Jump to content

Command & Conquer

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by JayC (talk | contribs) at 17:22, 20 September 2007 (clean up , typos fixed: stratagy → strategy, chinese → Chinese using AWB). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

File:C&C3NewLogo.PNG
The most recent version of the series logo, which appears in Command & Conquer 3: Tiberium Wars

Command & Conquer (often abbreviated as C&C or CnC) is a series of computer and video games, mostly of the real-time strategy style as well as a single first-person shooter game based on the former. The Command and Conquer series was initially developed by Westwood Studios from 1995 – 2003, and later by EA Games from 2003 to the present.

The first installment of the series was released world-wide on August 31, 1995 and was simply named Command & Conquer. The series is largely marketed for North American, European and Australasian audiences, with many of the games also translated into other languages including German, French, Spanish, Korean and Chinese. The series is primarily for IBM PC compatible computers, although some of the games have been ported to various video game consoles and the Apple Macintosh.

In 1999, American game marketer and developer Electronic Arts purchased Westwood Studios. It was later closed in 2003 and absorbed into EA Los Angeles which has become the current development center for the ongoing Command and Conquer series. Some of the original Westwood C&C team remained at EA Los Angeles, but most left to form Petroglyph.

As of 2007, eight games with various expansion packs have been released, the most recent title being Command & Conquer 3: Tiberium Wars.

Story arcs

Tiberium series (1995-present)

File:Cctd.gif
The original Command & Conquer game from 1995

Representing the roots of the Command & Conquer franchise, the Tiberian series originally features two factions of globalized influence and power -- the United Nations' Global Defense Initiative (GDI) and the quasi-state, quasi-religious terrorist group known as the Brotherhood of Nod (Nod) -- being locked in a mortal struggle for the future of the world. In the latest installment of the series, an extraterrestrial force known as the Scrin was added as a new third faction.

The original Command & Conquer game was produced by Westwood Studios, and distributed internationally in 1995 by Virgin Interactive. The opening sequence shows animation of the bombing of the fictional Grain Trade Center in Vienna. This act is blamed on Nod terrorists and their leader, Kane. The conflict centers on control of the fictional resource Tiberium, an exotic and alien substance that extracts minerals from the land it sits upon and deposits them in toxic, above-ground crystals that can be processed into potent materials.

While the GDI focuses on research on making Tiberium into useful materials and mitigating the damage to Earth's people and ecosystem, Nod's position is to embrace Tiberium as the herald of a new age. Nod has done heavy research into Tiberium-based technology and weaponry, and its mysterious leader, Kane, appears to have designs to convert the entire world to a Tiberium-based ecosystem. The GDI was created by status quo nations to counter Kane's plans for a new world order. The Brotherhood of Nod excels at manipulating the media to turn world opinion against the GDI.

File:CC3TriberiumBoxArt.jpg
Command & Conquer 3: Tiberium Wars, released in 2007

The original Command & Conquer's plot was centered around an allegorical world politics setting, while its successor of Command & Conquer: Tiberian Sun shifted this to a more sci-fi like setting against the apocalyptical background of Tiberium beginning to assimilate vast portions of the Earth's ecosystems. Command & Conquer 3: Tiberium Wars returned the emphasis of the ongoing story to a setting akin to the original Command & Conquer game, but half a century into the future.

The 1996 title of Command & Conquer: Red Alert, otherwise of the Red Alert series, was intended to be the canonical prequel to the original Command & Conquer game[1], essentially rendering the story of Red Alert a prologue to the games of the Tiberium universe. However, the release of the title's own sequel of Command & Conquer: Red Alert 2 in 2000 made this connection become unclear, as unlike its predecessor Red Alert 2 featured no connections or references to the Tiberium universe.

On April 19, 2006, PlanetC&C and other C&C sites, such as Generals World released an image of the front cover of the June edition of the US PC Gamer Magazine, with "Command & Conquer 3" announced as a new title to the series. The magazine claimed to have had a first look on the new game, and also first confirmed that the game would indeed be set in the Tiberium Universe after a hiatus of nearly a decade. The next day, Electronic Arts officially confirmed the new Command & Conquer game to be named Command & Conquer 3: Tiberium Wars. The announcement was made on a website dedicated to the new game[1].

