beyond the instant gratification of watching the barrage unleashed), particularly when its firing range is extended by camouflaged spotters.

V-35 Ox VTOL

The extreme fragility of this workhorse of the skies can be exasperating (Ox Transports have to be landed individually, even if you have an entire squadron of them waiting to drop off their precious cargoes). A further foible is that they must be perfectly positioned or they refuse to descend with a stubbornness more fitting for a mule (which quickly becomes wearisome as you seldom have much spare time at your disposal to worry about such finicky behaviour). The Ox is indispensable for dropping off Surveyors at unclaimed but distant Tiberium deposits.

Orca

The Orca is a highly manoeuvrable vertical take-off craft (the heat haze beneath their boosters another of the satisfying small touches in which the game is so abundant) which darts round the battlefield with enviable speed. It can be kitted out with a pulse scanner array that detects even the most advanced Nod stealth units and can deploy sensor pods (like small landmines), which uncover nearby terrain and/or cloaked vehicles for a limited period (the utility of depositing these within an enemy base for targeting purposes will already have occurred to the astute commander). However, Orcas have no means of retaliation against enemy aircraft (though they can be escorted by Firehawks with Rattlesnake Missiles).

Orcas have a nasty sting and can quickly throw a spanner in the works of any enemy engineer attempting to infiltrate your base, but really give your adversary a severe headache in swarms. They can probe for defences behind enemy lines, undermine the opponent’s economy by eliminating harvesters and harass hostiles as they traverse the map.

Firehawks

A squadron of eight Firehawks with a payload of Hellcat Firebombs load take out a superweapon (probably better to add one or two more to be on the safe side, as any enemy worth his salt will surround the Temple of Nod with SAMs). Their formidable strike power can be augmented further with the stratofighter boosters, which allows them to evade AA.

Crane (Foundry)

Looks aren’t everything as this (at first glance) drably utilitarian yet hugely significant structure proves. By opening a subsidiary build queue it accelerates your ability to erect refineries and every other edifice essential to the war effort as well as furnishing a failsafe back-up if by some terrible misfortune your main construction yard is blown to smithereens.

One player in an online bout adopted the anally retentive (yet irritatingly serviceable) strategy of pumping all his money into cranes whilst creeping over the intervening space with power plants. To the astonishment of his opponent, sonic emitters suddenly sprouted like mushrooms, razing his base to the ground (the most popular variation on this theme of cheap, nasty and unimaginative is to dispatch a Surveyor/Emissary/Explorer to the edge of the enemy’s built-up area, or even, in cases where the base creeper is intoxicated with his own “brilliance”, smack bang in the centre and blast it to smithereens. Such cocky attempts can usually be thwarted with relative ease by vigilance and a couple of rifleman, militant or disintegrator squads, which you should always have at the ready on compact maps to cover such eventualities. If, however, in spite of your best efforts such a player prevails, take note of his name, announce his tactic in the lobby to alert all the others and console yourself that he will never be able to catch you unawares again – most of those who employ this trick have no genuine skill – they certainly could not emerge victorious from a fair fight – and lack the necessary mental agility to experiment with alternative routes to a win. Remember that should you frustrate his plan, base creep is expensive so if you turn the tide he will probably have very little to throw back at you. If all else fails you can always send the coded warning to those who come after you by venting your spleen in the vote, the final screen after the statistics, where you can award him one point for skill and a grudging one or even zero for sportsmanship).

Surveyor (Emissary, Explorer)

The Surveyor establishes an outpost anywhere on the map you see fit to send it, which in most cases will mean in the vicinity of a shimmering green Tiberium patch. It is worth defending with a secondary barracks (Hand of Nod, or Portal) or War Factory (Warp Sphere) as once the deployed Surveyor has been demolished (and, believe me, it will most definitely attract fire) no more building activity at that site is possible until a replacement has taken root (which can be slightly tiresome, as doing so takes what in the midst of an engagement seems like an eternity).

Rig

The War Factories for GDI and Nod (and its Scrin equivalent the Warp Sphere) have been revamped with automated repair drones, which swoop to the aid of damaged vehicles (a more elegant solution to the inevitability of shell dents and bullet holes than a costly dedicated station).

GDI has the added advantage of the Rig, a mobile repair platform, which can be unpacked and moved on at will. The authors of the in-mission tactical manual recommend that it be used for “clear and hold” ops at Tiberium fields as it comes complete with Guardian Cannons and a missile launcher.

Automated Defences

Whereas the elegant Watchtower is a deadly precision instrument against hapless foot soldiers who stray into its range, the Guardian Cannon has been left standing by the Sonic Emitter, originally developed “…to reclaim our land from Tiberium – and to control and regulate Tiberium growth throughout the reclaimed Blue Zones”. The Scrin invaders are particularly susceptible to the latter’s sound waves, but, be warned, it is useless against aircraft (for which you need the AA batteries with their relentless spew of bullets).

Ion Cannon

When fired, the orbiting Ion Cannon’s concentrated beam of light elicits a sublime frisson with its ethereal beauty as it levels a base. There is no doubt that this is the coolest of the superweapons – go on, spend the money on one, you know you want to.

Special Auxiliary Powers

Availing yourself of these (realistically) costs money, leaving you more dependent on map-based resources and a steady flow of income than ever before. Even with the cash in hand, quite a bit of time elapses before they are ready for re-use, so intelligent employment is of the essence.

The Radar Scan is self-explanatory, leaving stealth units no place to hide.

GDI Airborne parachutes in promoted riflemen and missile squads for extra back-up once the opponent’s base has been penetrated.

Experienced Sharp Shooters can carry out a surgical strike against infantry in the supposed shelter of the adversary’s base (and can coordinate with Juggernauts).

Drop Pods deposit veteran Zone Troopers in the thick of the action to wreak havoc and knock out barracks and war factories (thereby cutting off the supply of reinforcements).

