Showing posts with label command and conquer. Show all posts
Showing posts with label command and conquer. Show all posts

Command and Conquer Generals Review

Command and Conquer Generals
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Command and Conquer Generals ReviewC&C Generals is definitely one of the best RTS games there ever has been. And with the low price for the game and the expansion, this is a great deal.
Generals was a very solid game. A good challenge with excellent graphics and gameplay. the only problem I had was the difficulty settings. If you play this on easy, it was too easy. It you played it on hard, it was extremely hard. Other than that, the only other thing would be that I wouldn't reccommed this game if your computer is below the following: P3 1000mhz, 256 ram, 64meg video card. It was quite laggy, but playable. I upgraded to a P4 2.8mhz, 256ram, 128meg video card and this game played great on the highest settings.
You also get the expansion pack Zero Hour which I believe is the second best expansion pack ever (behind only Warcraft 3).
You get 15 more missions that are pretty challenging with more units, maps, and just plain fun.
There is also something called the Generals challenge which allows you to choose 1 of 9 different generals and you play against the other generals in 7 different battles (they mix them up depending on which general you choose). And this is quite challenging (again, don't play this on easy as it is too easy) and very fun. You can also use these generals for games vs the computer opponents or for on-line/LAN play. The generals give you more units and buildings. this expansion pack is what really makes this game rock. Alot of replay value here.
If you haven't gotten any of the C&C Generals games yet, here is your chance to get the whole thing at a great price and enjoy a great game.Command and Conquer Generals Overview

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Command and Conquer Generals: Zero Hour Expansion Pack Review

Command and Conquer Generals: Zero Hour Expansion Pack
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Command and Conquer Generals: Zero Hour Expansion Pack ReviewAlthough Generals added a new standard of graphics and several new and interesting departures from the original C&C game design, it was something less than revolutionary. Zero Hour goes a long way toward addressing this issue, and really turns Generals into a completely new game.
The expansion adds a new campaign for each side, with about 5 missions each. The campaign is interesting, and adds a few new elements, but is actually not the best part of the expansion. There are full motion video cutscenes (reporters talking about what's going on) to add some depth to the story, which is pretty straightforward stuff that could happen sometime in the near future (though we hope not). The missions add unique buildings and locations, all well done, as well as objectives that are pretty fun to carry out. Some of them are quite difficult, and there are a few stealth commando missions that Generals sadly lacked. There's also some campaign-only powers, such as the ability to call in battleship artillery and carrier strikes in one of the USA missions.
The real meat of the expansion starts with the new units and upgrades. Each side has new things, some of which go a long way toward filling holes in the armies' capabilities. China, for example, gets some much-needed surveillance by way of the Internet Center, and a worthwhile stealth detector in the Listening Post. Frenzy, a new general power, increases the firepower and armor of units for a brief time. China also gets added airborne firepower with the Helix and the ability to carpet bomb. The GLA gets several low-tech solutions, most of which are still geared toward outmaneuvering rather than outgunning the opposition. The Battle Bus, however, can pack quite a punch in a frontline role. Fake structures, a sometimes-useful throwback from Red Alert, can also be purchased. More interestingly, they can be upgraded into real ones, which is a nice way to play with an opponent's mind. The USA gets a powerful base defense with the Fire Base, which is garrisonable, effective against infantry, and doesn't need power to shoot. They also get a mobile anti-air unit in the Avenger, making it unnecessary for you to bring weak Missile Defender-packed Humvees along in future battles. Three new tech structures are also added- the Repair Bay (repairs all your ground units), Artillery Platform (shoots at enemies with a howitzer), and Reinforcement Pad (produces a tank on a countdown).
The upgrades and units are standard expansion fare, but Zero Hour adds something else- new generals, each with their own combat styles, units and powers, and personalities. There are three for each side- Air Force, Lasers, and Superweapons for the USA; Toxins, Camouflage, and Demolitions for the GLA; and Nukes, Tanks, and Infantry for China. Each of these has a doctrine that you must adhere to if you wish to use them effectively, and have weaknesses that hold you to it. For example, the US Air Force general cannot make tanks, but has aircraft cost reduced, unique and better air units, and a point defense laser on all airplanes that along with the standard countermeasures upgrade makes them practically immune to missile fire. China's tank general can build the Emperor Overlord, which is the newest and baddest vehicle on the ground. The GLA camouflage general can make literally everything invisible to the unaided eye, and turns the GLA into a real guerilla army (his Scud Storms are especially scary). All of these generals can be used in skirmish or multiplay, and there is a special 'generals challenge' campaign in which you pick one and play against all others. Your opponent is always on territory that favors their doctrine, and it can get pretty tough. This is a great way to accustom yourself to the various generals and pick your favorite, and is also quite fun since your opponents continuously taunt you during the games.
It's worth mentioning that several nice tweaks have been added to the engine. For example, fighters on an airbase will automatically attack nearby enemies, and both superweapons and scouting powers (e.g. radar van scans) appear as a sidebar icon with a number indicating how many are ready, if it's more than one. This makes it no longer necessary to separately hotkey practically every unit you have. Multiplayer options have been added, such as how much cash to start with, and no superweapons. The already excellent graphics have been improved, with even more fantastic fireballs, flotsam and jetsam, and better water effects. The result is undoubtedly the most graphically appealing RTS out there, though you might need a new video card if you want to run at max detail.
In summary, Zero Hour is for all intents and purposes a completely new game. Some have argued that it is what Generals should have been from the start, but I'm glad EA took the time to do a good job on this rather than rushing it for release. I honestly have no complaints about the expansion- it's one of the best ones I've seen for any game. It's a definite must for any Generals fan, and even if you weren't overly impressed with Generals, Zero Hour might just change your opinion.Command and Conquer Generals: Zero Hour Expansion Pack OverviewCommand & Conquer Generals: Zero Hour challenges you to face off against other military leaders using the most advanced arsenal in history!