Games in the series

Red Alert series (1996-present)

File:Red alert box.jpg
Command & Conquer: Red Alert

The Red Alert series is set in an alternate time-line, created when Albert Einstein travels back in time and removes Adolf Hitler in an attempt to prevent World War II. This backfires and results in a Soviet invasion of Europe by Joseph Stalin, which serves as the backdrop for the first Red Alert game. Two expansion packs for the original Red Alert were released: Counterstrike and The Aftermath.

Red Alert was originally an exploration of the beginnings of the alternate history leading to the Tiberian series and was, specifically, the prequel to the original Command & Conquer game.[1] With the release of Command & Conquer: Red Alert 2, this connection however would become unclear, with fans of the series split as to whether or not the time travel excursions of the series were forming a separate continuity or just another side adventure on the way to the Tiberian era.

In Red Alert 2, the Soviet Union invades the United States, using mind control technology to capture US forces and deactivate the United States' nuclear arsenal. In the expansion Yuri's Revenge, Soviet Premier Romanov's adviser Yuri attempts to overtake the world using his psychic dominator technology. A last-second attempt to stop Yuri's plans sends the player back in time to the conflict occurring in Red Alert 2, but instead of fighting against the Soviets/Allies, the player fights against Yuri. Unlike Red Alert, the Red Alert 2 games do not make any explicit or passive references to the Tiberian series.

Westwood Studios also released a music disc with the music from the Red Alert series. This disc was bundled with some later versions of the game.

Games in the series

Generals (2003)

File:C&c generals box.jpg
Command & Conquer: Generals

Unlike its predecessors, the plot line of Command & Conquer: Generals is completely unrelated to the other games of the Command & Conquer series.

The game uses an engine dubbed "SAGE" (or Strategy Action Game Engine) and is the first fully three-dimensional Command & Conquer RTS game. It's entirely possible that Emperor: Battle for Dune used an early prototype of Generals' SAGE engine.[citation needed] Fans of the C&C universe were quick to note that it was the first ever C&C RTS game that did not include full-motion video cutscenes to tell the story and also that it departed from the unique interface and base-building mechanics that had characterized all of the previous C&C RTS titles.[2]

In Generals, there are three different factions, which maintain a balance of power: the USA which adopts emergent technologies and support units; China, which swamps defenses with vast numbers of tanks and troops, and the Global Liberation Army (GLA), a terrorist network which uses low-tech ingenuity and guerrilla tactics like terrorists, trucks with machine guns, and other primitive weapons. The Chinese and the USA are targets of the GLA. The US uses more advanced techs like air support, heavy tanks and snipers. The Chinese use Overlord tanks (which can have a bunker, anti-air machine gun, or speaker tower add ons.), Migs and expendable troops to get the job done.

The expansion pack for Generals, Command & Conquer: Generals: Zero Hour, extends the game's plotline. Zero Hour makes many additions to the original game while retaining the three basic factions. Each team may choose one of three different generals. Each general has a specialty, which translates into prioritizing particular units and abilities: for instance, one of the USA generals prefers laser weapons, and hence may only build laser tanks and laser turrets (replacing some of the standard USA tanks). No new factions have been added to the game. Zero Hour also includes full-motion video cutscenes - in the form of news reports - before every single player mission.

Games in the series

Gameplay

While the Command & Conquer storyline arcs are considered independent of each other, many gameplay elements are shared across the series. Initially Westwood Studios borrowed and built-on many concepts and styles of Dune II to establish the core interface and conventions used in their first Command & Conquer game.[citation needed] Subsequent releases built on these elements and very little variation was displayed until the release of Command & Conquer: Generals which somewhat changed the way games were played out. This act was subject to heated debate throughout the C&C community which led to many fans claiming that the game was not a "true" Command & Conquer game. With the release of Command & Conquer 3: Tiberium Wars in March 2007, game elements from previous C&C games have returned.

Buildings

Buildings are used to produce units, purchase available unit upgrades and collect resources. For the most part, buildings in C&C are disproportionally small compared to units. This disproportion reaches even greater heights in Red Alert, which includes "indoor" missions with existing buildings inside them (i.e. Flame Turrets). Infantry are also very big compared to tanks.

