CommandConquer (C&C) is a real-time strategy (RTS) video game franchise, first developed by Westwood Studios. The first game was one of the earliest of the RTS genre, itself based on Westwood Studios' influential strategy game Dune II and introducing trademarks followed in the rest of the series. This includes full-motion video cutscenes with an ensemble cast to progress the story, as opposed to digitally in-game rendered cutscenes. Westwood Studios was taken over by Electronic Arts in 1998 and closed down in 2003. The studio and some of its members were absorbed into EA Los Angeles, which continued development on the series.
After Westwood Studios developed the critically acclaimed Dune II, Computer Gaming World reported in 1993 that the company would not use the Dune license for Westwood's next strategy game "mostly because the programmers are tired of sand". The magazine stated that it would have "new terrain and enemies", and that "the design team is serious about doing a multi-player version".[3]
Command & Conquer was released worldwide by Westwood in 1995. The plot is set sometime in the near future where the Earth becomes contaminated by a mysterious substance known as Tiberium. A global war ensues between the UN-formed Global Defense Initiative to contain it and the cult quasi-state revolutionary Brotherhood of Nod, led by the enigmatic Kane, which seeks to harness it. Highly successful, it was followed by Command & Conquer: Red Alert in 1996 which is set in an alternate universe where the Soviet Union wages war with the Allies. Developed as the prequel to the original, the Red Alert series was spun off into a separate, lighthearted and comic series, while the original game and its sequels became known as the "Tiberium" series, retaining its science fiction and serious tone. The first game is sometimes referred to as Tiberian Dawn as a result.
The series is primarily developed for personal computers running Microsoft Windows, although some titles have been ported to various video game consoles and Apple Mac. Other games for platforms such as iOS and web-based have also been developed. As of July 2010, the Command & Conquer franchise consists of eleven games and eight expansion packs. The first three games of the series have been released as freeware to promote the successors.[4] A free-to-play game, entitled Command & Conquer, was in development with the studio Victory Games. It was set to be the next game in the series and was expected to be released in 2013. However, after a short alpha period the game was cancelled, and Victory Games disbanded by EA.[5][6] The Command & Conquer series has been a commercial success with over 30 million Command & Conquer games sold as of 2009.
The Command & Conquer titles are real-time strategy games, with the exception of the first-person shooter Command & Conquer: Renegade. A staple of the series is the parallel campaigns of various different factions to one central storyline. Games in the series also offered multiplayer game options, via LAN and modem connection. All games in the series have also offered online play, as well as "skirmish" matches in which players can face AI enemies.
All Command & Conquer real-time strategy games except Command & Conquer: Generals and its expansions have featured the "side bar" for navigation and control as opposed to many other similar games where the control bar is located on the bottom of the screen.
Command & Conquer gameplay typically requires the player to construct a base and acquire resources, in order to fund the ongoing production of various types of forces with which to assault and conquer the opponent's base. All available structures of the faction chosen by the player are constructed on-site at so-called "construction yard" - which typically begin as large-sized vehicles capable of deploying themselves into the aforementioned construction yards, called MCVs or Mobile Construction Vehicle. When a construction yard has finished building a new structure, the player can select a spot near to a preexisting structure in order to place it, where the prefabricated building will rapidly unfold in a distinctive manner.
In all games in the series except Command & Conquer: Generals and its expansion Zero Hour, funds are acquired by specialised "harvester" units which bring their cargo (Tiberium for the Tiberian series of games or ore or the more valuable gems for the Red Alert series) to a "refinery" structure. This in turn will convert the raw material into usable resources, expressed as credits. The raw materials themselves, in games released before Red Alert 2 as well as Command & Conquer 3 require storage space in the form of refineries and, in the case of excess, "storage silo" structures. In Generals and Zero Hour, funds are collected by two methods: collection of supplies by specialised units and converted to money in "supply centers" or directly produced by specialised units, buildings, or tech buildings at a set interval of time.
All factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles, and aircraft, each with their own subdivisions (note: in the Red Alert series there is also naval craft available). Unit effectiveness against opponents follows the rock-paper-scissors (intransitivity) principle found in most real-time strategy games, and units' attack characteristics can vary according to faction.
Virtually every type of structure in the series acts as a tech tree node, and additional units, structures and faction-specific abilities will become available as new structures are built and placed. Access to advanced units and abilities may be temporarily blocked if the required structures are destroyed or if they are not being provided with adequate power by the supporting "power plant" structures.
Each Command & Conquer game has included the ability to play multiplayer games against other players. Each box of Command & Conquer contained two CD copies of the game, making multiplayer gaming possible with a single purchase of the game. Westwood Studios advertised this on the packaging with the slogan "A second copy, so you and your friend can destroy each other." This resulted in Command & Conquer becoming the first RTS game title to feature competitive online play,[7] and this is considered the most pertinent outside factor in the success of Command & Conquer.[8] All games in the series up to Command & Conquer: Red Alert 2 featured two CDs that could be used for this reason. Later games did not.
Command & Conquer: Red Alert 3 was noted for being the first RTS game to enable the campaigns to be played cooperatively online; others had only supported single player campaigns. However, it was only possible to connect to other computers through EA's servers and not with LAN play.
Games produced by Westwood use the proprietary Westwood Online system to facilitate multiplayer games over the Internet; Renegade also supported GameSpy. Games under EA's development continued to use GameSpy, but dropped support for Westwood Online in favor of using EA's own servers. The GameSpy master servers have shut down in 2013.,[9] but some game titles can be played via Gameranger.
Command & Conquer, released on September 26, 1995,[10] is the first game in the series, which takes place somewhere between 2017 and 2020 according to the Command & Conquer: Renegade manual. It's considered as the title which originally defined and popularized the real-time strategy genre.[7][8][11][12][13][14] Command & Conquer introduced the warring factions of the Global Defense Initiative (GDI) and the Brotherhood of Nod. Command & Conquer was well received and was widely praised by critics: "Command & Conquer is one of the finest, most brilliantly-designed computer games I have ever seen" said GameSpot reviewer Chris Hudak.[15] Command & Conquer has attained 94% as an aggregate score from Metacritic[16] with the less well received Covert Operations expansion pack obtaining an aggregate score of 72% after its 1996 release.[17]
Command & Conquer: Tiberian Sun, released on August 27, 1999, takes place in the year 2030. While the original Command & Conquer's plot was centered around an allegorical world politics setting, Tiberian Sun shifted this to a more science fiction-like setting against the apocalyptic background of Tiberium beginning to assimilate vast portions of the Earth's ecosystems. In 1998, Westwood Studios, the developers of Tiberian Sun, was acquired by Electronic Arts. However, EA had no direct part in the development of the title. Compared to its predecessor, Tiberian Sun relies heavily on science fiction technologies and introduces a new isometric game engine featuring varying level terrain to give the impression of a true 3D environment.
The full motion video is also scripted differently; while the cutscenes of Command & Conquer and Red Alert were filmed from a first-person perspective, Tiberian Sun used traditional cinematic shots for its FMVs featuring actors such as James Earl Jones and Michael Biehn.
Command & Conquer: Renegade, released February 26, 2002, takes place in the final days of the events of Command & Conquer and was the last Command & Conquer game to be created by Westwood Studios before their liquidation in 2003. Unlike any other games in the series, Renegade is a first-person shooter.[18] Although receiving average reviews, with an aggregate score of 75% on both GameRankings and Metacritic, Renegade was praised for its online features. GameSpy awarded Renegade its 2002 "Wish it had been better" award, condemning the single player but saying that "C&C: Renegade's multiplayer was innovative and fun".[19] Online play was praised for encouraging teamwork and coordinated assaults, unlike other contemporary first-person shooters.[20]
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