This is where Tiberium Wars shows its core design flaw. The player is presented with a breakdown of the battle, including detailed information on how many poor souls died in the sand. Once all enemy forces have been turned into blobs of red, the mission ends. Having two squads limits tactics somewhat, but also makes unit control manageable with a mobile interface. Squads attack any enemy unit within range automatically, leaving maneuvering as the only action the player has to take. Up to five units can be assigned to each squads. Instead, the defense of the base has to be shouldered by two player squads led by officers Glint and Vent. The base can be reinforced with defense towers, but these are immobile and not very cost-effective. Once the base (or a mission-critical building) is gone, the player loses once all enemy waves have been neutralized, the player wins. During this phase, enemy units approach from all sides and try to destroy the player base. Once all structures have been placed, the combat phase begins. The technology center unlocks high-end units. Facilities such as the barracks and the war factory produce units. Power plants provide energy and allow other buildings to function. The heart of the player base is the construction yard. Phase, structures are placed and units are purchased. It introduces the player to Tiberium Wars ‘s basic mechanics. The first tutorial campaign, simply named “Tutorial”, takes place in the Iron Desert, a location neither located in the real world nor mentioned in any other Command & Conquer games. The game itself offers three campaigns – all of them told from the perspective of GDI – as well as a skirmish mode. Tiberium Wars is apparently set shortly before or during the events of its Windows sibling and once more tells the story of a global struggle between GDI, the UN-sanctioned Global Defense Initiative and the Brotherhood of Nod, a mix between terrorist organization, church, and megacorporation. Instead, EA decided to turn the game into a mix of building sim and tactical defense game. Due to the limitations of mobile phones at the time, porting the Windows version of Tiberium Wars was out of the question. When Command & Conquer 3: Tiberium Wars was released in 2007, Command & Conquer went mobile with a spin-off of the same name.Ĭommand & Conquer 3: Tiberium Wars was developed for Java-based mobile platforms. With Command & Conquer: Renegade, the franchise tapped into the realm of first-person shooters. Command & Conquer: Generals, a new setting joined the established Tiberium and Red Alert universes. Under EA, traditional real-time strategy titles remained the core of the franchise. When Electronic Arts purchased Westwood Studios from Virgin Interactive in 1998, they also acquired the rights to the Command & Conquer franchise. ![]() Command & Conquer 4: Tiberian Twilight (Mobile).Command & Conquer 3: Tiberium Wars (Mobile).Command & Conquer: Generals: Combat Cards.Command and Conquer 4: Tiberian Twilight.
0 Comments
Leave a Reply. |