Command and Conquer
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"He who controls the past commands the future, He who commands the future, conquers the past."
- – Kane
Long ago, back before vanilla Dawn of War, back when Starcraft wasn't even a sketch in the minds of Blizzard, one franchise ruled above all others in the RTS genre, Westwood's Command and Conquer. And it was the golden times.
While some scholars argue Dune 2 was the first prototype of the real-time strategy genre, most fans and critics recognize Command and Conquer as the game that made the genre popular among the public. And true oldfags know that Herzog Zwei is the first RTS, and with transforming plane-robots.
Main series/Tiberium Universe[edit]
Follows the conflicts between the Global Defense Initiative, a military coalition formed by the United Nations, and the Brotherhood of Nod, a mysterious quasi-religious global power led by the being only known as Kane spanning nearly a century of warfare.
Tiberium[edit]
A key element of the series is Tiberium, an alien substance which is slowly xenoforming the Earth, destroying the ecosystem but also giving mankind unique industrial and scientific possibilities: a key feature of this xeno-element is that it it can make more of itself, explained by one designer as being able to move the subatomic particles of whatever it comes into contact with either up and down the periodic table, until it becomes Tiberium. Because of this, Tiberium crystals are often chockfull of more valuable rare elements (which is what the GDI is after) locked inside it. This also makes Tiberium incredibly dangerous, since constant exposure slowly crystallizes your insides, or worse, turns you into something more...adaptable. The Brotherhood of Nod, besides their worship of Kane, considers Tiberium to be the next step of human evolution, with some embracing the potential technology uses or infusing it into themselves in a semi-stable way (the Brotherhood uses Tiberium Infusion to give themselves immunity, while the Marked of Kane can reanimate their dead using Tiberium-powered technology), still others, like the Black Hand, see it only as a tool for mankind's ascension while keeping the human body inviolate.
By the fourth game, Tiberium has managed to xenoform the entire planet, only remaining habitable for humans in select areas because of Kane's alliance with GDI. It is heavily implied throughout the series that Kane propagated the spread of Tiberium and the arrival of the Scrin so that he can escape Earth, but the actual connection between all three is unclear (and will likely never be explored since the death of the series).
While it's not as influential on pop culture as Spice or as ubiquitous as Adamantium, Tiberium is still a pretty good Mcguffin for both fantasy and sci-fi settings, giving you an alien or fantastical source of free energy/alchemical components without having your players dig up Uranium
The games of the series:[edit]
- Tiberian Dawn: Where it all started. Earth is still widely similar to our own, this game features what may become the standard for the industry. The graphics and gameplay mechanisms were then made into Red Alert 1 with some polish.
- The Covert Operations: more missions! And hard as fuck.
- Sole Survivor: Just don't, I mean, seriously?! You control only one unit?! If i wanted to play a MOBA I would, well I would rather dig my eyes out with a melon baller but you get the point!
- Renegade: a FPS/TPS hybrid featuring Nick "Havoc" Parker, a trigger happy GDI commando. Released after Tiberian Sun, though it takes place sometime during the events of Tiberian Dawn. Singleplayer campaign offers a very atmospheric display of the first tiberium war but the gameplay is mostly forgettable compared to other FPS games, even back in its day. Multiplayer adds team-focused base management into the mix for an altogether more interesting experience.
- Tiberian Sun:
Forty years after(the timeline is now being disputed in the fandom) Tiberian Dawn, the world has turned to into a Grimdark cyberpunk heavy setting, with entire continents slowly transforming into hellscapes because of Tiberium. Mutants, cyborgs and futuristic weapons such as mechs, lasers and hovercraft technology aplenty. It has arguably some of the best cutscenes and scenarios of the series. Uniquely for the series, it has the commanders of GDI and Nod as in-game characters, not the player in front of his computer screen (turns out, in the first game you were James Earl Jones the entire time). Tiberian Sun was also highly experimental: it used a modified game engine with isometric landscapes, terrain elevation and deformation, as well as 3d modeling with voxels. Much of this was toned down or polished, to be used in Red Alert 2.HAD THE WORST SOUNDTRACKS EVER.Heresy!- Firestorm: CABAL, the supercomputer of the Brotherhood of Nod, goes rogue, attempting to turn everyone into cyborgs to accomplish its interpretation of Kane's master plan. Included new scenarios, more options and units.
