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Command and Conquer: Tiberian Sun is an outstanding real-time strategy game that, despite coming out in , is still worth playing thanks to timeless game mechanics. Downloading it for free is an opportunity that no strategy fan should miss.
Toggle navigation. If you're used to the more refined interfaces of Total Annihilation or Starcraft , the Tiberian Sun offering may seem a little stark. Much has been made of the new dynamic lighting features. Enemy bases now have searchlights which look pretty enough but don't really seem to make that much of a difference to the gameplay.
Ion storms and lightning spice things up a little, and are often used to fulfil plot functions as well. The terrain has rich, deep hues of colour and has more of a 3D feel to it - units can drive under bridges and the voxel-based vehicles tilt as they traverse slopes.
However, the 3D doesn't appear to affect the gameplay in terms of weapon or spotting range. The overall impression is of a rather cleaner and more modern looking Red Alert. The sound will also be all too familiar to players of the preceding games. The music is thankfully unobtrusive and the effects a little sparse. The units talk back to you, but have a limited range of samples that quickly become tiresome.
It certainly doesn't evoke the kind of immersion that TA managed so well. So what about those units? Some will be familiar to players of the previous games in the sequence. The basic infantry types make another appearance, along with the harvesters, artillery and so on with which you're probably familiar if you've played any of the Westwood strategy games.
The differences between the forces are maintained - GDI kit is mostly heavy armament, big tanks and the like while the Brotherhood get good infantry, stealth tanks and other subtle units as well as a selection of slightly politically-incorrect weapons of mass destruction. The basic units are retained from the earlier games; infantry has not seen many changes, and the smaller vehicles are similar.
But among the many new arrivals are various types of walkers that replace the smaller GDI tanks, rocketpack infantry and hover tanks. Helicopters also make a return, joined by a new helicopter bomber, highly effective in large groups. And the more sneaky players will be pleased to hear that engineers feature for both sides, and have gained the ability to repair bridges. Both sides get some great "exotic" i. GDI has the Mammoth Mk.
Nod gets a cyborg commando with an awesome weapon, capable of decimating infantry, vehicles and buildings alike and making very short work of enemy bases. He's capable of soaking up enormous amounts of enemy fire.
Much like the marine from Quake , really. He also, like other Nod mutants, heals when in tiberium fields. For the GDI, there's a commando with a railgun that can destroy many targets at once. He also carries the familiar C4 explosives for blowing up buildings. New structures make an appearance too, although the traditional base facilities remain unchanged. Construction facilities the heart of the base, needed to manufacture other buildings are still just as crucial.
Power plants are needed to supply the base with electricity, and silos hold the precious tiberium until you have a chance to spend it. But this time GDI has the option to upgrade certain buildings to increase their capacity or add extra abilities.
GDI base defenses now have a "modular" form: they all share the same tower, and require a weapon placed on top: choose from a Vulcan anti-infantry cannon, a rocket-propelled grenade for vehicles, or a SAM for those pesky helicopters. Sadly there is no provision for placing multiple weapons on one turret, but the turrets do slot neatly into any concrete walls you choose to build.
Nod gets lasers and obelisks similar to Tesla coils for defense and various types of missile silo and production facilities. Both sides get various types of high-tech laser fencing, impenetrable unless the power is cut off.
Westwood really deserve congratulations in this respect. There is a lot of variety in types of unit and they all complement each other well.
It's no longer really possible to take a big force of a specific unit into the fray as each type has its own vulnerabilities. Tanks need escort from smaller, faster units like infantry or buggies or they quickly fall victim to rocket-launcher infantry and base defenses.
As before, GDI tactics generally centre on big guns and large-scale offensives whilst Nod players are better advised to use stealth and hit-and-run attacks. Unit AI has seen something of a revamp: at last tanks no longer get confused when negotiating a narrow bridge or pass.
At least that's almost the case: there is a small amount of bunching and every so often a tank towards the back of a group will decide the causeway is impassable and wander off in some unpredictable direction. But despite the changes, the old problems with the harvesters are still present. If you have more than one refinery, the harvesters won't go to the closest to unload if there is already another harvester en route.
They will usually head off to the other refinery causing much delay and annoyance. They will always take the shortest route, so trying to attack an enemy base from two opposite directions is right out: your harvesters will plough straight into the waiting defenses and get expensively wasted.
Sadly a few other of the "traditional" irritations familiar to fans remain. One is that units will often stand idly by while their nearby comrades are being shot up, which isn't exactly ideal. Two single-player campaigns are on offer, one taking the forces of the GDI, one heading up the Brotherhood and, as usual, they can be played at different levels of difficulty. The plot is well developed, with each mission being preceded by a few minutes of video moving the plot along.
These deserve a mention - they are amongst the most convincing live-action sequences around and the actors are blended well with computer-generated surroundings.
The video can get a little blocky at times but this doesn't detract from the impact. Plot characters make the odd appearance in missions too, and each has their own weapons and abilities, similar to the commandos. There's plenty of variety in the objectives; destroying all the enemies on the map still features heavily but there is the odd rescue or sabotage mission thrown in to liven things up. The only real problem with the single-player game is that the progression through the different tech levels seems too slow, and this restriction contributes to a slightly pedestrian feel to the missions.
The difficulty level is set high enough to challenge even hardened RTS fans and overall Tiberian Sun plays a much better single-player game than the competition.
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