Bloodhounds (my personal favourite), comprise a lethal APC and Pitbull team to assist beleaguered comrades, perform a hit and run against harvesters or simply divert the enemy’s attention to another part of the battlefield.

Shockwave Artillery can finish off an ailing superweapon before the enemy has had a chance to repair it as well as temporarily disabling structures and mechs in its blast radius.

Orca Strike craft are guided to their target by a beacon, although they can fail in making the desired impact if forced to run the gauntlet of heavy AA.

Tactics

Bear in mind that away from your main base you can only build in the vicinity of an outpost. If you capture one of the neutral structures and want to hold on to it at all costs you should send a Surveyor (Emissary, Explorer) as soon as you are confident that the expense will not adversely affect unit production.

Upholding the tradition of the previous acts in the drama, blue Tiberium yields more income than the more common green variety. You cannot generate your own resources (as in Generals), which acts as a positive incentive for the forward push.

When confronted with Nod defences, focus firepower on the hub to disable it. Failing to do so plays into the enemy’s hands, giving the hub the opportunity to rebuild the turrets under its control.

Obelisks of light cannot take down air units and quickly succumb to an onslaught from above.

Leave basic stealth detecting units on Tiberium fields (preferably with a tank or two in tow) to prevent Nod from misappropriating your precious resources.

When infantry is under fire, the survival instinct understandably kicks in, leaving them crawling for cover and unable to fight back effectively. Only the Nod Fanatics are immune to suppression, as they have been brainwashed into shedding all concern for their own welfare, ready and willing to take their chances in the afterlife.

Nod

That most charismatic and satanically seductive of OTT pantomime villains, Kane (superlatively brought to life by Joe Kucan) is back, declaring with a hint of weariness in his voice: “Once again the world is quick to bury me”. Like the Doctor’s most implacable enemy the Daleks he just keeps bouncing back (which is just as well really, because no matter how much you love to hate him, there could be no game without his undiluted perfidy).

Banished to the inhospitable Tiberium-scarred wastelands, the members of the Brotherhood seethe with righteous indignation against “the fascist political consortium of wealthy nations”, guilty of a multitude of crimes, carefully catalogued for the rapt listener: “They unilaterally redrew international border lines, relegating Nod followers into inhospitable Yellow Zones while they claimed the pristine and exclusive Blue Zones all for themselves”.

The injustice is manifest, as Kane’s close associate Kilian Qatar (Tricia Helfer) recounts: “20% of the world’s population – the most wealthy people on the planet – live in the Blue Zones, consuming the majority of the world’s natural resources, wielding their vast military power to maintain the status quo by depriving the downtrodden of their god-given right to mine and exploit Tiberium”.

From the refuge of Temple Prime in Sarajevo, with its appropriately bloody crimson colour scheme, you are indoctrinated into the articles of faith with the rhetoric of hellfire and brimstone.

Venerating the Tiberium on which its power depends (and channelling its inventiveness into a myriad ways to exploit the simultaneously benign and malevolent mineral), Nod is all about betrayal, back-stabbing and deception. The Brotherhood’s sneakiness, deviousness and downright nastiness represents the mirror image of strait-laced, upright (and a smidgen uptight) GDI. Internal feuds, intrigues and machinations are rife.

Like all fanatics, Kane demonstrates a callous disregard for life, subordinating the welfare of all to the grand scheme, his vision for mankind (which conveniently permits him to ignore the tremendous cost as a means to an end).

Nod is an uncouth bunch, as embodied by Ajay (Josh Holloway) your companion throughout the campaign with his evil smirks and Muttley-like sniggers. Some of the more puerile and embarrassing examples of his tough talk include : “Man, GDI’s gonna brown their pants when they see what happened”; “…we castrate their ability to retaliate. I just love that word – castrate”, and: “Man, I’d give my left nut to see some action”.

Having put paid to challenges to his authority with your assistance, the ongoing war against GDI becomes as good as irrelevant to Kane who ploughs his energies into his master plan connected with the Visitors (a telling linguistic difference if ever there was one, GDI referring to them as “invaders”).

The Nod commander is gradually initiated into the Inner Circle’s secrets: “The Visitors are divine instruments. They are not divine in their own right but because of what they are doing for us, building the sacred towers in the hearts of our Red Zones. The Visitors remain hostile to us because they know not what they do; their vision is limited and they cannot see their own part in a Plan that goes far beyond their purpose”.

I leave it up to you to follow the path towards true enlightenment alone.

Review of the Forces

Every aspect of Nod is saturated with religious overtones. We learn, for example about the Hand of Nod that: “It is also a place of learning for Militants and rocket troopers, a sanctuary for Fanatics as they perform their departure rituals, and an interrogation centre for Confessors as they extract secrets from enemy captives and keep the hearts of our own troops pure and true”.

Even the Harvesters spout Nod ideology: “The Tiberium will set us free”.

Whenever an opportunity arises to put the boot into GDI it is taken advantage of with relish, as illustrated by the Schadenfreude-tinged announcement concerning the Harvester’s on-board stealth technology: “You’ll be able to harvest resources right under the nose of the enemy, leaving GDI logistics officers scratching their heads and asking themselves, ‘Where’d that Tiberium field go?’”

Before moving on to the combat units, I also have to give the MCV a special mention simply because of its cool factor: it walks to its designated deployment spot on spikes, genuinely evil and menacing.

Militants and Militant Rocket Squads

Nod has less of a budget to lavish on its adherents, its soldiers toting antiquated chainguns and the armour plating of its tanks more permeable. To prevail as Nod, the quantity versus quality motto must never be forgotten.

The militants are the army of the disaffected and dispossessed multitudes whose grudge against GDI yields an endless stream of recruits. Together with the Rocket Troopers, they constitute “a vast blunt instrument of war for the Brotherhood”, “Kill or be killed!” their bleak credo.