The oversized infantry is an issue that has yet to be acknowledged, and did not occur in the original release of Red Alert. Instead, the game was more like the modern version of C&C95, with infantry proportioned more appropriately with vehicles.

Command & Conquer: Renegade attempts to resolve this problem by revealing that the majority of each structure is in fact underground; however, this creates even more problems, since buildings can be constructed immediately adjacent to one another in the RTS games, meaning that the underground portions would overlap.

The early C&C games (Red Alert, Tiberian Sun etc) used a basic build system that changed in Generals. To build structures in the early games the player would click the required building's icon on the side panel to begin construction. When construction was complete, the player would click again to place the building on the terrain. The building would also change color during placement in order to show where the player could and could not place it. In Generals and Zero Hour, however, special building units - Workers for GLA, Construction Dozers for China and the USA - are used to construct buildings on the terrain. This new building process changed gameplay as well, because buildings could now be constructed anywhere on the map, and were vulnerable to being destroyed more often during construction instead of only after they were built. You can also turn the buildings allowing you to make units come from the direction you need to send them adding a tiny amount of strategy to building placement.

Hero units

A trait of Command and Conquer games is the availability of faction specific hero units. For example, in Red Alert, the hero unit for the Allied faction is Agent Tanya. These hero units have individual powers. In Tanya's case it is the ability to kill infantry in one shot and plant C-4 explosives on buildings, demolishing them instantly. In Counterstrike and Aftermath, the Soviets gain their own heroes, the cybernetic supersoldier Volkov and his canine companion, Chitzkoi. Volkov has C4 like Tanya, and can kill infantry and vehicles with a few shots. Chitzkoi can jump up cliffs when attacking, and is quicker than the normal Attack Dog. In Aftermath, Volkov's strength was reduced, more to the level of Tanya. Neither Volkov nor Chitzkoi could be built in multiplayer; the Allied forces used Tanya as they did in Red Alert. In Red Alert 2 Tanya was once again the hero and a new soviet hero was created. Boris can call in air strikes with a laser guider and can destroy tanks and kill infantry fast.

The original Command and Conquer also featured a hero class unit, but unlike the later titles, it was not given a real name. This unit took the form of a Commando, equipped with a sniper rifle and C4 charges for buildings. Command & Conquer 3: Tiberium Wars sees the return of the GDI Commando, only this time it uses a rapid firing rail gun and can use jump jets to bypass terrain that cannot be covered on foot. Interestingly, the GDI Zone Troopers from C&C 3 are similar to the Commando in some ways but these are considered part of the mainstay of GDI forces and function in a heavy infantry role, not making them a true hero unit. Also, an addition of a Nod commando was made. She was armed with dual laser pistols, C-4 and able to cloak when standing. Also like GDI, the addition of hero-like super units where make, being in this case shadow teams. These shadow teams are able to plant explosives, are armed with normal pistols and are cloaked unless firing, they are also able to fly on gliders. Both the GDI Zone-troopers and the Nod shadow teams come in teams of four and can be called onto the field with a power.

For Tiberian Sun, hero units were composed of Umagon (who could kill infantry with one shot), Ghost Stalker (who killed tanks and infantry with one hit from a railgun, and could use c4 to destroy buildings and bridges), the Cyborg Commando (who killed anything with up to 3 shots, including buildings) and the mysterious Mutant Hijacker (who could steal one vehicle). Unlike the previous game in multiplayer, only one of each could be trained at a time. Another hero-like unit was the Mammoth MK2 walker (equipped with 2 SAM launchers and 2 railguns) which the player could only build one at anytime (although the Mutant Hijacker can get a second one if a first is built). Umagon is the only hero who cannot be trained (both in multiplayer and campaign) as she's usually story-critical. Though the Ghost Stalker and Mammoth MK2 seem nigh unstoppable, they do have one major and critical flaw -- their Rail Guns can destroy all targets in a line, but the weapon cannot discriminate between ally and enemy; careless use of either unit could result in the destruction of the player's own units.