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Command And Conquer Generals Deluxe Edition - Windows Review

Command And Conquer Generals Deluxe Edition - Windows
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Command And Conquer Generals Deluxe Edition - Windows ReviewFirst, I want to say this game ROCKS. I recently repurchased it because I wanted a game worthy of my time. My very favorite aspect is that it favors brain over brawn--with the (possible) exception of the Chinese Overlord Tank, there is nothing you can spam to blindly charge and overcome everything. But if you pick the right units and manage them smartly, you can acheive Spartan-like dominance. Last night I sent over 200 GLA basic infantry at a Patriot Missle embankment of 10 or 12 units, and moved at least 3 dozen rocket buggies around for a flank attack. My opponent saw my buggies with his UAV scouts, and killed them all with a handful of commanche helicopters (buggies have no air defense), while my AK47's and suicide bombers were slaughtered by his missile turrets (they're not meant to fight defense buildings). In the next minute he lost 6 commanches and 2 tanks to my 6 RPG troops bunkered in a building. You CANNOT throw stuff blindly around and expect to win. I like having to think.
Since no other reviews on here seem to do this, let me briefly review my impression of each faction.
USA--these guys are about two things--communication, and precision. The U.S. start out with radar, and they're the only faction to do so. An early General ability is to drop a UAV scout over any point in the map, and as long as it's not detected/shot down it will stay there and show you that part of the map. In addition, the U.S. Command Center has an ability to do a radar sweep of an area at will. Finally, you can also have a detention center that will periodically allow you to see EVERYTHING your opponent does. Basically, the U.S. is Big Brother, and he's watching you. Even their defense systems communicate. If two or more Patriot Missile emplacements are close together, they can network to all fire at the same enemy--even if that enemy would normally be out of range for one of them.
The precision part shows up in the U.S. Arsenal. The Pathfinder (sniper) can make quick work of infantry, and their big tank (The Paladin) has a slow-firing defense laser that can even stop a SCUD missile. They have a broad air force including a fighter jet and stealth bomber (both limited in use, in my opinion), an attack helicopter (commanche), and a supersonic bomber. The chopper can make quick work of any ground unit that's away from air defense, but is made of paper and goes down pretty easily. The Aurora bomber can put a nasty bomb anywhere you want it, being impossible to hit until it has dropped its payload. Even the U.S. superweapon is precise--the ion beam is mouse-controlled to affect a very specific area. In comparison to the other two weapons, this is pretty underwhelming--but the rest of the American arsenal makes up for it.CHINA--These guys are about brute force and strength in numbers. Their basic infantry, rocket infantry, and basic tank are all slightly weaker than their American counterparts, but they also get a "horde" bonus if you have a group of 5 or more close to one another. The Chinese don't start with radar; you have to build a separate building for that. While they don't have the map advantage that the U.S. does, their focus on specialty armor and artillery make them a formiddable foe. Their basic defense turret is a gattling cannon instead of a missile emplacement, so it deals much better damage to infantry and aircraft.
The Chinese have an air force, if a very limited one--they only have one plane, the MiG. It's slightly better in air combat than the U.S. fighter plane, and its missiles have a napalm effect--get a few of them to bomb the same ground target, and you get a nasty little firestorm effect that lasts for a little bit. The real stars in the Chinese arsenal are its artillery and the Overlord tank. Its basic artillery fires a napalm shell, and if you get a few of these guys going you get that same firestorm that makes for a handy no-man's land. This can put a sudden stop to any opposing land assault. If you don't want several basic artillery running around, you can also opt for one or two nuke cannons. They lob mini-nukes great distances, and they do