When led by a sinister Confessor (whose cloak swishes as he lobs hallucinogenic grenades at the foe) both sets of troops’ morale is boosted, which in turn further whets their appetite for carnage. Together with the fanatics, militants and their rocket-bearing brethren can also be administered a Tiberium infusion, which permits them to cross the crystal fields without being poisoned by radiation, putting them on a par with the Scrin and the Mutants (who evolved their immunity naturally).

Saboteur

Saboteurs are engineers with slimily insidious voices, an evil sense of humour and explosive twist – they can lay booby traps on civilian structures and bridges with proximity detonators triggered by the enemy approach. Nod profits from the same call for transport facilities as GDI with all the attendant strategic implications, the Carryall its similarly flimsy Ox equivalent.

Fanatics

These suicide bombers have accumulated so much bile against GDI that their faces have turned green with it (officially their rather sickly complexions are a side-effect of chronic Tiberium exposure). Already primed for martyrdom, they glory in their own expendability and nothing can cow them into aborting their mission.

Black Hand

With its connotations of assassination, the Black Hand with their portable flame throwers are conscious of their elite status: “We are the chosen”. Swathed in protective gear they chargrill enemy infantry holed up in civilian buildings or who are unlucky enough to cross their paths elsewhere. Still, it saves the bereaved families the cremation fees, I suppose.

Shadows

Well-versed in martial arts mysticism the Shadows are hang-gliding ninjas who can soar over obstacles and blow structures up (the Shadow rush to the back of a base can quickly cripple the enemy’s economy, forcing him to squander money on Watchtowers whilst you pile on the pressure with Scorpions at the front). Permanently poised, they adopt defensive posture, as if about to perform a kata on the spot. If you find yourself cornered, the Shadows can be called in as reinforcements (and their reaction times are as quick as you would expect with so many years of discipline behind them).

Once again, on the subject of their bomb, the intelligence manual cannot resist a dig at their loathed adversaries: “The chemical composition for the explosive was obtained by espionage, stolen right out of a GDI lab working on next-generation chemical explosives” (a fairly empty brag, as the damage done by it is minimal compared to the charge carried by the Commandoes of either side).

Commando

With her ennui-laden, husky voice (at its most reminiscent of Garbo’s in Grand Hotel when she mutters “I work alone”) the Nod Commando is a one-woman death squad, a femme fatale in the most literal sense. She might disguise her taunts in the language of flirtation, but don’t be fooled: in her lexicon “Just my type” means “Eat lead, sucker!”

Sporting an eye-patch that Elle Driver would covet, she is concealed while standing still, a very handy attribute if outnumbered with no immediate bolthole. “I like their courage,” she proclaims as she sends her pursuers to meet their maker.

Attack Bike

The Attack Bike’s bloodthirstiness far exceeds its size or firepower, “I’m comin’ to get you”. Yet it packs a surprising punch against Orcas and other aircraft. Its diminutiveness ideally suits it for scouting expeditions (an enemy could easily overlook it if positioned at the edge of his base) and it also detects stealth units, such as the GDI’s sniper.

Raider Buggy

Able to take the roughest of terrain in his stride, the Raider Buggy driver revs his engine like a Michael Schumacher manqué before leaving a dust trail in his wake. The Buggy’s ability to cut down infantry like a scythe makes it essential for staving off early infantry incursions, but its machine guns leave buildings virtually unscathed. However, laser capacitors give it extra bite and the EMP coils, which it can carry on board, temporarily cripple vehicles left behind for defence immediately before your main army arrives. It is best to keep a distance before releasing the burst, as its effects are indiscriminate, disabling your own as well as allied tanks.

Scorpion Tank

“Let’s take ‘em on!” the Scorpion pugnaciously declares, keen to deal out a bloody nose (and much, much worse) to the oppressors. Although not renowned for its robustness, the Scorpion is Nod’s fist to pound the enemy into submission. Dozer blades clear mines and effortlessly slice through even the high-tech protective gear worn by heavy infantry. With Spitfire Lasers, the Scorpion is guaranteed to cause the foe a major headache as you send in wave after wave to cause mayhem with searing crimson beams (and if you really subscribe to the Brotherhood’s villainous ethos that reveres the underhand and the downright wicked you can always use the lasers to destroy Tiberium fields in easy reach of the enemy – a few shots and it is gone, thereby crippling his economy without him even noticing). Its relative inexpensiveness permits mass production to erode the most tenacious resistance to the extent that many Nod commanders become every bit as obsessed with them as their opposite numbers in GDI are with Mammoths.

Stealth Tank

The more cautious Stealth Tank (“Any scanners around?” it periodically enquires with trepidation), acutely aware of its own fragility in spite of being cloaked from enemy view, epitomises Nod’s penchant for secrecy and preference for wearing the opposition down with a series of subtle, calculated blows as opposed to the less imaginative all guns blazing, battering ram approach to warfare preferred by GDI. The Stealth Tank excels against aircraft and can be strategically placed on Tiberium deposits to dispose of enemy Harvesters, cutting off the supplies vital to the war effort.

Flame Tank

“Purge them with flame!” the Flame Tank piously exclaims as it incinerates the unbelievers, giving them a foretaste of the torments that await them in the afterlife. When the hail of bullets keeps the Black Hand at bay, send in the modified Devil’s Tongue to exterminate the resident pests blocking your path.

Beam Cannon

Mounted on a versatile, six-wheeled chassis, the Beam Cannon is an artillery platform designed to raze buildings to the ground. In combination with the Venom, which can bounce its shafts of light off a mirror (Reflector Attack), the most dauntingly inaccessible of targets are brought within reach. The Beam Cannons come into their own when supercharging Obelisks of Light, reducing the best-drilled infantry to heaps of ash and blasting Mammoths to oblivion.