In Red Alert 2, the hero units consisted of Tanya (for the Allies) and Yuri (for the Soviets). As with its predecessor Red Alert, the player could build an unlimited number of both Yuris and Tanyas. In the expansion Yuri's Revenge, the Soviets lost Yuri but gained a new hero - Boris, armed with an AK-47 and able to use a laser-marker to call in MiG air strikes. Yuri's army got the Yuri Prime special character, able to use mind-control to capture not only enemy units, but structures as well. The Allies retained Tanya, with the new ability to destroy vehicles with C4 explosives, and immunity from being crushed by tanks. In Yuri's Revenge, Yuris were renamed Yuri clones and the Yuri Prime could be built only once (twice if one had a cloning vat). Tanya received the same treatment, only being able to be built once.

In the Generals series each faction again had its own hero units, each of whom are cloaked except when performing an action other than moving (such as shooting or setting an explosive). The USA faction's hero is Colonel Burton, who can use a silent knife attack on infantry and possesses remote and timed C4 explosives. The China faction's hero is Black Lotus, a computer hacker, who has the ability to capture enemy buildings faster than infantry, temporarily shut down enemy vehicles and steal money from enemy supply centers. The GLA (Global Liberation Army) faction's hero is Jarmen Kell, a veteran sniper, has the special ability to snipe the driver of ground vehicles, rendering vehicles inoperable and open to commandeering by any infantry unit of any side. These heroes remained essentially the same in the Zero Hour expansion, the only changes being the China Infantry General's "Super Lotus" who can hack faster than Black Lotus, and the GLA Demolition General's version of Jarmen Kell who can place explosives like Colonel Burton and has a longer recharge time of his ability to kill pilots.

In Renegade, a C&C first-person shooter, the hero is Havoc, an elite commando. He seems to be able to single handedly destroy an entire Nod army with relative ease. In multiplayer games, players have 4 basic infantry that can change between. For a price, one could upgrade into other characters from the story. There were no limits to the number of infantry characters of any class, only the vehicles one could also purchase.

Superweapons

The Command & Conquer series has a rich history of superweapons, providing each faction in each game with at least one such device. In short, the superweapons of C&C are:

