| Command & Conquer 4: Tiberian Twilight | 
| From: Electronic Arts Category: Video Games
List Price: $49.95 Buy New: $23.45 as of 7/30/2010 08:04 CDT details You Save: $26.50 (53%)
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Seller: firstfamilyacquisitions Rating: reviews Sales Rank: 725
Format: DVD-ROM Platforms: Windows Vista, Windows XP Genre: role_playing_games ESRB: Rating Pending Media: DVD-ROM Edition: Standard Autographed: No Memorabilia: No Batteries Included: No Operating System: Windows Vista Shipping Weight (lbs): 0.3 Dimensions (in): 7.5 x 5.3 x 0.6 Legal Disclaimer: We do not in any way represent that any part we sell is legal to possess in your jurisdiction. Check with you local authorities to ensure it is legal for you to possess before buying!
MPN: 19405 Model: 19405 UPC: 014633194050 EAN: 0014633194050 ASIN: B002NIP6X8
Release Date: March 16, 2010 Availability: Usually ships in 1-2 business days
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| Features:
| • | Sign on for 5-on-5, online objective based battles which also features an all-new party system that lets you move with your party of friends from one online battle to the next. | | • | Kane returns in the thrilling conclusion to one of gaming's longest running storylines, told through gritty live-action cinematics. Choose to take on the campaign solo or team up with a friend and play cooperatively. | | • | An RPG-like experience point system based on the number and quality of units destroyed. This allows for leveling up to unlock new units, powers, and upgrades to make your army more powerful. | | • | The massive, mobile, all-in-one base, The Crawler, that lets you pack up and move your base with your army for a new layer of strategic depth never experienced in a C&C game. | | • | A class-based orientation within factions (offensive, defensive and support), each with its own specialized units and powers, allowing for more strategic and combative options that match your play style of choice. |
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Amazon.com Product Description
Command & Conquer 4: Tiberian Twilight is the final installment in the Tiberium Saga of the long-running real-time strategy (RTS) PC game franchise Command & Conquer. Centered around the infamous faction based struggle for, and simultaneous protection from the valuable, but dangerous energy source known as Tiberium, C&C 4 features classic RTS gameplay based in resource management, unit creation and battlefield strategy. Add to this new features including 5-on-5 online multiplayer support, a mix of new and classic units and exciting RPG lite gameplay elements, and you have a worthy final release in a series that over the years has epitomized the RTS genre.  Classic RTS gameplay mixed with RPG like elements. View larger. |  The final game in the Tiberium saga. View larger. |  New bottom of screen asset/map view. View larger. |  10-player online multiplayer battles. View larger. | Story In the year 2062, humanity found itself on the brink of extinction. Tiberium, the mysterious, alien crystalline structure that infested Earth for decades and caused years of relentless conflict between the Global Defense Initiative and the Brotherhood of Nod, was close to rendering the planet uninhabitable. In the midst of this crisis, Kane, Nod's prophetic leader, emerged from seclusion to deliver GDI the message that he had developed a system that could control Tiberium and harness its power. But he could not build this "Tiberium Control Network" without GDI's cooperation. Thus, the two opposing factions—GDI and Nod—found themselves in a desperate and unlikely alliance to stop Tiberium from extinguishing mankind. Now, after 15 years, the network is nearly complete. Tiberium is under strict control and the revitalized Earth is on the cusp of a new age of prosperity and progress. It is only now that the world's citizens begin to seriously ponder why Kane chose to help, and what he will want in return. Kane. GDI. Nod. Tiberium. How will it end? These questions and more lead to the dramatic final act of the 15-year Tiberium saga in Command & Conquer 4: Tiberian Twilight. Gameplay Command & Conquer is a real-time strategy gaming franchise, and Command & Conquer 4: Tiberian Twilight is no exception. Players assume color-coated versions of the GDI or Nod factions and uncover segments of the map, where they must manage Tiberium and other resources in their possession or that they they mine or commandeer in