Avatar

Whilst massive walkers have fallen into disfavour amongst the scientists of GDI, Nod has abandoned its experiments in cyborg engineering, concentrating instead on the Avatar Warmech, which, at ten metres tall, impressively towers over friend and foe alike. The searing heat of the Obelisk laser can be complemented by up to four other technologies cannibalised from other vehicles (explaining why Nod units of lesser stature squint up at it with trepidation as it strides purposefully towards them, like a plodding Lennie in search of something to pet and every bit as straightforwardly eloquent: “I want that”): flame throwers, stealth generators, beam cannons and stealth detectors. The conscience of the commander who might balk at sacrificing the donor units (whose crews are killed in the appropriation process) is salved by the injunction: “rest easy in the knowledge that the dead have given their lives for the brotherhood”.

Venom Patrol Craft

In the days of the Second Tiberium War, GDI reigned supreme as the sovereigns of the skies. The weapons specialists at Nod have clearly been burning the midnight oil perched at their drawing boards to usurp their rivals’ dominion, to deadly effect. The venom now has the edge over the Orca in that it can see off all comers on land and in the air. Signature generators, which deceive the enemy radar into showing a far bigger blip for the incoming attack force and laser capacitors, which slice through armour plating and tender flesh with comparable ease, mean that the Venom does more than just sting (indeed when promoted to the top level its laser matches the capability of a railgun). Watching a swarm of venoms transform a cocky rusher’s tanks to impotent heaps of scrap metal is enough to warm the cockles of any Nod commander’s heart. Venoms can be repaired, but the effective radius of the Air Tower drones is so restricted that the fiddling around required to make them hover directly above it is almost more trouble than it is worth.

Vertigo Stealth Bombers

The manual describes these heavy bombers as “Batwing” and yes, they would not have looked out of place piloted by Adam West had they featured in the original 60s Batman series. They are vulnerable when passing over an AA turret and when dropping their Groundpounder payloads, but re-cloak the instant the bomb bays have closed.

Automated Defences

“To maximise flexibility, lethality and survivability, each base defence will consist of three components: A hub and three turrets. The turrets are all slaved to the hub – which acts as the central targeting and fire control system. The hub is also equipped with nano-assemblers to repair or rebuild damaged turrets”.

Thus the Nod combat Bible. Three for the price of one must surely be a directive from the shiny-pated Glorious Leader himself. SAMs send aircraft into a fatal tailspin, lasers puncture vehicles and the aptly named shredder turrets make mincemeat of infantry (as well as detecting stealth). A certain degree of intermeshing is recommended for protecting outposts, as any experienced opponent will concentrate fire on the hub, even if this means sacrificing some of their vehicles in the process.

The great granddaddy of them all, the Obelisk of Light, has evolved into something even more menacing than ever before (remember the Hammerfest Base mission?), to the extent that it has earned an honourable mention in the GDI InOps recon team report: “(…) the core of the laser weapon has been enhanced for increased firing duration when the power output is reduced. Evidently the tower can now be set to sustained-fire mode when used against unarmoured targets such as infantry and civilian vehicles. This allows the laser to fire at limited power in an arc, resulting in a cutting motion that can strike several infantry per emission. The advanced capacitor also allows over-charging the tower by Nod’s long-range artillery platform, the Beam cannon. When one or more Beam cannons focus their laser weapons at a receptor on the base of the tower it can fire over increased range by directly feeding the added energy into its minor array”.

The Obelisk aficionado should never forget the injunction: “Watch the skies!”

The Disruption Tower generates “a large stealth bubble over an area, allowing our vehicles and structures to operate undetected”, psychologically important in keeping the enemy guessing as to your evil machinations. They do suffer the twin drawbacks of guzzling power and remaining visible, however, making them a prime target for foes determined to satisfy their curiosity.

Temple of Nod

The Temple positively bristles with an arsenal of nuclear warheads whilst its invaluable Master Computer Countermeasures reboot an entire base’s power supply so quickly that the Brotherhood can scoff at the otherwise grave threat of EMP blasts. If you are in for the long haul, superweapons acquisition is a must.

Tiberium Chemical Plant

Kane’s grasp of how the contaminant of the Yellow Zones can simultaneously be exploited for his gain coupled with the ingenuity of his scientists who have dedicated themselves in their leader’s service to unravelling the crystal’s mysteries has certainly borne fruit. The Seed Tiberium facility allows the player to spray a designated patch with liquid Tiberium for immediate harvesting when resources are running low. Although seeding imparts a shimmering emerald hue even to barren soil, it makes most sense to target the fissure, instantly replenishing the field. Unfortunately new growth on the rare blue gem deposits comes up stubbornly green.

The Tiberium vapour bomb ignites a deadly cloud of droplets reminiscent of the fuel air bomb in Generals, purging the battlefield of any infantry unlucky enough to be caught underneath.

The trio of Tiberium-related specialities is rounded off by the Catalyst Missile, the devastating effect of which is amplified by the crystals in either their pure or refined state, ideally suiting it to the task of paralysing the foe through attrition as it obliterates refineries as well as leaving harvesters on their last legs (health bar red and at absolute minimum). If it explodes on a Tiberium field it initiates a chain reaction, spreading a noxious green miasma and shattering the fragile shards.

Special Auxiliary Powers

The Decoy Army once again betrays the diversity of influences drawn together in the game, this time plundering the back catalogue (in Emperor: Battle for Dune, the Ixian Projector possessed the same ability). Phantom unit clones attract fire from dim-witted defences, which cannot distinguish between insubstantial shades and solid metal, excellent in combination with the real McCoy or to distract from a sortie elsewhere.

The Radar Jamming Missile, deployed at the operations centre, is fairly self-explanatory, temporarily blinding the enemy so that you can send in your shadow teams, stealth tanks or simply induce paranoia about what you might be up to even if you know fine that you can muster no bigger a menace than a handful of militant squads yelling “Down with GDI!”

