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Command & Conquer Generals

Developer: EA Pacific
Publisher: EA
Genre: Real-Time Strategy
Players: 1-8
Similar To: Command & Conquer: Red Alert 2
Rating: Teen
Published: 02 :25: 03
Reviewed By: Ryan Newman

Overall: 6.5 = Fair

Screenshots

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Minimum Req.: P3 800, 128MB RAM, 32MB 3D Video Card (GeForce 2/Radeon 7500), 1.8gb hd
Reviewed On: P4 2.5Ghz, 256MB, GeForce 4ti 64MB, SB, Win XP Pro

Intro

Failing to get support in their campaign against terrorism in the Middle East, the United States has now become an isolated country in a time of increasing danger. China is on the brink of a cultural and economic revolution, but right as they are on the brink of a breakthrough, an upstart loose alliance of terrorist organizations finds themselves a secure financial backer and begins their assault. Seeing China's newfound productivity as a threat, the GLA - Global Liberation Army - begin their assaults; seeing the problems, the Security Council calls upon the aid of others to help China in securing prosperity, but the U.S. isn't going along. Thinking themselves as secure, the U.S. leaves the situation be and is beginning to be seen as an advanced, but slowly weakening, military might. With the GLA strikes becoming more abundant, China's push to destroy the organization reveals the possibility of the different groups spreading out to all countries, with the United States being the key location. Now is the time to act, and it's again time for players to don their commander caps in a game so distant from the Command & Conquer series that it's surprising that it bares its name.


Gameplay: 7/10
The story I presented to you is about as strong as a presentation as you will get. Aside from the description on the back cover of the manual, this is the only resemblance of a story within Generals. Surprisingly, this latest installment of the Command & Conquer series comes barebones with nothing, aside from brief in-game cutscenes, that gives any form of a presentation; forget about the story, as it's completely ignored throughout each of the three campaigns. It never really becomes clear how the GLA, with its ragtag troops and equipment, could rival the power of China, not to mention the strength of the U.S…but I'm getting ahead of myself.

As I said, this really doesn't feel like a Command & Conquer game. This realization began to form early on when the trademark snazzy install screen was absent; no big deal, but it was also a small feature that WestWood put into past titles to give them a bit of flair. The intro explains absolutely nothing of the story as it merely shows in-game cutscenes mixed with a cropped image of a television signal. Thinking I would get to know what was going on, I went on ahead into the U.S. campaign and I was immediately greeted with a picture of Earth, along with three mini images of units and brief objectives; there was an audio contact heard, but never seen. This was really surprising as there was absolutely nothing to set the campaign up; it was basically as simple as, "go attack the GLA".

Throughout the various campaigns, it became clear that the statement in the manual of this being a mere inspiration of the original series was one of the truest things I had ever read. The imaginative mesh of real world and science fiction was all but gone as a mixture of units from Red Alert and the original series were mingled with more realistic weaponry that lacked the spark of the others. This change wasn't a very welcome one as it felt more as if I was playing through a special on the nightly news rather than entering into a fictional world filled with fantastic possibilities and a slight feeling of how it could happen in 50 years or so.

The change in direction isn't felt long though as the game is relatively easy and fairly short. With the three campaigns of the GLA, China, and the United States, with each having seven missions, the longevity of the title is hurt by having a skirmish mode that displays a lack of balance between the sides and a multiplayer mode that was a chore to use. Since the world map of different goals was scrapped, there was no feeling of global conflict present in the originals, and no real desire to go back and play a level over again. Not to mention that even on Normal, the game is too easy.

Not everything is bad about Generals. There are sparks of the previous titles' flair, like China's nuclear cannon and the GLA's rocket buggy. The realistic augmentations aren't bad either, with the U.S. being able to drop soldiers from Chinooks into fortified locations to clean them out without much hassle, pathfinders (snipers) that are a lifesaver when a wave of suicide bombers is on the warpath, ambulances for the wounded, while China's flame-tossing Dragon Tank and Gattling Tank rip infantry to shreds, hackers steal money, all while their trusty Migs light up city blocks with napalm-upgraded warheads, and propaganda spurs troops on to heal each other and fight with increased vigilance when grouped together. The GLA isn't to be outdone as they can incite angry mobs to attack hostiles, scud launchers, suicide bombers, and bomb trucks - also, despite the icon images, these aren't supposed to represent people from the Middle East; just completely ignore their garb and pretend they're white guys with really dark tans. The United States' technical superiority is slightly ousted by China's larger amounts of soldiers - along with increased explosive capabilities - while the GLA does what it can as they scavenge battlefields for parts and earn cash for each enemy killed, but ends up getting the short end of the stick as they have plenty of air defenses, but are still not quite capable of keeping back the onslaught of Migs, Ravens, Comaches, and Raptors.

