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Command and Conquer: Generals Beta Impressions

Discussão em 'Jogos - Discussão Geral' iniciada por Korben_Dallas, 7 de Janeiro de 2003. (Respostas: 1; Visualizações: 704)

  1. Korben_Dallas

    Korben_Dallas Zwame Advisor


    One of the most anticipated strategy titles for the PC is almost here after numerous delays with its fair share of hype and expectations. Command and Conquer Generals looks to redefine the CNC universe with EA Pacific’s Sage graphics engine, and offering three playable sides for more variability. ActiveReviews was fortunate enough to be able to test Generals, and we’ll give you a full hands-on report ahead.

    To better understand a game like Command and Conquer Generals, you have to be familiar with the past CNC games such as the original Command and Conquer and the Red Alert series. Gone are the NOD and GDI factions as the CNC armies have been updated to be more non-fictional. CNC Generals now features the USA, China, and GLA armies instead. Let’s take a minute to review each faction:

    - Utilizing cutting edge technology and heavy firepower, the USA faction sports a brutal light armor division and a deadly air division. The USA focuses its style on spy equipment, mobile armor, and aerial attacks. Comanche helicopters can be assembled to take down infantry while Aurora bombers can be called in to lay down carpet bombing. The humvee transports are especially effective when they’ve got a crew of rocket soldiers riding in them. USA is relatively the most basic of the three armies.

    - China’s style functions on the idea of the collective (as a socialist country would) and uses propaganda to heal and strengthen its troops. China features an incredibly powerful armor division with several multipurpose units such as overlord tanks. China also uses intelligence such as hackers to steal money from enemy buildings and disable or capture important structures. China has quite a bit of interesting units, and is very effective at shadow ops.

    - The GLA army believes in sacrifice and terrorism. Their style is very direct and deadly, with attacks such as suicide bombings and anthrax attacks. The GLA also have some impressive abilities such as tunneling networks and a sniper that can kill pilots and drivers of vehicles which can then be taken over by infantry units. The GLA has various ways to earn money and has devastating suicide attacks.

    Now that you have an overview of the three different factions, we will go into more detail of the actual gameplay, because that’s what matters right?


    So far, the balance is very good. I have to admit I was very impressed with the balance when I played for the first time. As with most RTS games, each side has units that compliment one another. Each side has a grunt with a machine gun, a rocket soldier, a tank of some sort, etc. How the units differ and how they are used, is what makes the balance kick you in the yammy. Rocket soldiers are very effective against tanks, almost unstoppable in large number even. However, there are several means of quickly dispensing infantry units, like a Scud Storm, Flametank, or Gatling-gun tank. Such diversity adds tremendously to the strategy, which we will get to in a moment.

    While there has been a huge uproar on the beta forums about rushing, I have yet to notice such tactics used against me. Most of the games I’m involved in last at least 30 minutes from anywhere to 2 hours. The games can be long because it takes time to build a decent sized attack force, and spending a lot of resources on defenses makes it take even more time. Some players just hold out long enough to build a super weapon, others use guerilla warfare tactics to try and bleed you dry. Then again others have no idea what the hell is going on…

    The major devastating attacks (super weapons) are back of course. The USA has a particle cannon that’s similar to the Ion Cannon in the previous CNC games, China has a Nuke silo much like the Russian silo from Red Alert, and the GLA uses a Scud Strike that unleashes a huge blanket of anthrax poison everywhere, killing all troops instantly. Much like Red Alert, each big bad attack takes roughly 5 minutes between each discharge and the countdown is displayed on screen to all players, so you know if your enemy is about to drop a huge bomb on your base. One awesome aspect about this is you can use reconnaissance to locate your opponents launching facility and attempt to either destroy it, or do what I prefer to do and capture it. I’ve found that a few times my enemy is busy off somewhere else, fumbling about trying to destroy my defenses or something as I capture his nuke facility 10 seconds before launch. Before he knows what’s happened his own nuke is being launched directly at his base. Out of the 3-4 games I’ve played, I was actually able to pull this off twice, and the effect is quite hilarious. The beauty of it is the regular ground troops can capture structures, so the more you have the faster you can commandeer a structure. So one possible strategy on the USA side is to load up a Chinook or a humvee with troops, sneak into the enemy base and try to take over his stuff while you’re keeping him busy with a separate attack. This is just a small example of one of the sound strategies you can take, which is where this game really shines so far. It’s all about strategy man.