the field. Other factions occur in the game, but are not playable, and different single player campaigns are available to players depending on which of the two factions are chosen. The energy that Tiberium crystals possess is used in the manufacture and upgrading of mining and combat units, weapons and support infrastructure in preparation for impending conflicts with other players on the same map that are doing the same. Each faction has its own distinct unit types, both land and air based, which although unique, are overall more or less balanced against those of opposing faction. In addition, certain units can be captured on the battlefield and used to supplement your arsenal. The overarching task though is to combine the right number and type of units with the right battlefield strategy for the conflict and terrain at hand. Historically, C&C matches have been won by completely eliminating all enemy units that stand against you. Although there is certainly plenty of this within Tiberian Twilight, the game also is different in that players need not eliminate all enemy units, instead capturing control nodes throughout the game and holding them for a minimum amount of time. Doing so leads to earning enough points to win the match. Tiberian Twilight also differs from earlier games in the series with the addition of certain RPG game elements. Players overall orientation within their chosen faction is class based, with units falling generally in offensive, defensive or support classes depending on your play style. These units can be upgraded with experience points, which are gained through success against enemy units, with more advanced enemy units earning the conquering player more points, and thus potential unit upgrade opportunity. 5-on-5 Online Multiplayer Command & Conquer 4: Tiberian Twilight allows PC gamers to team up and battle like never before. Join your fellow commanders online and tackle your opponents in the biggest C&C multiplayer to date, featuring 5 vs. 5 objective-based battles. Choose your favorite class and take online strategy action to the next level as you conquer objectives while pummeling your enemies. In addition, an all-new party system lets you move with your party of friends from one online battle to the next. Key Game Features - The Epic Conclusion to the Tiberium Saga - Kane returns in the thrilling conclusion to one of gaming's longest running storylines, told through gritty live-action cinematics. Choose to take on the campaign solo or team up with a friend and play cooperatively.
- Persistent Player Progression - The more enemy units you destroy, the more experience points you earn to progress your player profile. Level up to unlock new units, powers, and upgrades to make your army more powerful.
- Always on the Move - For the first time ever in the C&C series, a massive, mobile, all-in-one base, The Crawler, lets you pack up and move your base with your army for a new layer of strategic depth. Build units as you move across the field, and deploy whenever and wherever you choose.
- Choose Your Class - Choose from three unique classes from both GDI and Nod, each with its own specialized units and powers, for more strategic and combative options that match your play style of choice. Offensive, Defensive, or Support classes-which will you pick?
- Online Multiplayer Support – Sign on for 5-on-5, online objective based battles which also features an all-new party system that lets you move with your party of friends from one online battle to the next.
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Product Description Command & Conquer 4 PC
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| Customer Reviews:
Great game, buy if you`re a C&C FAN and Stragety game lover May 11, 2010 Guillo 0 out of 12 found this review helpful
buy the game, its awesome
this game is for gamer who can think and adapt to constanly changing scenario.
don`t believe everything you read in the reviews.
the game is diffirent for gamer because its new way to play stragetie games, NO resource gathering NO base building
JUST FIND THE ENEMY AND BLOW THE LIVING CRAP OUT HIM, this game throws you into hell and YOU must fight to survive YOU have constanly change your strageties or will fail. FIGHT AND ADAPT OR DIE TRYING.
GREAT GAME!
COMMAND & CONQUER April 27, 2010 Beverly J. Tack (ROYAL OAK, MICH) 0 out of 21 found this review helpful
BOUGHT THIS GAME FOR MY HUSBAND'S BIRTHDAY AND CAN'T KEEP HIM AWAY FROM THE COMPUTER. HE LOVES THIS GAME!