The Cloaking Field once again delivers exactly what its name promises, conferring temporary invisibility on forces as they move around the map, literally concealing your intentions. In situations of duress, the shroud can be used defensively to wipe out marauding hordes of light infantry.

The Mine Drop proves that the simplest low-tech can suffice to stop even the most sophisticated tanks in their tracks. Blocking entrances with minefields is a convenient method of diverting the enemy from a particular route.

Tactics

The Brotherhood Combat Operations Manual succinctly summarises the recipe for success: “avoiding direct contact with the enemy until the time and place are just right. Stealth, speed, mobility, force composition and operational flexibility” will stand the Nod commander in good stead.

Scrin

The Scrin look like the kind of creature you might find crawling under a flagstone, nightmarish creepy-crawlies that thrive perversely in the (for earthlings at least) most adverse weather conditions. The bizarre fern-like fronds of their aptly-named defensive Storm Columns produce a localised ion disturbance (as does the Planetary Assault Carrier, which resembles the Protoss Carrier in more than name, its Interceptor equivalent detaching from its ribs to attack with a speed similar to the lightning bolts that improve its combat efficiency). Once again, this is an element of the mythology that has been successfully transposed – who could forget struggling to contend with the electrical interference, which was always at its worst near the alien artefacts whilst at the same time trying to repel Nod?

Whilst some of the Scrin units remind the player of refugees from the set of Starship Troopers the debt to Starcraft is at its most obvious here, the pairing of skin-creepingly hideous insectoid-organic primitiveness with advanced shield technology positively inviting the comparison, so that the most convenient shorthand for summing up the invaders is as a Zerg-Protoss hybrid.

Their intent is to proceed to Ichor (Tiberium) extraction on a global scale, although the blast of the Liquid Tiberium Bomb prematurely summoned them to Earth (Kane really does have a lot to answer for and, intriguingly, the Scrin foreman is informed – hinting at a sequel – that “This being already exists in the data core”), jeopardising their survival. Confronted with unexpected resistance from the indigenous population, their response is to disrupt, disorganise and divert enemy attention from Relay Node and Threshold erection. The first major population centre to fall victim to Scrin aggression is situated on “the island near Continent Three” and the task awaiting Foreman 371 involves demolishing certain “iconic structures”, including Big Ben and Buckingham Palace (I have never had much sympathy with that bunch of blue-blooded parasites who are its tenants). Was the scriptwriter a closet SNP sympathiser I wonder? Leaving the fluttering Union Jacks in tatters and blasting away such symbols of London pride as Routemasters and red telephone boxes to demoralise the decadent urbanites is certainly gratifying regardless of political affiliation.

Let the infestation begin!

Buzzers

No mere insect repellent could hope to deter these angry clouds of sentient razor blades that are guaranteed to give any passing infantry a closer shave than Sweeny Todd. A single squad is indispensable for scouting purposes early on (and I have witnessed games in which they have been allowed to hover undisturbed at the back of a base like gnats on a summer’s evening partly because of a criminal lack of attentiveness on the part of the opponent, partly because they are difficult to spot on the mini map). Likewise, if positioned near a Tiberium spike deep in enemy territory they can at least delay the financial injection yielded by its capture. Compared with rocket troopers and missile squads when holed up in a building, Buzzers are a bit of a disappointment and though they seldom hang about, engineers have been known to take advantage of certain landscape features to outrun them. However, if assigned to a vehicle their frenetic swirling interferes with enemy targeting, reducing accuracy and they make excellent travelling companions for Annihilator Tripods, which can be all too quickly humbled by ant-like foot soldiers.

Disintegrators

The Scrin foreman’s four-legged friends may be small, but what they lack in size they more than make up for in gleeful viciousness. Detonating when crushed, they cheerfully fling themselves, lemming-like under tracks of Predators and Mammoths (as well as gleefully tossing the corpses of vanquished Shock Troopers high into the air as if in training to compete against Michael Jordan) and can even overrun bases in sufficient numbers. The little blighters become so carried away by their own enthusiasm that they have acquired the annoying habit of running off in pursuit of a retreating foe whether you want them to or not (in fairness, this irritating propensity to show more initiative than is strictly good for them affects all units. One of my allies, for example, brought down a Planetary Assault Carrier by firing on it with a single Pitbull and withdrawing the latter to his AA-Battery-studded base – the Carrier could not resist giving chase, which proved its – literal – downfall). Some players deliberately unit-bait, picking off the assembled attack force one by one. Be aware of this potential for insidious decimation that to my mind belongs to the category of Dishonourable Ploys for Disreputable Dummies, Volume Two.

Assimilator

The Scrin engineer is stealthed whilst motionless. Its progress as it snakes its way towards its destination is painfully slow in spite of its multiple legs. It does not have the luxury of the call for transport enjoyed by its GDI and Nod counterparts, but it can be teleported by a Mastermind.

Shock Troopers

When upgraded with Plasma Disc Launchers Shock Troopers spit balls of light, which are carbon copies of the Protoss Dragoons’ Phase Disruptors and every bit as lethal against aircraft. Blink Packs rematerialise them beyond the reach of pesky perimeter defences, the famous command attributed to, but never actually uttered by Captain James T. Kirk, “Beam me up, Scotty!” springing to mind. Whether guarding Tripods from impudent Venoms or protecting the Drone Ship against ground incursions no invasion should be contemplated without them (apart from manifold military merits, the vigorous way they applaud their own feats of valour with their wing cases is reason enough to recruit them).