- Tiberium Wars: Combining the cyberpunk style with the 20-minutes-in-the future of your Dale Brown novels, it introduces the Scrin, an alien empire thought to rival the Combine Empire from Half-Life, and revealed that they seeded the world with Tiberium for its mining operations. Also does a solid job modernizing and streamlining the classic gameplay while making both GDI and Nod awesome-looking, and even more powerful with technology upgrades on the battlefield like Blizzard games. Complete 3D graphics engine, macro-command friendly UI and reasonable system requirements made it wildly popular and easy to play.
- Kane's Wrath: This expansion centers on everyone's favorite dark messiah, and also adds new units (some of which were the size of city blocks) and abilities to all factions. In terms of narrative and plot twists, it's one of the most elaborate episodes of the Tiberium saga. All fans agree the series ended here.
- Tiberian Twilight: We Don't Talk About Twilight. But, if you must... This game brought the Tiberium series to a close, where Kane explained his motives and used the Tacitus to fix the Tiberium problem. Spoilers: Kane was telling the truth all along. An awful, incoherent plot and franchise exhaustion after nearly a decade of annual releases combined with significant gameplay changes (i.e. the game is a horrible
Dawn of WarLeague of Legends: Crystal Scar clone where players control specific types of generals to capture points rather than play an RTS) made this a huge disappointment. It was later revealed that what fans had bought had originally been developed as a Free-To-Play competitive MOBA tactics game for the South Korean market. The single-player content was hastily thrown together so that the game could be labelled the finale of the C&C series and recoup development costs. - Tiberium Alliances: It's a browser RTS. That should tell you all you need to know. The only redeeming factor is that it has a unique playstyle (no mathematical slugfests but actual base layout and design which need tactics to overcome), and isn't an Evony clone with skimpy female generals. Basically GDI and NOD are in a circular world fighting their way through scrap bases built by Forgotten (with 100% Orky designs) from outermost ring to the innermost Forgotten city built by Athos, a mutant leader. Needs inhuman scale of teamwork to disable the city's shields for assault to retrieve the Tacitus.
- Rivals: A LITERAL pay-to-win mobile game where two groups fight for command of a central point; conquering it lets you launch an ICBM for 50% of his base hitpoints; have fun being plowed by Chinese bots (planted by the company to make you buy cards) and cashwhales packing purple decks full of elite units twice your level. Uses a CGI Kane instead of rehiring Joseph D. Kucan, which is both a blessing and another mockery of the franchise. If Tiberium Twilight killed C&C, then Rivals is tantamount to necrophilia. And they have the guts to make Joseph Kucan appear in Twitter to read totally not fabricated fan tweets about the game.
Red Alert series[edit]
Originally considered a prequel but ultimately earning its own continuity, it starts with Albert Einstein creating a time machine to go back to the 1920s and erase Hitler from history. This ends not as planned because instead the Soviet Union under Stalin end up causing WWII. Red Alert follows the battle between the Soviet Union and the Allies during a series of World Wars where every faction seems to deploy increasingly batshit insane wacky technology. The franchise consists of three games and its expansions, the latter two add a new faction, first Yuri, a rogue Soviet psyker who attempts to mind-control the entire planet and has a badass army of flying saucers, hulk-like soldiers, virus snipers, grinders that recycle mind-controlled people into natural resources, and some other nasty grimdark stuff; and the second features the Empire of the Rising Sun, a God-Emperor-worshipping technology cult which adds transforming mechas, a psionic schoolgirl and beam-katanas. Yes, Red Alert is that weird what you may expect from an elegan/tg/entlenman production. Essentially Noblebright to Tiberium's Grimdark. Instead of Tiberium, "ore" and "gems" fill the same role until Red Alert 3, which diverges even further.
