Command
& Conquer is one of the first RTS games I played and as such, I
have fond memories of its campaign. But returning to the original C&C
today wasn’t quite the happy nostalgia rush I was hoping for.
The
game has two campaigns, one for each of the two opposing factions –
The Global Defence Initiate (GDI) and The Brotherhood of Nod. This is
the game that set the stage for the GDI/NOD conflict in terms of
story, but also established the basic style of play of each faction.
A
GDI army will typically field less (more expensive) units, but also
stronger units. Whereas NOD will field more (cheaper) units, but less
powerful units. The GDI campaign takes place across Europe, whilst
the NOD campaign is set in Africa. But what this really means in
terms of missions is that the GDI campaign features ‘grass’ maps
and the NOD campaign ‘sand’ maps.
The
unit/building variety and design across the two factions is great and
many of the units and buildings established here will continue to
feature in later titles. Unfortunately, due to the way missions are
designed, you’ll rarely use the full arsenal at your disposal
regardless of faction.
Because
it’s the missions of C&C that are its greatest weakness. I
still adore everything else about the game – the setting, the
story, the units, the sound and particularly the music, which is
irritatingly catchy – I AM A MECHANICAL I AM A MECHANICAL I AM A
MECHANICAL MAN.
The
basic gameplay remains fun and addictive, but the mission design is
poor. There are many missions across both campaigns that I’d call
‘bullshit’ missions. These are missions that feel more cheap than
challenging in terms of difficulty and practically require
‘cheese’ tactics on the part of the player in order to progress.
A
great example is a late NOD mission that grants you a handful of
basic units and a construction vehicle, then immediately blocks your
only path with two GDI mammoth tanks – their most powerful land
unit. The only way to progress is to cheese your way past them, using
your construction vehicle as bait (as the AI will automatically
target it as the most ‘valuable’ unit). And there are countless
missions like this, where you’ll be forced into taking advantage of
the predictable AI in order to progress.
Another
great example is how you can use a single unit to attack an AI
harvester, and the AI will (always) send every unit it has to defend
it – thereby leaving its main base extremely vulnerable. You don’t
feel good exploiting the AI like this, but on many missions it’s
the only real way to progress at a steady rate. If you try to play
the game in a more ‘conventional’ way, you’re in for a tedious
f**king slog as you slowly whittle down your opponent.
Sure,
you can sit back, take your time and build up a varied and strong
attack force, but doing so won’t be any more effective (and is
actually far less effective) than massing a couple of basic
unit types and swarming the enemy. I’m sure you could argue that’s
how many RTS games are played, but in the original C&C, it feels
like the only way to play.
Some
other issues include not being able to queue build orders, the fact
that many missions only complete when all enemy units and structures
are destroyed – including that single f**king infantryman hiding
behind a tree in a far corner of the bloody map. The game speed
always feels either too fast or too slow, which means you’ll
frequently be switching between modes. And the path finding in the
game is pretty terrible, forcing you to continually babysit your
units.
I
feel like I’m taking a real dump on C&C which I don’t really
like because it’s a game I have fond memories of. And I do still
like the game. I like everything about it … aside from the bloody
missions, which I can’t deny I didn’t really enjoy at all.
Red
Alert, on the other hand, I had an absolute blast with. I must
admit, the new units and buildings aren’t as cool in terms of
design (and Red Alert reuses several unit and UI assets from C&C).
The music isn’t as catchy either. Despite that, Red Alert remains a
fantastic RTS.
Like
C&C it features two campaigns – Allies and Soviets – but
there is more environmental variety in terms of maps across both
campaigns. And it does have some unique and fun units, like Tanya and
the Spy. It also introduced naval units to the series (C&C had
automated naval gunboats that you couldn’t build or control).
But
honestly, Red Alert does feel a little like a copy and paste job
compared to C&C, and that’s evident in how many assets are
reused. That said, I had way more fun with Red Alert than C&C
as the missions are by far more enjoyable. They’re more varied in
terms of maps, terrain, objectives, units and strategy.
I
never came across a single mission in either campaign that felt like
a ‘bullshit’ mission. Unlike C&C, the campaigns of Red Alert
are well paced, varied and interesting to replay, offering multiple
ways to progress. It is, purely in terms of mission design, the
superior title.
It’s
never tedious. It’s faster paced in terms of engagement and
production and it lets you utilise the full arsenal at your disposal.
The game speed feels comfortable, so I wasn’t continually changing
settings. The AI is slightly better, at least in the sense
that it’s less easy to bait.
Unit
path finding also seems better, but I think this is mostly thanks to
how the maps are designed. If I had to rate the individual campaigns
in order, I’d say the Soviet campaign was by far my favourite,
followed by the Allied Campaign, the NOD campaign and finally GDI.
I
suppose it’s time to wrap this up and pick a winner, but I think at
this point it’s fairly obvious which game has emerged the victor.
Red Alert takes an early lead. Whilst it may lack in many areas
compared to C&C it absolutely excels where it really matters –
the missions.
Roll
on Round 2, when Red Alert 2 goes head to head against Tiberian Sun.
FINAL
SCORE
Command
& Conquer – 6/10
Red
Alert – 8/10
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