Mastermind

Nimble and fleet of foot (so fast indeed that they can dodge a watchtower’s bullets), the Mastermind runs rings around the opposition. Whereas in Yuri’s Revenge the identically-named disembodied brain in a vat could take over more than just a single unit, the Scrin’s elite mesmeriser shares the Yuri Prime’s ability to requisition structures (particularly handy for reviving cash flow), substituting brains for brawn for a more subtle campaign of demoralisation. If money is no object, however, rather than selling off the buildings, plant your own Photon Cannons around a commandeered War Factory whilst pumping out tanks in the heart of the enemy base. The Mastermind’s control is not diminished by distance, so if the enemy is in hot pursuit it can vacate the scene post haste with impunity. Nothing triggers the turtle instinct better than a Mastermind, as your opponent knows full well that if he fails to focus on counter measures he can kiss goodbye to his base within minutes, diverting his thoughts in a subsidiary form of telepathic tyranny. Even if he ultimately manages to foil your takeover bid, it will have cost him dear. If, however, you are forced onto the defensive yourself the Mastermind can hijack the promoted Mammoth (or, for that matter, Planetary Assault Carrier), turning it against its comrades or teleport Tripods to attack from in front and behind. Although superweapons are immune to its hypnotic charms, the Mastermind can transport troops to the small unshrouded area around the Ion Cannon or Temple, to begin demolition detail. If the base is undefended, the enemy may be compelled to turn back to salvage the situation rather than pressing ahead with his assault.

Seeker

Not the sturdiest of vehicles, the Seeker is geared towards detecting stealth, clearing mines and bombarding air units. In sufficient numbers they can bludgeon their way through the most elaborate array of Obelisks and Shredder Turrets and, when accompanied by Shock Troopers with Plasma Discs are practically invincible. I always manufacture them en masse for defence purposes together with Disintegrators (if cash reserves are running low) or their aforementioned beetle-like companions.

Gun Walker

The range of these spindly-legged, rapid-spitting death-dealers renders them peerless when it comes to disposing of Masterminds (against which even Buzzers are too sluggish). Carefully positioning a few towards the rear of your base can likewise stymie Shadow and Engineer infiltrations. If you suspect that your opponent is planning an infantry rush Gun Walkers are perfect for fending it off. Their anti-air capability is admittedly not in the same league as that of the Seeker, but their firing rate makes them more effective against Storm Riders.

Devourer Tank

On a small rush-oriented battlefield the Devourer (so dubbed because it supercharges its already impressive beam by gorging on Tiberium) is too expensive to be worthwhile early on. At full intensity its ray makes short work of Obelisks from far enough away to escape retaliation (a salutory sickener for base-creepers). Similarly it can deprive the foe of harvesters and ground attack units from a safe distance.

Corrupters

Their jaws oozing with putrid green slime, which they disgorge through windows to rid apartment blocks of holed-up Missile Squads (Buzzers do the same job, but too easily succumb when caught in the crossfire), the cumbersome Corrupter’s corrosive juices act as a restorative cordial when belched over your own forces.

Annihilator Tripods

I quickly developed a real soft spot for these awe-inspiring triffids on speed, with their waving tentacles, so heavy that they leave deep dents in the soil wherever they walk. Size isn’t everything, though, and no matter how intimidatingly they might tower over infantry they can be brought to their knees by the rawest recruits, nor are they able to swot aircraft. When in close proximity to structures they emit a disabling EMP pulse. In homage to György Pál’s 1953 version of The War of the Worlds they can be shrouded with a force field (as can the Devastator Warship and Planetary Assault Carrier), which shimmers like a soap bubble, but is infinitely more resilient.

Storm Rider

The manic speed with which they circle tests even the most honed of reflexes (forget the hammer on the knee test, ask a patient to shoot down one of these instead), bestowing them with the accolade of being the ultimate in hair-tearing harassment. Twelve are enough to lay waste to an entire base (and if you spot a base-creeper abandon all other production to concentrate on Storm Riders alone and bombard him into capitulation, Construction Yard and Cranes first, followed by power plants). Twenty are unstoppable even if Mammoths are advancing on your position.

Devastator Warship

The extensive splash damage wrought by Devastators ensures that they not only clear a path where the overland route is blocked by sonic emitters, but they can evade anti-air. In clusters they can stave off the most persistent of ground assaults, but Venoms and Firehawks can shoot them down even with their inferior weaponry.

Planetary Assault Carrier

My affectionate nickname for these massive starships is “forkytails of death”. Don’t be fooled by the sedateness with which they float towards their targets, the prowess of the Carriers against ground and air units alike (the ensuing dog fights can fill the screen, blotting out the engagement below) is without equal. Even if the entire complement of Fighters has been lost in action, the Carriers can still inflict destruction with their self-generated ion storms (which have the added bonus of boosting the performance of any other Scrin vessels in the vicinity).

Automated Defences

The Buzzer Hive is home to a never-ending supply of the nasty little creatures and should be strategically placed near critical structures (such as the Drone Ship or Foundry) to deal with any Engineers. A couple of Hives towards the front of the base is usually adequate to humble infantry rushers and if by some miracle your adversary succeeds in sneaking Rocket Troops into a shack on the fringes of your base and starts taking pot shots at your Harvesters or Warp Spheres a Hive affords the swiftest remedy).

Of the three sides’ anti-air defences, the slender Plasma Missile Battery is the most elegant as well as the most potent.

The bolts from the gently swaying Storm Columns scorch all comers regardless of whether they approach from land or airside. The rapidity with which they summon inclement weather from previously clear skies would certainly qualify them as Michael Fish’s worst nightmare.

Rift Generator

The Scrin’s superweapon resembles Dark Reign’s Imperium Rift Creator (right down to the swirling vortex when activated). Opening a portal at the flash point, it sucks in everything beneath to be summarily ejected into deep space.

Special Auxiliary Powers

Reconstruction Drones can be called in anywhere on the battlefield to repair battered Tripods or any other units slightly the worse for wear.

Although conceived as a fall-back defence, the Lightning Spike can provide invaluable assistance to your ground forces as they penetrate enemy lines. Personally, I take perverse pleasure in adding insult to injury by beaming them in when my adversary is already on his last legs and can offer no real resistance.

