Wednesday, April 3, 2013

Command Conquer 4 Tiberian Twilight

Command & Conquer 4: Tiberian Twilight

The aspect of gameplay is surely the main point of change in this fourth installment of the saga: the intention, heralded since the first alpha version was in fact to overturn all the game mechanics, to offer something that places itself as absolute point of breaking from tradition signed Command & Conquer.

The basic idea for Command & Conquer 4: Tiberian Twilight, on balance, is to streamline the entire process related to the collection of resources and the construction of the base, to move the focus on the field of battle and conflicts that animate . A choice that eradicates the traditional approach in its entirety, by searching elsewhere elements able to confer an adequate thickness to production.

Without having the resources to collect the money to spend is represented by Command Points, which are, at the same time, the only resource and the maximum population limit. Each unit costs, in fact, a number of CP and it is therefore for the player to make their choice producendone in number and different type, to thereby prepare its strategy in the field.

In terms of tactical depth, this is theoretically guaranteed by the presence of three different classes that allow a totally different approach: Attack, Defense and Support. The latter, for example, allows the player to act as a shoulder to its allies, having tactical means able to move quickly and, therefore, reach in less than no time the center of the battle, giving support to his companions.

Classes of Attack and Defense have a name quite explicit and if the first is unquestionably the most suitable to move forward with brute force on the battlefield, the second is especially suitable to protect sensitive areas of a map.

This new approach, which is aligned to the current more arcade strategy in real time, showing particularly fruitful in multiplayer mode, where up to 10 participants can battle on a map, divided into two opposing teams. The ability to change your class at any time leads to aspects of yourself on the battlefield.

Not only a team can review their tactical planning, depending on the choices made by the enemy, but the same thing can also be done according to the turn of the clash on the battlefield. If, for example, initially can serve a more aggressive approach to conquer certain vital points, at a later time may be useful to switch to class defensive, to protect properly the areas already under control.

This sudden upheaval shows, however, also clear limits: The depth of the game is affected significantly and, especially during the single player campaign (which can also be addressed in co-op), you feel a certain nostalgia collection resource and construction of the base gave a thickness of a completely different caliber to previous episodes.

Must further be pointed out as the campaign is, in itself, a more limited than in the past: not only, as said, due to casting choices questionable, but also for a really excessive linearity that is difficult to reconcile with the desire to change the everything to make it look more modern and attractive. The different missions do not offer particular novelty or moments of great atmosphere, as there is no real depth to their goals.

The game interface, finally passes from the classical control bar side to a mixed solution, where most commands are given through a large horizontal bar, going to trace what was seen in StarCraft II. Solution that would also have its own logic, but that is resized, from the point of view of convenience, because of the additional information boxes can obscure part of the battlefield, limiting the visibility given to the player ...

While we can not aspire to the spectacle of the latest strategic in three dimensions, in which the action of the player is immersed in fully three-dimensional environments, Command & Conquer 4: Tiberian Twilight is able to show off a technically well executed.

Beyond a certain poverty of the game menus and interface anything but discreet, once they arrive on the battlefield, it is impossible not to be dazzled by the spectacle of light and color that each encounter is able to put in show.

The various game drives are all in all well characterized and reproduced according to a design in the tradition of the series, with stylistic choices that reflect the features of units already seen in the past, but obviously revised in a more modern.

On the battlefield, everything moves with a certain fluidity (obtainable even on older PCs, by virtue of the excellent scalability of the graphics engine) and, thanks to the special effects of lasers, missiles and similar amenities, the feeling of immersion is even more marked visually and not of gameplay.

From the noise, all the voices were kept in English, maintaining that cadence compelling and impassioned speech typical Yankee. At least from this point of view, therefore, the failure location is not a problem, at least in our personal opinion.

The sound effects are also very successful, while different feeling comes from the music accompaniment: while melodic, these fail to maintain the proper discretion, arriving sometimes be annoying. Fortunately, through the audio panel you can adjust the volume by placing them in second place to the rest of the audio sector, much more appropriate.

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