The most fun comes in the form of General Points. These are earned throughout missions and carry over to the next, although some levels limit what can be bought, leaving a wide range of goodies for the player to choose from. Increased accuracy, artillery strikes, cash for killing enemies, better weapons, stealth bombers, and more await the general who goes for 5 stars. It's a shame that the player pretty much gets whatever they want when the level allows, as I would've preferred them being rewarded for performance per level.

In the end, Generals lacks the cohesion needed to keep a strategy game with three sides in line. Trying to capture the C&C spirit by bringing back weapons like Migs, Scud launchers, bomb trucks, and so on was an interesting effort that ultimately failed to include the spark that made the past installments so enjoyable. Completion of campaigns brings half-hearted endings, and even victories present identical screens for each faction. With a questionable menu system, pathfinding problems, and devolved controls, Generals feels like a step down from the far superior Red Alert 2. While far from a bad game, this isn't the same caliber of Red Alert 2; tacking the Command & Conquer name onto the produce seems to have been purely for brand recognition, because this isn't the series I've been playing for years now. A solid offering, but ends up feeling halfhearted.

Graphics: 8.5/10
From afar, the gritty landscape is impressive with decorative buildings and streets filled with roaming civilians. Units look well, as they kick up dirt and dust on their way to make all kinds of pretty explosions; it's also a treat to see heavier vehicles knock over trees and the lighter ones kick up more dirt whenever they put the pedal to the metal. To see the game's true beauty, one has to look up close; when zoomed in, amazing detail is presented on vehicles with gorgeous textures and subtle goodies. Watching gatling guns on top China's Overlord (Mammoth) rip into a GLA angry mob is a sight to behold, as is the resulting napalm from a Mig strike as the blue flames twist around with the wind and blow walls off structures. With destructible cities and gorgeous explosions, there's rarely been a battlefield as lovely. Although lacking the character of, say, WarCraft III, the gritty combat is reflected very well.


Sound: 7/10
So-so voice-overs accompany some relatively standard generic rock as the backdrop for the combat. In the past, the Command & Conquer titles have tended to have excellent soundtracks, but this one just doesn't stand out. It does the job though, and some nicely done sound effects help to pick up the slack. Heavy vehicles will let out loud thuds as their shells go flying into the air and tires will whiz with the GLA's Technical as it climbs a small incline. On average, the effects are solid.


Control: 6.5/10
Troublesome pathfinding makes a resurrection here, as do instances of past mishaps with harvesters - both problems which seemed to have been eliminated, for the most part, in Red Alert 2. Soldiers will take some of the most inopportune routes to go to their destination, while money is being held up because one of China's delivery trucks can't seem to turn around or a GLA member doesn't seem to know how to deposit the goods; luckily for the Americans, their Chinooks keep their money train going smoothly.

Menus are also awkward with grouping troops and waypoints no longer having handy icons, and some crucial powers not given the prominence they deserve. General powers are presented as icons on the right side of the screen, but oddly, features like carpet bombing the particle cannon have to be selected from their appropriate buildings, and then told where to attack. The ability to bookmark sections on the map does help, and it's a nice feature in general, but it shouldn't be used to fix such a simple problem. Other oddities include the lack of a number of units selected, when multiples are chosen, and double-clicking to fortify and evacuate a building; the latter is now done via icon or hotkey. In all aspects of control, Generals feels much less refined than RA2 and is needlessly difficult to wrangle, considering the age of the series and experience of the development team.

Overall: 6.5/10
Command & Conquer Generals is an enjoyable game, but lacks the longevity, charisma, and sheer guilty pleasure of Red Alert 2 and its predecessors. The lack of a story and cohesive measures makes the campaigns feel like they're simply slapped together, with a severely limited amount of information being given as to how a mission got to the point to where it needs your intervention. The rehashed units also fail to capture the sci-fi wonderment and the result is a title that feels a little too contemporary and realistic to bear the C&C name. Fans of the genre, and those with a nice system, will no doubt enjoy Generals, but those looking for something new and exciting would do best to look towards some oldies in the bargain bin.

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