The games of the series
- Red Alert: After messing with time travel and erasing Hitler from history, Einstein accidentally leaves the stage open for Stalin to try to conquer Europe. Gameplay-wise it is the same as Tiberium Dawn. Notably, especially when compared to the later entries in the series; Red Alert 1 is much more serious and dark, with nary an instance of campiness or parody. For instance, the first Soviet mission is about mopping up the survivors of a rebelling village after the majority are gassed with chemical weapons, with the mission accomplished cinematic depicting some of these civilians and even children being gunned down. Allied victory canonically leads to the Tiberium timeline, as well as the alternate Red Alert 2 timeline. Its scenario script was axed heavily from many mission branchings and a greater scope of Soviet conquest (combining Chronosphere and Iron Curtain to rain nukes on the United States as well as General Stavros being a Soviet mole).
- Counter-Strike: More missions! Back in that time it was the best thing you could expect from an expansion, though Paradox Equation was a unique level where all units had wildly modified weaponry due to a physical anomaly in the area.
- Aftermath: More missions and more units. Westwood started loosening up the military blandness of real life and added experimental weapons like RC nuke trucks, teleporting Chrono tanks, missile subs, Tesla troopers/tanks, earthquake-making M.A.D tanks, cyberdog Chitzkoi and its cyborg handler Volkov.
- Red Alert 2: The Soviets rebuild under a puppet leader who decides to come back and invade the United States after disabling its nukes, and did we mention the Russians are backed up by the Cubans, the Libyans and the Iraqis? Prism technology, desolator troops to irradiate whole areas with nuclear power, Tesla tanks, chronospheres, weather control devices and iron curtain shields are used in this war as standard weaponry. Uses the Tiberium Sun engine and lets the player garrison buildings for urban combat and intercept missiles. On a side note, this is where Red Alert stopped being "serious" and started getting campy.
- Yuri's Revenge: Creepy former adviser of Soviet premier Romanov (yes, we know that was the Tsars' surname), Yuri has been using the Soviet invasion onslaught as a distraction to build a network of psychic dominator devices to mind-control the whole planet. Unfortunately for him and thankfully for everyone else the Allies travel back in time in order to topple him (and you, though Orikan the Diviner was cheating hard), ensuring a temporal alliance between the Soviets and the Allies to crush him. More time travel and mind control silliness ensues, including gunning down T-Rex in 60M BC and sending a Soviet MCV to the moon to colonize and fight Yuri. As made apparent by the above, it's even sillier than the original game.
- On the flipside, Mental Omega is a 90+ mission Yuri's Revenge mod which is a perfect remake with a serious plot. Go get it.
- Yuri's Revenge: Creepy former adviser of Soviet premier Romanov (yes, we know that was the Tsars' surname), Yuri has been using the Soviet invasion onslaught as a distraction to build a network of psychic dominator devices to mind-control the whole planet. Unfortunately for him and thankfully for everyone else the Allies travel back in time in order to topple him (and you, though Orikan the Diviner was cheating hard), ensuring a temporal alliance between the Soviets and the Allies to crush him. More time travel and mind control silliness ensues, including gunning down T-Rex in 60M BC and sending a Soviet MCV to the moon to colonize and fight Yuri. As made apparent by the above, it's even sillier than the original game.
