Command & Conquer 4

But C&C 3 came out last year! We can be sure of only one thing: IT WILL SUCK BECAUSE IT WAS RUSHED, AND EA MIGHT BE GOING OUT OF BUSINESS.

I’m pretty sure C&C3 came out in 2007.

None of these games came up with the design for the quadrupal mech, but they did each have their own distinct variation of this unit. Compare the CnC4 mech with the Scarab from Halo Wars and the Mammoth Mk2 from Tiberian Sun, tell me it doesn’t look more like the Scarab than the Mammoth.

As it stands now, I think CnC4 looks like some generic RTS game with none of the charm from Tiberian Sun/Firestorm, they’ve completely done away with the original lore.

Remember how they hired a bunch of MIT eggheads to come up with an explanation why the tiberium crystals looked different in CnC3, well none of it can even be found in the game or manual! They’d rather pay some MIT guys to come up with an excuse as to why the tiberium looked different from the original games then listen to the multitude of fans and just keep the original design with pods. They consistenly change the things everyone loves and stubbornly refuse to change the things people complain about!

And just to be clear, I NEVER claimed nor implied that my opinion of this game was anything more than just an opinion. Yet almost every single reply made it seem as if I claimed it to be the gospel truth! I find it funny that while you all tell me to respect other people’s opinion, the only person in this thread who gets bashed (me) just happens to be the one person who’s opinion differs fom the rest. if I had made a post saying how awesome this game looked nobody would’ve said a word, but just because I think this game is crap I get to hear this hypocritical nonsense about not respecting other’s opinion!

I accuse you of hating these new games just because EA made them!

:fffuuu:

By the way, I like the new Tiberium design, it’s way more sinister than a pod with itsy bitsy crystals on top.

I don’t hate it because EA made it, if Westwood had released that same screenshot I’d still think it was crap. And even though I’m not a fan of EA, that’s based on my experience with their previous games that they developed, it has nothing to do with me joining in - uninformed - with the popular EA-bashing.

[COLOR=‘Red’]I’m issuing some infractions for the way Lord Grievous was attacked for expressing his opinion.

Here’s a tip guys: if someone doesn’t like a game you do, it’s not the end of the world. Notice how I haven’t flamed to a crisp all the people dismissing L4D2 even though I’m looking forward to it immensely? You too can take the high road, and in fact you’d better, or I’ll have to take action. Disagreeing with someone is fine, but argue with their opinion, don’t attack them personally.

I sort of agree with Grievous. After seeing Red Alert 3, I seriously doubt they care anything at all about the CnC franchise, other than it makes them money.

so im the only one thinking that screen is bullshit ? Unless theyre running crysis engine i cant imagine the game handling such big textures …

As much as I dislike EALA’s tampering with the CnC franchise, their engines so far have always been top notch.

I do recall the explanation for tiberium changing being given in the first GDI mission in CNC 3, even in the demo you got that.
But i didn’t like CNC 3 compared to TS, i loved to play TS when i decided to try it out, after i played CNC 3, i hate how they removed stuff like walls, gates, etc.

Red alert 3 was just a little over the top for me, the gameplay was way too fast for a normal cnc game, and every unit having two or more modes just took the fun away of having different units at all.

In Red alert 2, you could build up a strong defence, and then launch attacks swiftly, but in most RA3 missions, you’ve got time limits, unit limits, and resource limits.
And then when you finally get the chance to build up your base, the enemy has 3 superweapons ready to blow up your whole base, and your allies’ base. Tanya was so weak that you’d have to train her like 10 times in one mission, whereas in a RA2 mission, tanya only lives once.

Yeah, this is basically how I feel about everything.

Yes, it’s purely a rusher’s game, the turtlers can’t do jack shit without walls and gates. Not to mention that most missions don’t take as long as the TS/FS ones. Ten minute matches…no thanks, that’s not worth launching the game for.

Im looking forward to the game, i like the storyline, and kane is a great villain, i have a question though. “Tiberian” Dawn, “Tiberian” Sun, “TiberIUM” Wars… wat the hell happened with the name, is it Tiberian or Tiberium?!

sighThey are different tenses of the same word to compliment the following noun.

I’m new, but I thought I may as well contribute rather than start with the formal ‘hello’:

I do agree with Lord Grievous on the issue, especially regarding EA’s rather hefty rebranding of my beloved franchise. Not so in terms of the games themselves, story-elements and such, but rather the gameplay focus itself. Allow me to explain…

Since the dawn of RTS games, there’s always been the ‘rushing’ crowd. I’ve always called them “Crafters” and we all know who they are: those who mastered pumping out 10 zealots in the time it takes the average player to build his first bunker. They’re the crowd that likes to race to the front lines with loads of cheap, insignificant units, drooling for that ‘victory’ screen, their eyes flush red - ripe with blood lust. All of this with the intent of pounding you into the ground as quickly and seamlessly as possible without ever even touching the second tier of development.

Outside the campaign, I doubt some of them even know what other units are available.

Regardless, it seems to me that it’s to these people, this crowd, that EA seems most drawn, most faithful, and admittedly (from a business standpoint) I can’t blame them: tournaments, leader boards, ladder matches, all great for business. Games are over quicker so that more can begin.

Sadly, this particular style of play doesn’t appeal to me…I’m a strategist, and yes, rushing can be considered a brand of strategy; but I prefer a nice, slow, calculated game of chess over a slap-happy game of checkers. Korean tournaments prove to me, time and time again, that the victory most often goes not to the player who can mount an effective assault; but the player who can field the most units in the least amount of time.

It’s not just EA though! Aside from the Supreme Commander series and perhaps the Age of Empires series (R.I.P.), today’s RTS genre is very rush-oriented and we’re seeing it even more in future releases such as Starcraft 2. It’s this gradual shift in audience that’s turned me even more into a 4x geek: Civilization, Sword of the Stars, Galactic Civilization, Total War, etc. Many allow for the RTS elements, like Total War, but with a certain level of strategic flair that really appeals to me. I’m sure many of you will disagree with me, and others will say, “So? You’re just upset you can’t defend against a rush”; but it isn’t whether I can defend against a rush, but whether I’m having fun while doing it.

Edit: tl/dr: I find that rushing tends to spoil the enjoyment I get from building up a base, defining strategies and trying to conquer my opponent through tactics in contrast to spamming/overwhelming him with numbers in the first 5 minutes of the game. Further, I find that EA tends to curtail their development toward this particular player base.

Thank you for a very intelligent formulate first post! :smiley: tingly sensation

I totally agree. Some developers do indeed cater to rushes, even advocating them (as can be seen at some points in the Halo Wars tip bar). Indeed, this is a valid strategy…but I don’t play that way. And that’s why I am promptly demolished. I refuse to bend to their level, and, thus, I am slaughtered. It’s not fun.

Sry, What?

Gentlemen…BEHOLD!

===============
Joking aside, tiberium is the substance which we require for world conquest, “tiberian” is the term used to describe the war for tiberium. In other words, EA doesn’t double-check spelling - so why should you?

That makes sense, thanks

I’m really looking forward to see how the story ends :slight_smile:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.