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Playfuls.com Command & Conquer 3 Tiberium Wars Review

The shammed silence, whispered in the ears of time since our last strategic meeting with Command & Conquer universe, got its share of effects. This aspect certifies the advertised impact, promised to the third well off iteration. Tiberium Wars was conceived from day one as a return to its roots, through traditionalism, and a generous sample of technological progress, through visual fluency. But since the storm of needs (not the "biological" epos) converges into a shabby walk, the producers' efforts couldn't have restrained themselves from stirring up personal controversies. There's nothing more surprising really, than the structural elements' cohesion, and the lack of innovation, gameplay wise. An approach that assured its place for later on, because it's only fair to admit that the anticipation of the new elements masks the itch of keeping the concept in a different yet familiar setting. Hence, Command & Conquer (3) remains a RTS intended for veteran upholders.

This doesn't mean that the players barely initiated into "Kaneism" will not enjoy the producers' "initiative(s)". For starters, any eye is bound to delight with the video sequences broadcasted between missions, featuring real actors and emergency sets. I'm not going to divulge names, and neither tick off some epithetic actors' play, as we're not sitting in a movie house, where I always dispose of time and reasons for seriously thinking about jabbing the person in front of me through the back of his chair.

   The game's single-player core got beefed-up a little with the addition called Scrin. This Scrin comes from the depths of a galaxy far away, a perfect spot for imagining and creating the residential land demanding alien race. The request wasn't properly honored, giving the fact that the aforementioned campaign ends up much faster than the two underlying "alternatives": GDI (Global Defense Initiative) and Nod, Brotherhood of Nod. These are scanned, as usual, with practical sense and diversity reward, where the field actions get round-off with unlocks and numerous stats for the chosen.

   Since the game's title needs no presentation (I'm pretending not to hear those in the back), I ought to skip the chemistry lesson, and place the conflict between the three existing factions upon the spreading tiberium and the monopoly's importance. This can be imagined as a bunch of patents over technologies that our primitive Terra only dreams of.

   If the day-fed campaign length is a positive aspect when it comes to amplify the replayability factor - granted the holiday / leave / retirement already knocked on our doorsteps - the real gameplay value lies among the (extremely) various missions and the sets' imaginative "familiarity". The variety comes from the successful mix of primary and secondary objectives, which in turn combines the proper attack with "sabotage" maneuvers, mechanical knack tests, and the "imposed" resourcefulness in creating temporary alliances, based on the saying "the enemy of my enemy is my friend!". The "familiarity" enrolls on the path of the post-apocalyptic backdrop, and carries our eyes from Washington DC to the Amazon's dry basin, which contrary to the expectations, barely stands out of the anonymity (think of the war zones' aridity as a parameter of future-driven RTS titles).

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