- Red Alert 3: The Soviets decide to attempt the time travel trick themselves and they actually succeed at killing Einstein. Somehow this turned Japan into the Empire of the Rising Sun, complete with nanolathing technology, laser beams, extreme miniaturization and artistic weaponry from the future. By this point, and with the inclusion of Japan, you know this has gone completely bonkers, as well as compensating the lack of gameplay quality with shameless fanservice in shape of unrealistic female military officers like a cheap Chinese mobile online strategy game. Gameplay turned out to be a double-edged sword: EA Games surprisingly made attempts to balance the factions and every unit has a secondary ability that does work quite well in synergy, in theory... Yet the insane building/unit speed, pace (which is quite understandable, considering up until the Tiberium Wars harvesters took HOURS to deliver a paltry sum for a tank (that includes Red Alert 2)) of the game along with the light-speed multitasking AI were all very poorly received by players used to Red Alert 2, and gave the players no time to micromanage the abilities but slap some rudimentary line of defence and hope for the best versus swarms of attackers like Tyranids on crack. Even so it's got its fans and has seen a bit of a renaissance of late. Also, features cutscenes with Tim Curry being an absolute hamtastic Chad.
- Uprising: Singleplayer only. More units, a campaign involving an angsty psionic schoolgirl who was subjected to human experimentation, and a complete disregard for balance in the form of units such as the Empire's Gigafortress and the Allied Harbinger Gunship, a nuclear-powered AC-130 with no build limit. The main campaigns were pretty boring though, being way too short, with a bare bones story with very little of the humour that had characterized the series as well as "Artificial Difficulty", a.k.a "I-fucked-up-the-single-player-and-I-must-pregenerate-enemies-to-look-like-it-is-a-hard-game" syndrome.
Generals series[edit]
The more realistic branch of the series. The Islamic State Global Liberation Army ravages Central Asia and the Middle East in order to achieve their shadowy agenda, while the United States of America and China join forces to show the evil terrorists they can't mess around with the new world order. In retrospect the main game had the misfortune to be released right as the above plot was growing too similar was deliberately designed to mirror to real-world events (anthrax attacks, hijacked equipment and Iraqi war, along with MAAAANY in game references to “Weapons of Mass Destruction” at a time when people still believed there were WMDs in Iraq, the whole reason for invading), and EA DOUBLED DOWN in the expansion, such as GLA invading Europe using hordes of African/Muslim immigrants and their cargo routes as reinforcements, which meant it wasn't nearly as popular as its cousins in its first years. On the flip-side, it has grown in popularity over time especially as fans came to appreciate games for what they were, and mods turned it into a seriously crazy set of remakes, such as Shockwave, Contra and Rise of the Reds. Ironically popular in Middle Eastern and North African young gamers who now can afford a rig that can play it rather well. MORE Ironically, pirated copies were also very popular in China due to using napalm and tactical nukes while dealing with the GLA despite being officially "banned", proving that CCP is made of tunnel-visioned Chinese version of "boomers" who only played the intro mission of Beijing getting nuked, and could have spent 2 more missions and 1 more campaign and see China literally saving Europe and restoring USA's damaged dignity and honor in a joint campaign.
The games of the series:
- Generals: You got your three factions, modern USA, communist China, and Central Asian-Middle Eastern
Islamic StateGlobal Liberation Army, great variety of tactics, fun missions, sadly it lacked the awesome cutscenes of the Tiberium and Red Alert series and barely explains where the GLA came from (though the backstory makes sense today with Uighur separatism). From a gameplay perspective this one stands out the most apart from the rest of Command and Conquer. Resources are gathered from fixed points on the map, plus capturable oil derricks and renewable supply sources buildable by each side. The game heavily borrows from Blizzard's War/Starcraft's production methods in form of builder units and field research upgrades per battle. The combat is quite physics engine-oriented though, as projectiles can be dodged, avoided, shot at and blocked, creating a replayable, modern RTS with a quasi-real scenario.- Zero Hour: All sides get new subfactions (albeit badly implemented-crippling overspecialization), more units, and missions! Also, cutscenes! It also brought a challenge mode where you fight against the generals of each faction à la Street Fighter (ergo the name of the game mode). Now United States can focus either on next-gen laser-heavy weaponry, air force or stationary (turtling) technical gimmicks. China counters with either a tank-only general, nuke-crazy one, and an infantry-focused one. GLA ups the ante with either stealth-spamming ethnically ambiguous Prince Kassad, stereotypical suicide unit-focused Rodall Juhziz (whose name makes no sense in Arabic, but every unit blows up upon death for hilarious results) or the batshit crazy toxin and disease master named Dr. Thrax. Like all good intentions leading to hell, game balance was fucked worse than a fresh Thai hooker in Pattaya, but one can always add the Shockwave mod and see some true fun. (Specialist generals get at least some compensating unit types in non-specialist areas.)
