After the success of [url=en.wikipedia.org/wiki/Dune_II]Dune II , Westwood Studios immediately started working on Command & Conquer sticking to the core elements presented there: harvesting resources scattered on the initially unexplored map, creating troops and destroying the enemy. When the game was released in 1995, it became (sub)genre defining and a whole lot of so-called "real-time strategy" games came out one after another. While I often mock these, considering they require little strategy, rather just simply more units than our enemy has (micromanagement mostly), to C&C's credit, most maps are creatively designed, offering opportunities to gain the upper hand. When C&C came out I was still little and computer games were generally very expensive (there were no Steam sales back then) and instead of being offered cheaper as time went by, they usually just disappeared from the market altogether. A friend of mine had access to new games and so we could check it out. A year later - as C&C had already become unavailable - I got the sequel/prequel, Command & Conquer: Red Alert and while in some aspects it showed improvement, it seemed more like an expansion rather than a new game and in gameplay it just couldn't reach the standards of the original. After playing it again, my opinion remained the same. Command & Conquer In the near future, when a meteor crashes at the river Tiber in Italy, a mysterious substance - Tiberium - emerges that seemingly holds great potential, but is also highly toxic. When a terrorist organization, the Brotherhoof of Nod starts a ruthless campaign to acquire it to achieve world domination, the GDI (Global Defense Initiative) - an intergovernmental military alliance - begins to assemble its forces, before it becomes too late. The game follows the path set by [url=en.wikipedia.org/wiki/Dune_II]Dune II: The Building of a Dynasty : we are given the choice of taking either side right at the start. Briefing comes in the form of (cheesy) live-action/CGI cutscenes (there's 1 before AND after each mission) through which we can also catch up with the story. steamcommunity.com/sharedfiles/filedetails/?id=2990587866 Just like in its predecessor, our first task is to find a spice tiberium field and begin harvesting (strangely, GDI utilizes it as well) and as soon as it arrives into the refinery, we receive money, from which we can assemble units (and necessary buildings). Ideal structure placement is vital: we can only place our construction yard optionally, all the other buildings have to be near to each other, thus establishing our base close to tiberium is mandatory to catch up, since the enemy initially already has a functional base, while we only possess a small force. Upon reaching certain set goals, we receive reinforcements via scripted events. Mission types include: search and destroy, hold out/defend for a set amount of time or rescue. We also have the opportunity to pick the stage of our next battle (once we clicked on it, there's no going back though) which results in either a different map with similar goals, or the same one, but with a different starting point. Differences between sides are noticeable and not just in appearance: Nod units are weaker, but relatively cheaper and despite Nod having access to a few clever units, like the flamethrower- or the stealth tank, GDI has absolute technological superiority due to the Mammoth tank - which can repair itself - its air units, and the Ion cannon. Interestingly GDI operates in Europe, battling terrorist forces, while Nod missions take place in Africa, but this boils down just to different terrain types (forest - desert). steamcommunity.com/sharedfiles/filedetails/?id=2990586609 Besides the core GDI campaign consisting of 15 missions and Nod's 13, all the official bonus ones are available: Covert Operations - with 15 very enjoyable extra assignments, the plain and boring Console Missions (because the game came out to Playstation (!) too) and the joke Jurassic Funpark campaign, where we must fight dinosaurs. steamcommunity.com/sharedfiles/filedetails/?id=3030169628 Red Alert While initially more interesting with the alternate "what if" past premise, RA feels like an improved mission pack, instead of a fully fledged sequel: deploying the exact same graphics (many units are straight up taken from the original game), same scenarios, but set in a fictional early cold war era between the united West (NATO basically) and the Soviet Union. While the Soviets apparently feel like playing as GDI - having superior troops (they have the Mammoth tank this time + fighter aircrafts), the Allied side has access to powerful naval units, destroyers and cruisers, that can quickly turn the tide. As for new units we get the medic + the minelayer and useless ones such as the spy and thief. There are some fixes: sandbags can no longer be used to extend our base so we can't build next to them, infantry isn't practically invulnerable against tanks anymore and engineers can now occupy damaged buildings only. These affect largely gameplay mechanics we got used to in C&C, ones like the AI having no problem building to random places it no longer has access to or poor pathfinding remained untouched. Cutscenes are better choreographed this time with more convincing actors and instead of the desert terrain, we largely operate on snowy maps, collecting gold ore (?) and gems - which are sticking out from the ground... In addition to the 14-14 missions of the core campaign, Counterstrike expansion adds some annoying assignments and unit modifications, feeling like leftovers reusing cutscenes from the base game... Aftermath, on the other hand offers enjoyable maps and new units such as the Tesla- or the Chrono tank with new FMVs as well + 4 extra with giant ants based on the movie Them! . Remaster The developers did a great job with the graphics: we can finally see clearly animated units, not just a handful of pixels (originally the game used 320x200 resolution), even if the 'cheating' upscaling shrinks everything. Cutscenes however - despite the sharpening, still look weird and low-res. Audio quality also received an overhaul, remixes were added (the new versions of the tracks Industrial, Bog and Wasteland are great). After each mission, we unlock behind the scenes materials. And last but not least, the game now features improved multiplayer, even if some things still can't be adjusted properly without additional mods. Unfortunately the remaster fails to iron out some existing errors, moreover, it adds new ones. During Nod's final mission, the game quit with an error message several times which seems to be related to the nuclear strike. While the AI uses nukes regularly, we can only fire it once from the Temple of Nod and even this one occasion can glitch the game. Not really a bug, but the AI also shamelessly cheats by deploying bombers from optimal directions - while the ones we use always arrive from a set course, making them easy targets for air defense. On some occasions (Alt+Tab) the game didn't react to scrolling downwards and only by clicking on the minimap was I able the reach the lower section. Some achievements may also fail to unlock: in order to fix these, we have to disable Steam Cloud, rename our save files, finish a mission again and re-enable cloud. Command & Conquer™ Remastered Collection tries hard to make an impact on nostalgia or give a taste to players who only heard about it - successfully, but with shortcomings. While it barely does anything better and differently than Dune II back in 1992 (we could see the tire tracks of vehicles there as well) it is a decent remaster after all and should be judged accordingly. PROS + good map design + all expansions are present + remastered graphics & audio CONS - no fix for common bugs - slightly unbalanced sides RATING 7/10
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