Go Back   GamersHQ.com > Computer Games > New Game Releases

Command & Conquer 4: Tiberian Twilight Hands-On - Early Single-Player Game

New Game Releases: New Computer Games Discussion Forum

» Online Users: 24
0 members and 24 guests
No Members online
Most users ever online was 371, 04-06-2009 at 20:09.
» Search Forums

Show Threads 
» Stats
Members: 2,559
Threads: 7,948
Posts: 19,448
Top Poster: News Bot (3,869)
Welcome to our newest member, kingguzelanjya
Reply
 
LinkBack Thread Tools
Old 10-13-2009, 03:41   #1
Automated RSS Bot
 
News Bot's Avatar
News Bot has a spectacular aura aboutNews Bot has a spectacular aura about
 
Join Date: Mar 2009
Posts: 3,869
HQD: 93,660.35
rss Command & Conquer 4: Tiberian Twilight Hands-On - Early Single-Player Game

We get our hands on an early version of the Tiberium saga's final chapter.



Command & Conquer 4: Tiberian Twilight will bring an end to the infamous "Tiberium" saga, which began with the dawning of real-time strategy games way back in 1996. The new game will rejoin the struggle between the Global Defense Initiative and the Brotherhood of Nod, who have come together in an uneasy truce to fight off the continuing pollution of the planet by Tiberium, the highly toxic but energy-rich crystals that have been a primary resource in Command & Conquer since the beginning of the series. However, throughout the course of the game, the treaty becomes strained and conflict breaks out between the two factions. We had a chance to try out a single-player mission midway through the GDI campaign and have much to report.


C&C4 will have all the explosions and fireworks of the previous games--and then some.


As we've mentioned in our previous coverage of the game, Command & Conquer 4 is taking a very different approach to its single-player and multiplayer modes by incorporating role-playing elements throughout the entire game. You can choose to play as one of three different "classes." There is offense, which focuses primarily on powerful ground units, such as tanks; defense, which focuses on defensive structures and emplacements, such as turrets; and support, which focuses on cooperative support measures and air superiority.

Every single enemy unit you destroy on the battlefield grants experience points to your user profile, which can be spent at a command center-like interface (the version we saw was not final) that lets you purchase new units. You can also purchase unlockable upgrades for the units you already own, such as the crawler, which is the game's new mobile base that can be outfitted with powerful weapons once you unlock higher-tier upgrades for it. The current, working version of this upgrade interface currently works off of a point-buying system that assigns a certain number of points to each unit--with more-powerful, higher-tier units costing more points, as you might expect. These command points also count toward your "population cap," which is the maximum number of units you can have active in play. And the current, working version of the game has no other restrictions on your unit loadout other than the point system. So, if you prefer, you can load up on the most heavy-duty units in your arsenal, but if you do, you'll be stuck with a necessarily smaller army that costs more and takes longer to produce.

After suiting up with a preset loadout for the offense class and a fistful of upgrades, we started our campaign session in the "Junktown" area. This was the same level we saw in our earlier preview, in which a GDI dropship had crash-landed in a desert and our mission was to get it back up and running. We started the mission equipped with a single crawler base near the crash site, but we were quickly able to deploy mixed forces consisting of wolf and hunter tanks with a few engineers to scavenge any wreckage we found.

Our first order of business was to capture three different bases under the control of the "Forgotten," a neutral mutant faction (which made its first appearance in Command & Conquer: Tiberian Sun). By rolling forward and methodically churning out light and medium units, as well as closing the gap by continuously uprooting our crawler base to follow in lockstep behind our troops, we were able to grind through the disorganized mutants without too much of a struggle. The crawler, while deployed as a stationary base, radiates a power bonus that continuously repairs any damaged vehicles and heals any damaged infantry on your side. However, once it gets upgraded to tier 2, the crawler can also be equipped with increasingly powerful mounted weapons, both in stationary mode and on the move. This marks a pretty big shift from traditional real-time strategy gameplay where your primary command center/town hall structure is often nothing more than a big, fat, sitting duck. C&C4's upgraded, armed crawler turns bases into last-ditch defensive perimeters when stationary and mobile artillery are on the go.


The defense class will have powerful protective upgrades.

One of the reasons we were able to get the upper hand easily on the Forgotten was that (with guidance from producer Jim Vesella) we were quickly able to focus in on building counterunits to the Forgotten's mostly medium-level ground vehicles (which currently consist of lumbering melee-based armor suits and a machine-gun mounted bus driven by a maniac). While there will absolutely be a counter system in C&C4, it'll be based less on having certain weaponry types work against certain unit classes (such as rockets being effective antiair weapons as in previous games) and will instead focus more on weapon types versus armor types. Most units of a certain size and level (light, medium, heavy) will have comparable armor types and will be vulnerable to similar weapon types. This will make fending off an assault a much more-accessible, easy-to-remember process because you'll be able to identify an enemy's vulnerabilities by its unit's approximate size on sight, rather than having to remember what specific type of weapon counters an individual enemy. In addition, C&C4 will also have brightly color-coded weapon contrails that will clearly indicate whether you're using the "right" or "wrong" counterunit to attack a certain enemy.