The Swarm consists of six buzzer squads and can come to the rescue of teetering Tripods by slicing and dicing riflemen.

The Vibration Scan is most useful on unfamiliar maps, revealing the whereabouts of all Tiberium deposits as well as any vehicles or buildings close by.

In dire need, the stasis shield can immobilise enemy forces by trapping them inside a blister similar to the force field, impenetrable to fire from within or without. It can also shut down production facilities and stop the countdown on a superweapon. If a full-scale offensive appears to be on the brink of failure because your units are ailing, you can call in repair drones to patch them up in peace beneath the shield.

By way of an alternative to the battering ram school of conflict, the Phase Field can be employed to grant your troops safe passage where they would otherwise stand little chance of punching a hole in the defences.

The Wormhole allows for instantaneous travel between two points, no matter how far apart and, as such, is crucial for alleviating the pressure on your allies with backup. Choose your exit spot with care, however, as the gateway makes no distinction between friend and foe so that careless use could seriously backfire on you.

The criminally expensive Mothership, although awesome to behold, could easily be overtaken by your average snail. Moving targets will always evade it and its maddening slowness extends to firing (four beams have to converge on the central hub before the weapon can discharge), but when it does it is truly spectacular with an enormous blast radius. I have never yet taken part in an online match where the Scrin player was actually able to show what it was made of.

Tactics

Although their hunger for Ichor can never be sated (and they therefore have no need for silos), the astronomical expense of warping in Scrin military hardware is such that I would only counsel the player skilled in accumulating large sums at speed to try them out. Having said that, I find them completely compelling and very rewarding beyond the risky initial phase and have never played any other side online.

Neutral Structures

Tiberium Spike

Like the oil derricks in Generals, Tiberium Spikes provide a continuous, though modest, drip-feed of cash. Initial capture yields a hefty 750 credits (even if you wrest a Spike from the enemy’s grasp the bonus is a one-off). Spikes have differing rates of extraction depending on the size of the underlying deposit and if knocked down a miniature Tiberium field marks where it once stood. If map resources are scarce, it may be wise to send a Surveyor (Emissary/Explorer) to erect defences around it. AI players waste no time in taking over all of the neutral structures (though they subsequently tend to forget about them). In keeping with the sense of fair play inherent to the side, the GDI intelligence briefing admonishes: “Commanders are encouraged to provide compensation to the legitimate owners of commandeered Tiberium spikes in the form of GDI vouchers that can be redeemed in Reykjavik for credits”.

Mutant Hovel

One of the letdowns of the sequel is that the Mutant storyline so integral to the original has been all but dropped. In the Ayers Rock Nod mission we learn that: “Six long years have passed since the once burgeoning mutant nation picked up stakes and disappeared into the Tiberium wastelands, their tragic, self-imposed exile continuing to this day. Yet now, as humanity struggles to find its place in an ever more blighted world, thoughts again turn to our horribly disfigured brethren – who were they, and why did they leave?

In a show of goodwill towards the vanished mutant population, G-330X habitat modules were deployed on the borders of Red Zones in 2042. Since then there have been scattered but unconfirmed reports that mutants have taken shelter in the habitat modules”.

Mutants can be enlisted from the hovels. Not only can they saunter across Tiberium fields without harm, but their chain guns riddle aircraft as well as tanks with bullets.

Subway Hub

Only infantry can enter the hub (it would be ever so slightly unrealistic to expect Mammoths to fit in through the doorways let alone negotiate the stairways) before leaving through any of the various subsidiary exits, crossing enemy lines unscathed to ambush the unwary.

Reinforcement Bay

Again self-explanatory, this bay can be handy in making available a steady trickle of extra tanks.

Expansion Point

The tactical significance of these building platforms should not be underestimated as it is always far cheaper to send in an Engineer (Saboteur/Assimilator) than to purchase a Surveyor (Emissary/Explorer, which takes an eternity to deploy into the bargain).

EMP Control Centre

The stress factor involved in watching an Ion Cannon or Rift Generator (any Nod commander worth his salt will have anticipated the eventuality by installing Master Computer Countermeasures) countdown in the knowledge that not enough time remains for you to pummel your way through before it unleashes its wrath can be relieved, albeit not for as long as you might like, by switching it off with an EMP pulse. For me, however, its chief strategic value lies in its ability to shatter air units – I have seen two dozen Venoms and even Planetary Assault Carriers transformed in a split second into a shower of red-hot debris.

Defensive Tower

These tend to be located on vantage points overlooking Tiberium deposits and will aim at your harvesters. They are fairly fragile (and are at the mercy of airborne strike forces), so bringing them down should not prove too much of a headache.

Tiberium Silo

For a quick injection of capital grab a silo as soon as possible.

Civilian Buildings

Garrisoning cityscapes vastly increases the range of vision as well as impeding ground-based hostiles in their forward push.

Skirmish Mode

Everything about the look of Tiberium Wars is grown-up, slick and polished, so much so that summarising the overall experience of the game as compared with its predecessor Tiberian Sun is a bit like being asked to rate the respective merits in terms of comfort and aviation specs of the Wright Brothers’ Flyer and the Airbus A-380.

The replay of the GDI opening sequence in miniature in the screen on the right whilst you select your maps and opponents sets your trigger-finger itching.

The developers have triumphed with the AI and its five distinctive personalities: Balanced, Rusher, Turtle, Guerrilla and Steamroller. I pitted my wits against the Hard Steamroller before so much as glancing at the campaign, familiarising myself with the units or figuring out the best build order and the school of hard knocks awaited me, the perfect tutorial if you want to learn and learn fast.

When the AI is set to Brutal, expect a relentless onslaught. It will pick up on the tiniest flaws in your brilliant design for victory, for example, hammering you with Firehawks and Orcas if you stint on anti-air (take it from me, on Brutal you cannot afford to sit back and relax even against a so-called Turtle). Don’t be lulled into a false sense of security by the retreat into shell appellation. It employs every trick in the book previously only mastered by wetware (humans) and for the first time in the venerable history of the saga really does put you through your paces.

