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(spoiler)(rant) Nod & GDI missions and movies.

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Rammel

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Sep 13, 1999, 3:00:00 AM9/13/99
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Spolier down....
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. A while ago, Zagadka posted about the GDI storyline and movie
cutscenes, and various people have commented on the missions, and I agree
with it all. The main problems with GDI being:

1) Far too many commando missions. They're usually dull, boring, and not
that hard. Freeing the Prisoners is the hardest one, I think, and that's
easy if you don't stop to fight.

2) How does Umagon suddenly find herself captured? Keeping her alive and
uncaptured was a mission objective.. you'd lose the level if this happened.

3) Where does this McNeil-Umagon love affair come from... It kind of pops
up
suddenly.

4) Where does this Tiberium Missiles come from.. it's just THERE all of a
sudden.

5) Why is the last mission, the only real GDI battle you seem to take part
in.. in no small part, because you have a time limit. Once you learn not to
build your base, but to just attack, it becomes quite easy.


Having completed Nod a little while ago, I was struck by very similar
problems with that side too. I even went back and did the other Nod side
missions just incase there was some enlightening movie that I missed.. sadly
not. In Nod we have the following dodgy areas:

1) Far too many commando (limited unit) missions again.. they're not really
very challenging, only the Salvage UFO mission is hard, if you choose not to
just chase the train. How the last but one mission (get the Ion Cannon
Codes) could be a crappy commando mission I don't know.. walk around the
map, avoid the blind patrols, destroy the DSA, infiltrate all the
buildings..

2) How do Oxanna and Slavic get captured? I assume that the Capture Umagon
mission is a cunning GDI trap to get them.. but you win that mission.. and
all of a sudden, they're in McNeils prison cells... hmmmm

3) This Tiberium missile still pops up from no where. "Hi.. I'm Kane, blow
up the station before it stops my missile".

4) Complete ignoring of Kane's Phantom of the Opera, cyborg mask. Don't
even see it until the end...

5) Cabal, hinted to be an evil little bugger with is own agenda in the
early missions, does nothing later on... a story for the future? Hmm...

6) No stand-up fights in Nod at all.. the last mission is a damp-squib.
Another mission only made tricky by the time limit. There's no real trick
to this level, unlike the GDI one, it's just easy. The penultimate commando
mission is also rubbish, as described in (1).
TD and RA had good battles with big bases, most of the way through.. TS
seems to prefer small outposts of poorly defended GDI troops getting
massacred by Nod. The kill the mutants (with GDI units) mission was the
most fun.. they put up a fight, and you didn't know what the ability of the
mutant units was.

So, having spent all their money on these actors, did they have to
employ the tea-boy to write the script and mission briefs? TD sets up this
nice storyline, only for TS to slap a few unconnected video scenes in, and
ride the TD wave to financial success :( Sure, you get some nice action
scenes (The MM2 ones are good) but there's no continuity or story
progression in them.
Multiplayer seems to be the only saving grace for this game, single
player is really disappointing in my view. Poor story, bad mission design,
no real challenges.
If WW had released a map editor from the start, the regulars in here
would've produced better missions by now. I only hope, when it comes, that
the editor can do the scripting and advanced mission-setup stuff like TA's,
rather than just make multiplayer maps. Hopefully it will appear in an
expansion pack, or from a 3rd party, soon.
Oh.. and was it my imagination, or did 5/6 Nod missions all end with the
same "Running up the flag" mission-won scene? Very slack.... You got
repetition in RA, but not 5/6 times!!

Comments, support, derision.. I can take it :)

Paul...

ufo666

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Sep 13, 1999, 3:00:00 AM9/13/99
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Rammel wrote:

> Comments, support, derision.. I can take it :)

Well, some support then...

I nearly totally agree with you. Tiberian Suck (huh... sun ???) seems to
be a patchwork of little pieces made at different moments and finally
tied up together without any sense of story, directing, acting,
gameplay.

It seems that many things were done (or thought) long ago, maybe at the
end of C&C1, and others were added along years. How to explain in
another way the strange gaps in the story line (Umagon captured, Kane's
mask, Slavik and Oxanna captured ? And even the background story...)


>
>
> 1) Far too many commando missions. They're usually dull, boring, and not
> that hard. Freeing the Prisoners is the hardest one, I think, and that's
> easy if you don't stop to fight.

Yes... WW did not remember that many people disliked the GDI mission 6
in C&C1 (the commando and sam sites mission).

That kind of mission is boring simply because it is just a
try-fail-try-again-etc gameplay. When you've learned what to do by
heart, just repeat it. It brings a real time strategy game to a kind of
Pacman game (if you knew the moves to make, you could not lose at
Pacman).


> Multiplayer seems to be the only saving grace for this game, single
> player is really disappointing in my view. Poor story, bad mission design,
> no real challenges.

More exactly BAD challenges, created by artificial limits (for example
not being able to build bombers in a mission but only fighters while
you were able to do so during the preceding one ; or the number of units
in commando missions that turn to just puzzle games).

Unfortunately, MP is not the saving grace either :

-no alliance before starting game, so you must use the old C&C1 way
-no way to share structures, units, money (unless using expensive
engineers) : imagine that if your friend has units or structures near
your stealth generator his stuff is NOT cloaked, only yours is !!!!!!!
-awesome power of the engineer that turns many games to a "send many
engineers by sub-APC, take main buildings, game over !"
-low speed of the game on the Internet, mainly if more than 2 players,
and even if they all have at least a PII 300 with 128 MB : I tried with
several friends using several ISP !)
-ridiculous and distorted maps display in the chose map window
(especially bad for judging a random map)
-questionable MP interface (looks like an old DOS interface using a
graphic mode)
-bugs in aircraft behavior
-awful ai of your units and impossibility to set a behavior for units
except the guard mode that is canceled by any new order !
-impossibility to select all units of a same kind with one keystroke to
gather them or give them a common order (very useful vs human players)
-the 5 units queuing limit (lol ! I assure that computers can handle
numbers greater than 5 !)
-incredible number of errors and disconnections on WWOnline

Anyway I do play online... the question is for how long still ?

CALL IT TIBERIAN SUCK !

AcK!

unread,
Sep 14, 1999, 3:00:00 AM9/14/99
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On Mon, 13 Sep 1999 11:44:48 +0100, with a deafening roar and a whoosh of spray,
"Rammel" <Ram...@Nildram.co.uk> was overcome by angst and wrote:

> Comments, support, derision.. I can take it :)

I found the acting to be horrendous. Simply disgusting. I thought they were
using professionals... :(

TTYL

... NO CARRIER... A naval aviator's worst nightmare!
krup...@yahoospa.com
remove "spa" to email

Kit

unread,
Sep 15, 1999, 3:00:00 AM9/15/99
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Rammel wrote:
>
> 6) No stand-up fights in Nod at all.. the last mission is a damp-squib.
> Another mission only made tricky by the time limit.

Tricky by the timelimit? You can sit there for 2 hours and still
complete it before the times up....

> There's no real trick
> to this level, unlike the GDI one, it's just easy. The penultimate commando
> mission is also rubbish, as described in (1).


-- Kit
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Surrender Is Your Only Logical Option
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