![]() There's been a MUCH needed GUI update, previous games have always taken up so much space but you still can't zoom out far enough. You'll be using delete to remove units a fair bit when you hit your cap and you desperately need an engineer for heals or to recover a husk - Hex I did like how upset they sound when you decommission them. You'll be decommissioning your crawler as your obejective changes, and you're not always told when is a good time to do it. You can't attack-move your way everywhere though - you do have to stop and regroup, and swich crawlers now and then. You'll leapfrog around the maps, attack moving to new locations and setting your engineers to defend and look after your squad as well as pick up any husks they can find along the way. Crawlers also have their own abilites which build over time and reset when a crawler is destroyed. You pump out units form a crawler unit that can only deploy when unpacked but you can get a few units ready before letting them loose. Offensive will see you charging into the fray with tough units, defensive will better equip you to stand your ground, where as the support is more mobile. ![]() The strategy here has shifted from production and classic real time strategy, to squad based tactics, collecting XP, and picking classes that suit a battle situation Offensive, defensive - or support. ![]() I'm gonna do my best to keep my fanboyrage at bay Hex but no promises.įair enough. C & C 4 is full of RPG elements, leveling, population caps and abilities to unlock. and probably kinda funny but it's not why I play God of War. Yeh but but what if god of war 3 turned out to be a point and click dective adventure? Sure it might be cool and polished. I've enjoyed this franchise so much.ĭon't' you think change can be good though Baj? You can 't deny it's not a polished game and our co-op sessions were quite fun. I've been following C & C since the first game, and it's the final chapter in the tiberium story and I don't get to play it the same way as the every other C & C. I'm glad that they've continued the CO-OP trend started with Red Alert 3 though, but Hex I was honestly sad about this whole change of gameplay. unless I'm playing a bit crap, it's a bit grindy and I don't like to grind in an RTS. but I can't help but feel the game is encouraging me to play online or skirmish modes just to get through the singleplayer. I liked that every mode, skirmish, singleplayer, multiplayer - it all gives you XP if you win or lose or whatever, you get something depending on whatever you want to do. So you'll have to do it all again, with the other faction. You also earn XP in multiplayer which will unlock items for only the faction you're playing with. ![]() In the multi-player modes, you'll need to hold on to nodes for as long as possible to accumulate points. In place of this, players will be required to capture and control goal nodes, and work your way through a variety of GDI and NOD scenarios, and it might remind you of Dawn Of War 2 a bit. In an attempt to control the spread of the substance the two factions form an alliance - but of course that doesn't work out and we are at war once again. ![]() Ten years after the final events of Kane's Wrath, however, Tiberium has spread and has rendered the earth nearly uninhabitable. Yes! To get you up to speed, a meteoric collision brought an alien substance known as 'Tiberium' to earth, with its strange and hazardous properties resulting in a war between two globalised factions: The UN's Global Defense Initiative who are keen to prevent the spread of Tiberium for safety reasons - and the mysterious Brotherhood of Nod, who embrace the substance as the mark of the next stage in humanity's evolution. The final chapter in the Tiberium saga is at hand - Command and Conquer 4: Tiberian Twilight will finally give fans of the series some closure on the story of Kane and the motivations behind his decade-long plan. ![]()
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