severe damage with a radioactive lingering effect. The Overlord is a gigantic two-barreled tank, the heaviest ground unit in the game. It can be upgraded with a healing tower, an infantry bunker, or a pair of gattling cannons for air and infantry defense. While not such a star, the Chinese gattling tank is also a force to be reckoned with. Basically, this armor-centric arsenal is designed to punch through and mow down anything in their path. If you preferred the Orcs from Warcraft 3, these guys are for you. Their superweapon also demonstrates this--while consuming a great amount of power, the Nuke is the Big Ugly of the super weapons and leaves a long-lasting radioactive effect over a large radius.GLA--These poor guys don't have map-hack skills or brute force. They're the ragtag, the rebels, the little people, and very difficult to play with--I'll spend a bit more time on them so you can see how they work. They also, unsurprisingly, don't start with radar--you have to get the vehicle for that. The extra delay of having to build a vehicle depot means that the GLA goes the longest in any game without radar, and this makes you feel pretty vulnerable starting out. There's also a consistent sense of being broke, at least early on. The USA uses its mighty Chinooks to get supplies, and the Chinese use their supply trucks. The GLA uses slaves. They don't take as long to collect supplies, but they move more slowly and carry less. And they complain.
Despite these difficulties, the GLA is surprisingly viable as a fighting force--instead of brute force or precision strikes, they excel at map control and generally annoying the crap out of your opponent. They're very versatile--unlike the USA and China, they do not require power plants to keep any of their buildings running, so you never have to worry about support for your buildings. This allows you to decentralize greatly, to great effect. For example, troops will not automatically attack most buildings, so destroying a base is cumbersome work. If you know which buidings to take out, you can cripple your opponent. If they can't find your important buildings or you have more than one, you can frustrate them greatly--especially if your base has defense buildings throughout.The GLA defense building is the stinger site, manned by a few rpg troops. These troops can be killed separately from the site itself, but over time they regenerate. If the stinger site itself is blown up, a tunnel hole is left, and you can quickly rebuild if the tunnel hole hasn't been destroyed. They also have a Tunnel Network building, which allows you to move up to 10 troops instantly to any other Tunnel Network building you own. This makes for a very fast reinforcement system to frustrate your opponents advance.
The GLA arsenal is almost entirely constructed of paper meche, but very cheap. In terms of infantry, the best unit is the mob. Starting with 5 civilians with guns (and later, AK47s), this unit gets larger over time and is very hard to kill. They use Molotov cocktails on buildings and vehicles, to great effect. The GLA armor division is also very ragtag. Quad Cannons are like a paper version of the Gattling tank, and even the Marauder tank can't really hold its own against other armor. But, both of these can upgrade their guns to great effect by "salvaging" the remains of enemy tanks you kill. You can also get a "junk" upgrade that lets your fighting armor repair itself on the fly, which is really handy. For artillery, you have a rocket buggy (which has range juuust longer than that of defensive buildings) and the SCUD Launcher, what I consider to be as good as the Chinese Nuke Launcher. It doesn't fire as far, but it hits hard and it's not nearly as cumbersome. And you never know when it will pop out of a tunnel network. Finally, the GLA have the truck bomb--yes, manned by a suicide bomber. This can be disguised as an enemy armor unit, and your opponent has to manually click on it to undo the camouflage. He'll see this coming when you attack him--but defensively, it can make a significant difference very quickly. And of course, the GLA have no air force at all. Their Superweapon is the SCUD storm, a toxic wannabe Nuke shower that still covers a large area and hurts worse than the USA superweapon.Command And Conquer Generals Deluxe Edition - Windows Overview

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