- Generals 2:
Was looking awesome and ready to reignite the franchise.The trailer and the concept art was amazing, but because this is EA, the entire game was going to be a repeat of the C&C game that we will not mention, except with more money-grabbing bullshit. How bad was it? The game was going to be "free to play", which in EA speak means: microtransanctioned to hell. The campaign was going to be "Pay per Play" even though skirmish would be free. The thing is, after CC4, EA attempted a few different attempts at milking the franchise, including a shitty-ass Facebook version of the game, but every single one failed. EA was convinced the franchise was doomed to fail because people didn't like C&C anymore, but the reality was that no one played C&C anymore because EA made shitty unplayable games.
Command & Conquer Remastered Collection[edit]
What is this?! GW EA doing things right?! What extra-heresy is this?!
Apparently Electronic Arts decided that necromancy is not the same as resurrection and if other companies could start doing things well then probably this may actually be beneficial to their reputation and income.
Anyway, the new Remastered Collection takes Tiberium Dawn and Red Alert 1 and all its expansions (including the ones done for consoles) and brings them up to 4k resolution with improved graphics, an up to date user interface, online gameplay and other quality-of-life features along with new tracks done by Frank Klepacki, no attempt to mess with the original gameplay though, so there is not risk of ending with a non-classic RTS model, the reviews for the game are very positive and it is a faithful remaster of an old classic although it still has bugs that were in the old Command and Conquer.
Hear me, brothers, you cannot kill the messiah.
Tiberium Gallery[edit]
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Democracy is not negotiable!
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GDI Lego fans make it happen!
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Old school photoshop.
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You don't get more cyberpunk than Tiberian Sun's Brotherhood of Nod.
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Reddish and cybernetic, the way the Adeptus Mechanicus likes it!
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Beware Tiberium's mutating power!
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Tyranids wish their monstrous creatures were half as good as a Scrin Eradicator Hexapod. (Theoretically Scrin could put up one hell of a fight against the Tyranids: the 'nids can't adapt to radiation, and Tiberium emits all kinds of that nasty stuff.
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Skillful fans have been able to make minis of some of the units.
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Let it never be said that Red Alert has a monopoly on Cheesecake
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No Photoshop here, CnC fans show /tg/ how they get shit done, with no mercy.
Red Alert Gallery[edit]
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Hitler making a cameo.
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We got comrade Stalin!
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And professor Einstein!
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Dem fanservice!
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THE LEVELS OF WEABOO ARE OVER 9000!
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More anime...
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Soviet fans trying to achieve enuff dakka.
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2000100,000 volts coming up! -
The Empire of the Rising Sun laughs at silly things such as rational weapon design.
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Generals Gallery[edit]
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Capcom style.
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We love our boxes.
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It's hard to be GLA in these days...
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Problem, Titanicus? Gatling Nuke Cannon from a mod.
See also[edit]
- C&C Wiki, for those of you who want to explore more.
- CnCNZ, longtime fansite with news, updates and goodies.
- Frank Klepacki, composer of many of the C&C tracks.
- [1] The Paradox wiki.
- CnCNet for people that just emerged from 1998
- You want lore, I can get you some lore.