Tiberium
Wars is easily my favourite of the GDI/NOD series. Set during the
Third Tiberium War, NOD has risen from the ashes once again under the
leadership of Kane. The game features two fairly substantial
campaigns, each with a decent variety of mission types, units,
maps and objectives. It also features a new, third faction in the
form of the alien Scrin, with their own small bonus campaign.
In
terms of story, Tiberium Wars and its expansion – Kane’s Wrath –
continues narrative threads introduced in Tiberian Sun relating to an
alien artefact known as the Tacitus. The two campaigns of the core
game play out in parallel, each offering their own unique perspective
of the conflict. The expansion, however, is told entirely from a NOD
perspective and covers events prior to the war, during the war, and a
couple of missions set post-war that presumably set up the last
Command & Conquer game – Tiberian Twilight.
Campaign
quality is high in both the core game and expansion. Many missions
feature optional objectives and ‘intel’ to discover that unlocks
neat little pieces of information relating to the game world. Unit
balance, overall, is pretty good, and multi-unit/role squads are a
required necessity far more than the previous GDI/NOD titles.
Though
not offering quite so much tactical flexibility as Red Alert 2 – or
even Red Alert 3, in some respects – Tiberium Wars still provides
an engaging and enjoyable RTS experience. It’s easily the most
solid, fun and consistent of the GDI/NOD games.
Its
expansion also introduces a new mode to the series in the form of
Global Conquest, which is a very Total War style turn based campaign
mode. The three factions – NOD, GDI and Scrin – compete for
control of a 2D world map. Each turn allows you to construct forces
to expand your territory or strike at your foes. Battles can be
auto-resolved or fought in real time on a selection of skirmish maps.
It
sounds like a neat addition, but the execution isn’t very good. The
turn based campaign aspect is extremely basic in terms of mechanics,
but needlessly convoluted in terms of UI and function. It’s just
not very fun or rewarding to play and you’re honestly better off
just playing regular skirmish games.
Overall,
Tiberium Wars and Kane’s Wrath represent the best of the GDI/NOD
series, at least in my opinion. But I’ve never played Tiberian
Twilight – although from what I’ve heard about it, I doubt it
will change my mind.
The
story of Red Alert 3 dials the camp to 11. If you didn’t think it
could get any sillier than RA2 – you were wrong. Once again, time
travel shenanigans have given rise to a new reality and a new
conflict between the Allies and the Soviets. But it’s also created
a new, third faction – the Empire of the Rising Sun.
Each
faction features its own unique unit roster and building chain, but
also unique faction ‘powers’ and construction mechanics. Every
unit now has an alternative mode or function. Old favourites make a
welcome return alongside a healthy range of new units. Each faction
really does feel different to play and in this respect, you could
argue the game has more faction and unit variety than RA2.
Despite
this, I can’t help but feel that RA3 is the weakest of the Red
Alert series. In order to incorporate the new third faction, all of
the campaigns have been reduced in size. There are only nine missions
per campaign, the majority of which are disappointing in terms of
length and complexity.
And
because there’s so few missions per faction, you never really have
time to get stuck into your chosen faction and enjoy or explore their
various mechanics. The story also suffers, as it attempts to squeeze
a three faction conflict (and internal faction conflict) into a very
limited campaign.
But
it’s not the somewhat mediocre quality of the missions that really
bothers me – it’s the new addition of the ‘co-commander’.
Every mission can be played in co-op with either a friend or an AI
commander. It’s an interesting mechanic in theory, but poorly
executed.
The
maps, overall, aren’t large enough to accommodate a second player.
For example, you’ll frequently find yourself racing against your
‘ally’ to secure resource nodes. You’ll also, on occasion, find
yourself building your bases practically on top of one another –
and if you’re playing with an AI partner, they’ll have zero
regard for good building etiquette.
There’s
no symmetry. There’s no careful thought to building placement. They
just drop them down all over the place, sometimes around your own
structures completely ruining your perfectly planned base design.
It’s infuriating.
Your
AI companion can be given rudimentary orders but on the whole, they
do as they please. If you want to slow things down, take your time
and plan your attack then think again – the AI is very eager to
push ahead regardless of your strategy. You end up getting dragged
into chaotic fights initiated by your AI partner.
At
least, when they decide to help that is. On one map my AI companion
spent the entire game building a fleet of submarines despite me
already destroying the enemy naval forces. They must have had about
40 of them, and they filled the ocean part of the map so densely none
of them could even move.
If
you hadn’t already guessed, I kind of hate the co-commander system.
It very nearly ruined the campaign for me. Fortunately, not all
missions suffer for it, but it’s an annoying addition and
completely unnecessary. It makes the game feel messy to
play and I really didn’t like it.
If
I was to score the base game alone, I’d probably rate RA3 at 6/10.
Despite my gripes, it’s still enjoyable to play and the Empire is a
welcome new addition – although it does seem to be at the cost of
the Allied forces which feel rather dull in comparison.
That
said, RA3 also features an excellent expansion – Uprising. It is,
in many ways, far superior to the core game and far more enjoyable.
It completely removes the co-commander mechanic. Its missions are
larger, more elaborate affairs.
In
addition to the three faction campaigns it also features a fun little
‘hero’ campaign, as well as a neat twist on Skirmish in the form
of the commander ‘challenge’ mode. I had more fun with and put
more time into Uprising than the base game. The only negative aspect is
that there’s only a handful of campaign missions – 4 for Soviets,
3 for Allies and Empire.
Visually,
RA3 is a clean and vibrant title. The sound and music is great. It
may be the weakest title in the RA series but when combined with the
Uprising expansion, it’s still worth your time.
So
where do we go from here? There’s a Command & Conquer 4 –
which I’ve never played – but no Red Alert 4. I might review C&4
separately, or I might put it head to head against Generals.
FINAL SCORE
Tiberium
Wars – 7/10
Red
Alert 3 – 7/10
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