Unbiased from an "old-timer" March 22, 2010 PaleRider0517 16 out of 82 found this review helpful
I have played C&C since the very first incarnation and I have played every RTS title since its inception. It has been one of my favorite games over the years. This game is not like those games, however. It is better. While the old C&C games were fun and entertaining, they lacked many of the qualities modern games have today, exceptionally fun games such as Company of Heroes, Age of Empires III, and so forth. I am digusted, frankly with the poor reviews for this game, which deserves so much better criticism. The negative reviews are due to one thing: the relentless hatred among fans for any derivation (even improvement) from the original recipe. Frankly, this game is just not like mother used to make. Here are the points of contention as I see them:
1. Resources:
This is the big one. Resources are fun to manage in RTS games, so naturally one would think that this game would have them. But it does not. The only "resource" in the game is "tickets" in multiplayer mode (control a location long enough to gain more points than your enemy). The ever-lauded harvesting mechanic of previous titles is done away with. I thought that harvesting was a fun idea, but frankly none of the previous titles really did anything with it. In the Tiberium-themed games, it was actually absurd, since in the videos, Tiberium would be destroying the earth with its unchecked spread, while in the game itself, Tiberium was about as short-lived as your vehicles and infantry. Computer opponents would illustrate this all-too-well by strip-mining the map with 20 harvesters, and because Tiberium did not seem to grow as quickly in-game as out-of-game, it was virtually extinct inside of 40 min. This created very short games. If Tiberium (and harvesting) had actually been a threat on the battlefield, as in the cutscenes, it would have been worth defending, but there was no such execution, so the concept, for me, is merely nostolgic and has little bearing. In short, the old harvesting mechanic is out-dated, surpassed by superiour systems, which either are constant-stream resources (as in Company of Heroes) or do not require drop-off (Age of Empires III). I was happy to see that Command and Conquer has caught up with the games of our times.
2. Unit Cap
Oh, how I love unit caps. What is wrong with being able to build as many units as you want? Tank spamming. It is very closely related to tank rushing, but basically it is this: pick the unit that can do everything pretty good, and build them till they come out your ears. There is no tactics involved. You simply harvest all the resources in sight (see point 1.) and then build the most versatile or powerful unit until it overcomes your opponent. By adding a unit cap, C&C4 forces you to chose the best unit for the situation, and this must be done quickly, because the battlefield is fluid and moving (somewhat more realistic, no?) Because of an improved rock-paper-scissors mechanic, you will need to diversify your army as well. In addition, fewer, better units will want you to PRESERVE them, instead of simply throwing them into the meat grider. Note that I said fewer, BETTER units. That is because in C&C4, units are stronger physically. While elite units and high-powered, leveled up weapons can still kill units fairly quickly, you will be finding your units can handle more punishment than in previous games (artillery pieces in the first games could be killed by 2 tank rounds). The unit cap creates a more managable, tactical feel, since you cannot create a massive army too big to overcome, and must manage your population instead of your resources.
3. Base Building
Base building is fun, and in games like Age of Empires, it is possible to have a lot of fun building a massive town with lots of infrastructure. However, in C&C, especially C&C3, base building was more of a nuisance. Buildings in C&C3 were little more than stuff to shoot at, with many of the buildings actually doing very little to help you. Their primary purpose was to open some higher technology. Some buildings did that and that alone, while others were just places to buy a few upgrades and then let them chew up your power supply. The fun part of base building was to turtle, and in C&C4, turtling is indeed quite possible. The unit limit is separate from the build limit, again referred to as "power," making it possible to build an army and still have a good number of static defenses. There are many more towers in this game than in previous titles, and with repair units keeping them healthy, and shields and upgrades, these defenses can be a force to be reckoned with. But in keeping with the nature of the game, even building defenses and turtling is fluid and mobile, and you have to pick which configuration of weapons will be the most potent (and change it on the fly, if necessary). Without resources to bog you down, you can focus on getting those normally expensive towers up quickly and reinforcing them right away, while your team-mates provide cover for you.
With these 3 big issues addressed, here is a review of the rest of the game, without getting bogged down by "What Command and Conquer used to be":
The class system is excellent. It is well-concieved, and each class is a stand-alone army, capable of both fulfilling a specialized role, and also winning a battle, though at different speeds and in different ways. Alone, each is quite capable, and unique in style; together, coordinated properly, they are a force to be reckoned with, and despite being faster paced than previous C&C titles, ironically battles can last even longer, with two good teams going back and forth across the map many times.