    Resource gathering is now accomplished via supply depots, which are basically yards of crates that can be converted to cash through your supply center. The oil derricks and other resource providing buildings have returned, and are placed throughout the map. For the most part resource collecting is sluggish unless you build a great deal of vehicles to harvest the crates, which in turn depletes the supply very quickly. Maintaining control over oil derricks and depots is crucial to a constant influx of cash, and normally results in long battles over the derricks. There are also auxiliary supply depots scattered on the map, but placed in the middle areas mostly and also are highly squandered and sought out. Resources are scarce in this game, but since there are plenty of other methods to make money it does not pan out to be a resource based game. For instance, the USA has a supply drop where every two minutes a cargo plane will fly in and drop supplies. China has the hackers which can steal money from enemy buildings. The GLA has the black market and can actually salvage junk and destroyed units. Overall, money is normally not a large problem and you accumulate it much quicker than it seems.

    Another cool addition was the generals ranking system. Basically, as you progress through battles you gain experience as a general, which unlocks new powers and upgrades as well as units for you to build. For example, the A-10 strike for the USA which recharges after a certain amount of time. Each general begins the game with one star in rank, and there are three tiers of abilities a general can utilize. The more fighting you do the more experience you gain and the better off you’ll be. Some of the abilities are so good it can be the deciding factor of a stalemate at times. It is a very nice addition to the game.

    For the most part, there were no disappointments to be found in the actual gameplay. The balance seems right, and it’s very fun.


    All of the previous Command and Conquer games used music by Frank Klepacki, but now that Westwood Irvine has been renamed to EA Pacific, they opted to go with composer Bill Brown. Brown has scored a heap of games including Return to Castle Wolfenstein, so he is no stranger to the game scoring world. Brown’s orchestrated tracks fit the pace of the action, and the electronica influence compliments the soundtrack perfectly. Each side’s music reflects the ethnic sounds of the army’s country as well, like the GLA tracks sounding Middle Eastern. Overall, the music sounds more suitable for a film score, but turns out to work very well in this game. I found myself cranking the speakers during intense battles as the music kicked in, much to my roommate’s dismay.


    The Sage graphics engine has done EA Pacific proud, not just giving the Command and Conquer series a much needed facelift, but also converting the strategy series to full 3d. The camera can be rotated and zoomed freely, and buildings can also be rotated before they are placed. Realtime shadows, billowing smoke, swaying trees, and dynamic lighting feed the eyes nonstop. The 3d aspect now forces the player to be more adept to defending their base from all sides and also paying heed to obstructions to your view. Units can use elevation to their advantage for tactical gain or recon purposes. The graphics are also excellent, even at the dismal resolution of 800 x 600. The vehicles models are pretty accurate and have very detailed skins. Tanks leave tread marks, knock down trees, and rock from recoil in articulate splendor. It looks kickass, man!


    The largest problem with the beta so far is the testers themselves. Never have I seen such a collection of oddball and immature players. The forums are a sight to behold as well, with all kinds of shit going on in there it makes one wonder just how these testers were chosen. CDkey theft schemes, moderator impersonators, and all kinds of other crap. Still, the testers are not entirely EA’s fault. Suffice to say, they’re my biggest complaint with the beta experience, which says quite a bit about EA Pacific’s game.


    To round it all out, even in the beta state Generals is damn nice, with excellent graphics and surprisingly good playability. We can’t wait to dive into the single player campaign. All that’s left for this title is some fine tuning and optimization, and EA Pacific has a sure-fire hit. In short: hot damn bring on the full version!

    Special thanks to Roushimsx for the ass whuppin’ and the screenshots, he’s one of the three testers I actually trust, or like playing against for that matter.

    Keep in mind this is just a preview, and not intended to be a review or any representation of how we feel about the final version. So with that said, ignore the rating.

    Rating: 4/5
    fonte: activereviews.com

  2. ymene

    ymene Power Member

    Balanceamento -> os USA têm um avião chamado aurora que não pode ser abatido quando vai a caminho do alvo (exemplo um silo do missil nuclear) e não importa quantas anti-aerias tens pq a ***** do avião não pode ser abatido fdx ,ou seja contra um jogador USA não vale a pena usar as superweapons.

    as torres dos usa são as + fortes e actuam da mesma forma das torres prisma do ra2, ou seja, as torres que estão fora de alcance disparam para a torre que tem a unidade alvo na mira, o resultado é uma chuva de misseis, ***** 1 tank ou avião com 1 tiro.

    BUE lag, jogos de 5 horas pq acabam pq o outro gajo teve de ir dormir fdx ganda *****.

    finalmente a estratégia : SIMPLES encher a m*rda do mapa com defesas (torres) e aviões, acaba por ser a guerra de defesas GANDA ***** e não vale a pena ir com a cena das unidades de longo alcance (equivalente do siege tank do starcraft) pq um avião ****-te a ***** do inferno cannon (siege tank do starcraft) com um tiro.

    ps : e por fim a unidade + estupida q alguma vez vi num rts, 1 sniper q consegue matar os condutores dos tanks loloololllolol OMG q estupidez.
    Última edição: 7 de Janeiro de 2003

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