  • Tiberian Series: In these "classic" C&C titles, the Global Defense Initiative (GDI) has access to an orbital weapons platform equipped with an energy weapon known as the Ion Cannon, which fires a short burst particle beam of High Frequency Ions. In gameplay, this weapon is slightly weaker than the Nod superweapon when used on the enemy base because of its precision (it may only destroy one minor structure such as a powerplant each time), but it does take a shorter time to recharge than the Nod superweapon. In Command and Conquer 3, the Ion Cannon has undergone a change - rather than striking a single target, it fires a series of 8 beams in a wide arc that converge to a point which triggers the main blast. The main blast causes a huge area of effect explosion that is strong enough to wipe out large sections of an enemy base, having roughly the same amount of power as the Nod superweapon. This makes the in-game effect more in line with what the cannon was seen to do in the cutscenes of previous titles. In "Tiberian Sun" and "Firestorm" GDI also gains a new weapon concept: a super defensive weapon, the Firestorm Walls, able to block missiles, other projectiles, and aircraft from passing above them, rendering whatever they are fencing almost invulnerable for about 30 seconds, although the player can turn off the Firestorm Walls sooner if the attack has ceased.
    The Brotherhood of Nod can build the Temple of Nod: a religious center/missile silo capable of launching a nuclear missile. This weapon has greater destructive power compared to the Ion Cannon and can harm multiple targets around its ground zero, but needs more time to "recharge" (ie, produce another missile) as a setback. However, in Tiberian Sun and Firestorm, the missile was changed to a non-nuclear cluster bomb called a Multi-Missile available through purchase of a missile silo. Also, a Chemical Missile that covered the target zone with toxic clouds of Tiberium gas became available with the addition of a Tiberium Waste Facility.
    This was changed back to a nuclear missile in C&C 3. Also in Command and Conquer 3, the new faction, the Scrin, may construct a superweapon called a rift generator. It creates a 'rift' on a patch of land, which acts similar to a black hole, destroying or severely damaging structures just as much as the Ion cannon or Nuke. All three superweapons are different in how they are deployed - the Ion Cannon is the easiest to escape from, as several blue lasers shine from the satellite before the actual strike. The Nuclear Missile has a delay of around ten seconds after launch until impact. The Rift Generator does gradual damage but fires instanteaneously, giving the enemy little to no chance of protecting their units.
  • Red Alert Series: In the original C&C Red Alert titles, both Allied and Soviet sides can build a missile silo, which is identical for both sides. This missile, however, was not as devastating as any other nukes in the entire history of the game, being barely able to destroy anything beyond light tanks, infantry, and light buildings. Each side also has a distinct "lesser" superweapon that has more of a support role (rather than inflicting direct damage). The Allied Chronosphere enables the player to teleport one vehicle to any location on the map, while the Soviet Iron Curtain makes a vehicles temporarily invulnerable. Both have their drawback, however. The Chronosphere creates vortices with prolonged use and the teleported unit will return to its pre-teleport location after a period of time (if it lives long enough). The Iron Curtain can be easily taken down with a large mass of constant fire. Also, using the Chronosphere on a transport unit is of no use.
    In Red Alert 2, the Chronosphere and the Iron Curtain are even more powerful since they can now affect multiple units at once. The new Chronosphere also doesn't pre-teleport the vehicles back to the main location as it did in the first game. The Allies also control the Weather Control Device that can generate a massive lightning storm that covers a large area and randomly strikes at targets below while having a central target that has more damage dealt to it than the targets around it. The Soviets control a more powerful version of the nuclear silo, which irradiates the ground in a radius of where it lands and obliterating most of its target. Yuri's faction, introduced in Yuri's Revenge, has the Psychic Dominator that transfers the control of all units in the target area to the Yuri player and damages buildings heavily. The lesser superweapon of Yuri is the Genetic Mutator that instantly mutates infantry in the target zone in the Hulk-like Brute soldiers under the Yuri player's control. In Red Alert 2's expansion, a force shield ability is also introduced, provided the player has a Battle Lab. The Force Shield was similar to the Soviet Iron Curtain, in that it could make a building temporarily invulnerable, although when activated, it draines the player's base of power, even after the invulnerability wore off.
  • Generals Series: Each of the three factions in the C&C Generals titles (The USA, China and The GLA) have a distinct superweapon. Also, for a first time in C&C history, Generals also features the ability to use multiple superweapons by building more than one superweapon structure.
    • USA has the Particle Cannon which resembles the Ion Cannon of the GDI, but fires a sustained beam instead of a short burst which can be moved around to hit various targets. The Particle Cannon has a very limited area of effect around the beam and is better suited for hitting several densely-packed targets or moving units than laying waste to the entire screen. It is the fastest recharging superweapon in the game, able to be used in relatively quick succession. Its only disadvantages lies in the fact that it has no long term damage (i.e, no radiation or anthrax), and if the opponents' buildings are placed far apart, the cannon is at a disadvantage.
    • The GLA (Global Liberation Army) has an array of SCUD missile launchers bundled together, called the Scud Storm. When activated, the Scud Storm launches a salvo of SCUD missiles that rain down upon the target area. The random nature of missile hits creates a very large area of effect but also hampers precise targeting. Additionally, the missiles carry biological warheads (which can be further upgraded to carry a deadlier strain of anthrax), and contaminate the target zone in a similar fashion to the radiation effect of the nuclear missile. This contamination lingers longer than the radiation and is particularly devastating against infantry while also damaging light vehicles, but deals almost no damage against buildings. The Scud Storm is slower than the Particle Cannon, but faster than the nuclear missile.
    • China keeps up the tradition of nuclear weapons in the C&C series and can build a missile silo to launch a thermonuclear ballistic missile. The missile deals heavy damage to a considerable area around its ground zero, and can destroy multiple structures and/or units in an instant. The nuclear explosion will also irradiate the area, damaging any units (and also buildings to a lesser extent) that stay near the ground zero for some time after the initial explosion. However, this can be a problem when used against GLA because there is only one point in time when damage is applied and because GLA structures leave GLA Holes after their destruction, the nuclear missile usually does not damage these holes at all and the GLA structures are usually quickly rebuilt at no cost. The nuclear missile has the slowest recharge time out of all the Command & Conquer Generals Superweapons.
    • Additionally to those superweapons, certain "General upgrades" also give an opportunity to strike anywhere on the map. The most powerful is the USA Fuel Air Bomb/MOAB, especially when used in conjunction with the particle cannon.
    • In the Zero Hour expansion pack, some of the additional generals have modifications to their faction's superweapon. The Chinese Nuke General has a cheaper and more powerful nuclear missile, and the American Superweapon General's Particle Cannon is cheaper and a different color. Each of the GLA Generals also applies their unique strategies to modify their respective Scud Storm launchers. The Toxin General's Scud Storm can leave a more damaging cloud of toxin in the form of Anthrax Gamma; the Demolition General's Scud Storm does more base damage without leaving behind toxic waste; and the Stealth General's Scud Storm, while not altered in terms of damage output, can be camouflaged, making detection and destruction of his superweapon difficult.