Once we picked up on this nuance, we were able to roll over the defenses at the first Forgotten base much more easily, and after killing them off, we moved our forces in close to switch the control point's alignment to ours. Once we did, we were able to commission Forgotten units of our own and run roughshod over the remaining two control points. We then gained experience for our kills in the process and picked up several glowing bonus items. Currently, the game has two sorts of bonus items that can be dropped: a glowing blue box, which provides an immediate veterancy upgrade to the unit that picks it up (as well as makes the unit much tougher in battle); and a glowing green box exclusive to the offense class, which gives an attack boost to any unit that nabs it. Throughout the course of our sojourn, we discovered the husk of a gigantic mastodon walker, which was a huge armored unit with heavy-duty weapons that we were able to repair with help from one of our own engineer units. Later on, we encountered Forgotten troops that had commandeered a few mammoth tanks, which, when defeated, also left salvage that could be repaired under our control.

After capturing all three Forgotten bases, a working mastodon, and a handful of mammoth tanks, we figured we were in the clear and ready to start repairs on the dropship. Unfortunately, our activity had given away our position to Nod, which, as it turns out, had key locations of its own on the map. We scrambled back to the carrier to peel off the Nod forces that were hammering the ship, including light attack bikes, raiders, and the infamous scorpion tank. Nod still seems to be a tricky faction on the battlefield, and its scorpion tanks are not only as agile as ever, but they can also burrow underground and reappear elsewhere. However, thanks to our heavy artillery and our continuous supply of Forgotten troops, we were able to pound them into the ground as well, leaving the dropship to finally repair itself and take off. With the mission completed, we were free to head back to the command center interface to spend our experience points buying new upgrades and move on to the next mission.


Command & Conquer returns in all its laser-zapping glory next year.


C&C4 already seems like it will have lots to offer--plenty of new and returning units for both the GDI and Nod factions, different character classes to explore, and a persistent unlock system that constantly challenges you to earn enough new experience points and levels to get access to new units and new upgrades. Having had a chance to play the game, we're already intrigued and looking forward to seeing more of the game. The game is scheduled to ship in 2010.


Read and Post Comments | Get the full article at GameSpot

"Command & Conquer 4: Tiberian Twilight Hands-On - Early Single-Player Game" was posted by Andrew Park on Mon, 12 Oct 2009 17:49:19 -0700


Feed provided by GameSpot
News Bot is offline   Reply With Quote
Old 10-13-2009, 10:46   #2
Active Member
 
BlkRb0t's Avatar

Founding member of GamersHQ.com. Click here for more info
BlkRb0t will become famous soon enough
 
Join Date: Aug 2009
Location: Bangalore
Posts: 483
Blog Entries: 5
Images: 24
HQD: 5,409.35
Fav Genre: RPG
Snake Champion Chopper Challenge Champion Disc Dash Champion Mini KickUps Champion Mission To Mars Champion Smack the Rabbit Champion Helicopter Champion Crazy Closet Champion Curveball Champion Aski Champion Hexxagon Champion

The last game was a disappointment, at least for me.
BlkRb0t is offline   Reply With Quote
Old 10-13-2009, 13:44   #3
Member
 
Futurama's Avatar

Founding member of GamersHQ.com. Click here for more info
Futurama will become famous soon enough
 
Join Date: Apr 2009
Posts: 151
Blog Entries: 23
Images: 2
HQD: 6,209.27
Fav Genre: RTS

Quote:
Originally Posted by BlkRb0t View Post
The last game was a disappointment, at least for me.
Tiberium wars/kanes wrath were actually really good games, but with the cnc4 imho they will destroy the classic cnc strategy.
__________________
Quidquid latine dictum sit, altum videtur...
Futurama is offline   Reply With Quote
Old 10-13-2009, 18:34   #4
Member
Skateboard T is on a distinguished road
 
Join Date: Apr 2009
Location: Herne Bay, England
Posts: 97
HQD: 3,845.60
Fav Genre: MMORPG
Mahjong Champion Shape Game Champion Mouse Race Champion

looks good, but will it play good thats the question. either way i need a new fricking pc grrrrrrrrr
__________________
Follow Me
Skateboard T is offline   Reply With Quote
Old 10-13-2009, 22:44   #5
Member
 
jim_T's Avatar

Founding member of GamersHQ.com. Click here for more info
jim_T is on a distinguished road
 
Join Date: Oct 2009
Posts: 122
Blog Entries: 2
Images: 7
HQD: 5,197.23
Fav Genre: Flash
Space Invaders Champion V:force Champion Funky Pong Champion Snakeman Steve Champion

looks awesome!
__________________
http://www.gamershq.com/forum/image.php?type=sigpic&userid=511&dateline=12550222  52
jim_T is offline   Reply With Quote
Reply

Bookmarks

Tags
command, conquer, early, game, handson, singleplayer, tiberian, twilight

Thread Tools

Sponsored Links

Similar Threads
Thread Thread Starter Forum Replies Last Post
New Game: Command & Conquer 4 First Impressions News Bot New Game Releases 5 03-28-2010 07:34
News: Massively Single-Player Gaming? News Bot Computer Game News 3 09-06-2009 20:12
News: Command & Conquer 4 dubbed Tiberian Twilight News Bot Computer Game News 3 09-06-2009 13:00
News: Command & Conquer 4 preemptively announced News Bot Computer Game News 1 07-09-2009 05:02
News: Command & Conquer 4 revealed? News Bot Computer Game News 0 06-23-2009 22:28


RSS  RSS


All times are GMT. The time now is 08:57.

Copyright ©2009 - 2010 GamersHQ.com
All other copyrights and trademarks are property of their respective owners.

An ActiveIdeas.com project.