If you are utterly determined to beat a Brutal and want to even the odds slightly, you can impose a handicap on it (a feature you can also make use of online and no doubt appeals to the show-off in you when gauging your flesh and blood opponent’s likelihood of inflicting defeat).

Graphics

In keeping with my assessment of the level of professionalism that permeates the game, the crisp graphics also deserve praise. In a nutshell, this is what you always dreamed Tiberian Sun could look like. Whereas in the past the Tiberium deposits looked more like a moss-infested lawn after a rain shower than the weird, unearthly crystals they are supposed to be, you can now count the individual emerald shards and even the smallest units (such as the Disintegrators) withstand the close scrutiny of the zoom-in.

Soundtrack

The background music is unobtrusive and pleasant enough (perhaps slightly on the insipid side), mercifully free of the tinny and tooth-grindingly repetitive quality of the amusement arcade entertainments of yesteryear, neither grating on the nerves nor distracting from the game, matching the mood of the on-screen action, which is exactly as it should be.

Multiplayer

LAN

There is absolutely no excuse whatsoever for EA not to have gotten its act together by now to root out problems with setting up a LAN. In spite of this, even with a great deal of fiddling and coaxing it still doesn’t work, an entirely superfluous blot on the copybook.

Online

It is not as if EA is incapable of taking criticisms on board, as demonstrated by the ease with which it is now possible to network and communicate with friends online. In the past you could lose a game through being plagued by (well-meaning) interruptions from your clan mates and more casual acquaintances clamouring to play, to which you felt duty-bound not to ignore for fear of giving offence. Now you can engage effortlessly in private conversation by clicking on the handy envelope icon at the top right of the screen where you will discover immediately whether they are online and if so, their whereabouts. You can also invite a friend to join the game you are hosting and if he is otherwise occupied you will be told that he is unable to accept (thereby avoiding all sorts of grief), although this feature requires some serious tweaking as it seldom works in practice.

Making friends is far harder than adding them to your list (all it takes is a click on the plus sign, whilst screening out unwanted torrents of abuse from a disgruntled loser is likewise a mere click on the thumbs down icon away) and, similarly, setting up a clan has never been easier.

You might take for granted being able to view a player’s combat record (win/loss ratio etc.) by putting the cursor over his nick, but if you would like to satisfy your curiosity further, you can consult a detailed breakdown of the person’s match statistics (and experience counts in terms of progression through the ranks).

The atmosphere in the lobby has the buzz of a busy newsroom, complete with bulletin texts along the bottom of the screen.

In-game, I recommend the VOIP option as opposed to laborious typing because of the fast-paced nature of play. You need to be careful to make sure you are discussing strategy with allies only or be prepared to suffer the consequences. A certain degree of confusion over whether the globe indeed meant allied VOIP chat (when you type remarks, the enter key prefaces the text readable by all with “Global”, so that the allied chat symbol is counter-intuitive) could have been avoided with a minimum of foresight by the developers (as it was we discovered that the image of three players standing behind each other signified VOIP to all when a barrage of rude comments greeted us to the bottom left of the screen).

Playing online is not the hit and miss affair it once was and the game retains its stability even with several applications running in the background. In spite of its not being marred by repeated involuntary crashes, some individuals continue to be so paranoid about defeats being registered that they deliberately disconnect to circumvent their being officially recorded.

In closing, I would like to highlight two innovations, the vastly improved observer option and the Battlecast feature.

Provided the host allows, you can sit back and enjoy the contest at a safe remove as an observer. You can choose whether to watch through the eyes of a given player or have a God’s eye view of the whole map, the free roam (and you can switch at will between these perspectives). Far from being a poor substitute for actual play, I found that observing yielded a fascinating insight into the minds of the participants and how they tailored their style to the strictures of the maps. For clan recruitment purposes, moreover, observing a would-be member to evaluate his strengths and weaknesses is a must.

The concept of the Battlecast perfectly captures the Zeitgeist of the big-screen era where sports and concert audiences grin and point when their faces are plucked out of the crowd for a few ephemeral seconds of fame (15 minutes an eternity these days). Two categories of match are broadcast on the C&C website, spontaneous live and pre-scheduled bouts. If you have ever harboured a secret desire to get in touch with your inner David Coleman, you can provide running commentary on the action via VOIP. A tape delay safeguards against partisan viewers taking a hand in determining the result. The telestrator appeals to the overgrown adolescent side of the commentator by providing a box of coloured crayons to draw with (you can circle strategically important Tiberium fields, point with arrows and so on to your heart’s content).

I am torn between whether the Battlecast is designed to bring out suppressed Narcissistic tendencies in the player, giving the cream of the crop the chance to blind lesser mortals with their tactical genius (such individuals may equally prefer not to reveal the secret of their winning form) or whether it can be genuinely useful for the novice seeking advice on how best to counteract a rush. I for one would not be arrogant enough to assume that my modest accomplishments merited being held up for public admiration. At any rate it represents an astute marketing ploy (anyone can download the Battlecast Viewer for free and if authentic footage is not enough to coax them into buying the game, nothing will) as well as taking the community and its dedication to their leisure pursuit seriously. At long last.

Overall Assessment

The various minor defects alluded to above detract from the overall game experience to the extent that I cannot award the perfect score I would otherwise have given. Having said that, Tiberium Wars demonstrates beyond all doubt that when properly executed, nostalgia can be successfully harnessed as a sales factor. I would therefore join the chorus clamouring ceaselessly for a revival of Starcraft, the comparative depth of which would surely sustain (and reward) further exploration. Blizzard take note!

Ratings

Graphics: 9

Sound: 10

Gameplay: 9

Overall Game Experience: 9.5

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