Interface

All of the C&C games prior to Generals have a similar interface featuring a double columned scrollable build list on the right of the screen. If the player has met certain conditions (acquiring necessary technologies or having certain buildings or having enough money), they can select to build the buildings and units on the build list.

Generals did away with this style of interface in favor of an interface more reminiscent of Blizzard games, like StarCraft. While an effective and successful interface (which became quite popular in a number of games), Generals was not seen as a "true" Command & Conquer game by many fans because of this change.

The original command & conquer sidebar came back in Command & Conquer 3, which had three columns instead of two and had unit or structure upgrades/actions bar in the lower part, in a small square same width as the above bar.

Resource Management

Tiberium must be harvested by special vehicles called Harvesters that have to travel to the Tiberium field, harvest it, and return to a refinery to unload the Tiberium for further "processing" into credits.

In Tiberian Sun, there are two types of Tiberium that yield differing amounts of credits per amount harvested. It is also very toxic to infantry units. In the Red Alert series, the main item to be harvested was "ore". It was similar to Tiberium, minus the toxicity of the latter. The more valuable substance in Red Alert were called "gems". Gems, however, did not regenerate as did the Ore/Tiberium. Control of the Tiberium/Ore on the game map was a vital part of strategy. In Red Alert 2, Oil Derricks were first introduced into the game, which generated a constant flow of income for the player.

Generals de-emphasizes the role of resource management in game strategy. Instead of Tiberium, there is a fixed amount of "supplies" contained in boxes that can be retrieved by certain units called resource gatherers, with the resource gathering structure placed near the supplies. Unlike ore or Tiberium, supplies do not regenerate, requiring the game to provide other ways to generate income. The USA has a Supply Drop Zone, which calls in planes to drop boxes of supplies. China has hackers, who can generate increasingly high income through hacking the Internet. The GLA has the Black Market, which generates 20 credits every few seconds. At the same time, the GLA can gain additional money through destroying enemy units. A General Upgrade enables GLA to gain as much as 20% of the cost of an enemy unit. Since these buildings did not have a build limit players in this game could create a runaway economy fairly quickly.

Evolution of the trademark

Over the years, some C&C Games had more specific Command & Conquer logos. The initial C&C DOS Logo was Gray.

A golden version of the same logo was used on C&C'95, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun, Command & Conquer: Sole Survivor, Command & Conquer: Red Alert 2 and their expansions.

The Command & Conquer: Renegade logo uses the same gold logo, but embeds it in a background with metal texture.

The Command & Conquer long logo was developed for Generals with a completely different design; the words being placed horizontally, rather than the vertical alignment of the previous versions. The same logo was also used for its expansion pack, Zero Hour.

The original C&C 3 Logo seemed to be combining aspects of all previous logos. The font was in the Generals long-logo style, while the words are placed vertically like in the classic variant. The new logo now has a different font, as featured in the image at the top right of the page.

References

  1. ^ a b Westwood Studios (1997-10-24). "Westwood Studios Official Command & Conquer: Red Alert FAQ List". Westwood Studios. Retrieved 23 April. {{cite web}}: Check date values in: |accessdate= and |date= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)

2. Eastman, David. Official Guide to Command and Conquer. Indianapolis, IN : Brady Pub., 1995.

See also

Official websites:

Other:

For a list of fansites, see the Command & Conquer entry at the Open Directory Project.