The leveling system is not what I thought it would be, but it is still quite good. It provides you a "tech tree" of sorts that is outside of game play. Leveling opens up many different new techs, for each class. It would have been better, perhaps, if leveling gave you points (as in most RPGs) and that you would have to pick which units and abilities to unlock. As it is, it is still fun and functional.
I have found the AI to be difficult and relentless, and is more than capable of catching you off-guard even in the easier modes. Rushing in is now suicide, and often you will have to council with your friends on a different strategy. (STRATEGY! What a foreign concept to most C&C games). Because you can no longer be attacked on all fronts, it opens up new opportunities for tactics, including feints, counterattacks, sneak attacks, and more.
The campaign is quite short, as has been noted elsewhere, but is challenging and fun nonetheless, and is especially fun in co-op, which is done excellently. The story is vague and ambiguous about issues, but is entertaining to watch, though it does not tell you everything you may want to know.
Multiplayer is a highlight of this game and probably it's strongest point. The class system seems built for this, and it is again well-conceived. It will have you going at it with friends for hours.
In general however, there are two main gripes on my part:
1. Faction-specific Teams: It is no longer possible to create a team with GDI and Nod units allied together. This is unfortunate. In this game there is a GDI Team and a Nod Team, and thus you cannot have one friend as GDI assault class, another as GDI support class, while you play nod defense. Perhaps this will be changed in the future, but it is something I can live without.
2. No Scrin: This is a complaint others have had too, and I agree with it. I have played through the GDI campaign, and partially through Nod, and there is very little mention of the Scrin, and no secret campaign yet (smile). Including the Scrin both in the story and in the actual gameplay would have been a smart move and would have made it even more fun, but perhaps we must see if there is an expansion...
In conclusion, this game is an excellent game and is quite fun. It has a reasonable level of realism for its genre, its graphics are excellent (and not at all cartoon-ish), and its execution is splendid. There are few things I would like to have seen, but one cannot have everything. Bugs have been few, and the game is quite stable for this early stage in its life.
Pros:
No Harvesting (yes, this is a pro)
Better tactics (thanks to the unit limit)
Excellent multiplayer (thanks to the class system)
Co-op campaign
Experience and leveling
More durable units (and more units in general)
Fast-paced gameplay
Variety in classes/factions
Challenging AI
Cons:
Campaign too short
No Scrin (so far)
Faction-locked teams
One more note: As to DRM, which is another issue of complaint, I have to say that DRM is bad, yes. However, DRM is a feature of most games today and will continue to be, and thus there is little consumers can do about it. I personally believe DRM will go through cycles: it will to grow until it reaches critical mass (as with Spore) and then produce such backlash (as with Spore, the most pirated game in history) which will cause the DRM pushers to cool down. It may produce a feeling of "renting" your game, which is not good, and I wish that we could all own our copies of the game forever, but with online gaming being what it is, I believe it is no long possible with many kinds of games.
CC4 - Left me hanging April 25, 2010 E. Marion 2 out of 9 found this review helpful
The gameplay was good; I'd never played this series before (did play Red Alert 3), but my husband had, and filled me in on the plot. I enjoyed playing both sides, the only thing that could use improvement was the ending, it totally left me hanging, the whole series was leading up to this point and... you die! You don't know what happens, totally lame. My husband said that the other games in the series were more complicated, with many more missions, and he felt like they were just rushing to release at the same time as Supreme Commander (which was far worse). Fun to play as a newcomer, but my husband was disappointed.
Improvements on the previous games April 16, 2010 James H. Sutton Jr. (Tampa, FL) 2 out of 10 found this review helpful
The newest C&C is a good game with lots of on-line multiplayer action. They seemed to have removed completely the ability to build massive armies and tiberium is no longer "money" for the player, which is a significant change. You still collect tiberium, but only for upgrades. Your ability to build buildings or units do not cost you certain amounts of terberium. You'll understand more when you play, but it makes the player more focused on warfar strategy than tiberium collection.
Heavy focus on multiplayer action....
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