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Command & Conquer series logo(1995–2013)(2002)(1995–2003)(2003–2010)(2011–2013)(2011–2013)EA Redwood Studios (2018–present)Platform(s), (, ),19952018Command & Conquer ( C&C) is a (RTS), first developed. The first game was one of the earliest of the RTS genre, itself based on Westwood Studios' influential strategy game and introducing trademarks followed in the rest of the series. This includes full-motion video cutscenes with a notable ensemble cast to progress the story, as opposed to digitally in-game rendered cutscenes. Westwood Studios was taken over by in 1998 and closed down in 2003. The studio and some of its members were absorbed into, which continued development on the series.

Goofy and fun and keeping to the spirit of Red Alert. I understand that quite a few of C&C fans started with Red Alert 2, but the goofyness put. Hell March 2. Frank Klepacki. Command & Conquer: Red Alert 2. Commissioned navy for @hoefwood44, part of the Red Alert Girls series. I Commission info I. Command & Conquer: Red Alert 2 (aka 命令与征服:红色警戒2, C&C:RA2) is a video game published in 2000 on Windows by Electronic Arts, Inc. It's a strategy game, set in a real-time, sci-fi / futuristic, war, asia, europe and north america themes.

Contents.History Timeline of release years 172018TBAandAfter developed the critically acclaimed, reported in 1993 that the company would not use the Dune license for Westwood's next strategy game 'mostly because the programmers are tired of sand'. The magazine stated that it would have 'new terrain and enemies', and that 'the design team is serious about doing a multi-player version'.was released worldwide by Westwood in 1995. The plot is set sometime in the near future where the Earth becomes contaminated by a mysterious resource known as Tiberium. A global war ensues between the -formed to contain it and the cult quasi-state revolutionary, led by the enigmatic, which seeks to harness it. Highly successful, it was followed by in 1996 which is set in an where the Soviet Union wages war with the Allies. Developed as the to the original, the Red Alert series was spun off into a separate, lighthearted and comic series, while the original game and its sequels became known as the 'Tiberium' series, retaining its and serious tone. The first game is sometimes referred to as Tiberian Dawn as a result.The original game was followed by in 1999 and its expansion pack.

In 2002, a first person-shooter set in the Tiberium universe, was released and praised for its online features. Was released in 2007 and followed by the expansion pack., released in 2010 as the conclusion to the Tiberium saga, received noticeably more mixed reviews because of its deviation from traditional gameplay and story. The Red Alert series was continued by the 2000 title, its expansion, and in 2008, which introduced a third 'Empire of the Rising Sun' faction. A spin-off game in 2003, set in a more realistic near-future and featuring the, and the was followed by an expansion pack,.The series was originally marketed to an audience, though many of the games have been translated into other languages including,. The series is primarily developed for running, although some titles have been to various and the. Other games for platforms such as iOS and web-based have also been developed. As of July 2010, the Command & Conquer franchise consists of eleven games and eight expansion packs.

The first three games of the series have been released as to promote the successors. A free-to-play game, entitled, was in development with the studio. It was set to be the next game in the series and was expected to be released in 2013.

However, after a short alpha period the game was cancelled, and Victory Games disbanded by EA. The Command & Conquer series has been a commercial success with over 30 million Command & Conquer games sold as of 2009.Gameplay The Command & Conquer are games, with the exception of the. A staple of the series is the parallel campaigns of various different factions to one central storyline. Games in the series also offered game options, via and connection. All games in the series have also offered online play, as well as 'skirmish' matches in which players can face AI enemies.All Command & Conquer real-time strategy games except Command & Conquer: Generals and its expansions have featured the 'side bar' for navigation and control as opposed to many other similar games where the control bar is located on the bottom of the screen.Command & Conquer gameplay typically requires the player to construct a base and acquire resources, in order to fund the ongoing production of various types of forces with which to assault and conquer the opponent's base.

All available structures of the faction chosen by the player are constructed on-site at so-called 'construction yard' - which typically begin as large-sized vehicles capable of deploying themselves into the aforementioned construction yards, called MCVs or Mobile Construction Vehicle. When a construction yard has finished building a new structure, the player can select a spot near to a preexisting structure in order to place it, where the building will then rapidly unfold in a distinctive manner.In all games in the series except Command & Conquer: Generals and its expansion, Zero Hour, funds are acquired by specialized 'harvester' units which bring their cargo (Tiberium for the Tiberian series of games or or the more valuable for the Red Alert series) to a 'refinery' structure. This in turn will convert the raw material into usable resources, expressed as credits. The raw materials themselves, in games released before Red Alert 2 as well as Command & Conquer 3 require storage space in the form of refineries and, in the case of excess, ' structures.

In Generals and Zero Hour, funds are collected by two methods: collection of supplies by specialized units and converted to money in 'supply centers' or directly produced by specialized units, buildings, or tech buildings at a set interval of time.All factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles, and aircraft, each with their own subdivisions (note: in the Red Alert series there is also naval craft available).

Unit effectiveness against opponents follows the principle found in most games.Virtually every type of structure in the series acts as a node, and additional units, structures and faction-specific abilities will become available as new structures are built and placed. Access to advanced units and abilities may be temporarily blocked if the required structures are destroyed or if they are not being provided with adequate power by the supporting ' structures.Multiplayer Each Command & Conquer game has included the ability to play multiplayer games against other players. Each box of Command & Conquer contained two CD copies of the game, immediately making possible with a single purchase of the game.

Westwood Studios advertised this on the packaging with the slogan 'A second copy, so you and your friend can destroy each other.' This resulted in Command & Conquer becoming the first RTS game title to feature competitive online play, and this is considered the most pertinent outside factor in the success of Command & Conquer.

All games in the series up to Command & Conquer: Red Alert 2 also featured two CDs that could be used for this reason. However, later games did not.Command & Conquer: Red Alert 3 was noted for being the first RTS game to enable the campaigns to be played cooperatively online; others had only supported single player campaigns. However, it was only possible to connect to other computers through EA's servers and not with play.Games produced by Westwood use the proprietary Westwood Online system to facilitate multiplayer games over the Internet; Renegade also supported. Games under EA's development continued to use GameSpy, but dropped support for Westwood Online in favor of using EA's own servers. The GameSpy master servers have shut down in 2013. The community filled the gap with their services.Since the shutdown of EA's servers and removed support for the games, the fan base for the series has created their own way to play online. The well maintained CNC online website allows for players to still face off many years after the official server shutdowns.

CNC online only supports Command And conquer games made by (2003 and later)Games Tiberian series. Main article:, released on September 26, 1995, is the first game in the series and is considered as the title which originally defined and popularized the real-time strategy genre. Command & Conquer introduced the warring factions of the (GDI) and the. Command & Conquer was well received and was widely praised by critics: ' Command & Conquer is one of the finest, most brilliantly-designed computer games I have ever seen' said reviewer Chris Hudak. Command & Conquer has attained 94% as an aggregate score from with the less well received Covert Operations expansion pack obtaining an aggregate score of 72% after its 1996 release., released on August 27, 1999, takes place approximately 30 years after the events in its predecessor. While the original Command & Conquer 's plot was centered around an allegorical world politics setting, Tiberian Sun shifted this to a more -like setting against the apocalyptic background of Tiberium beginning to assimilate vast portions of the Earth's ecosystems. In 1998, the developers of Tiberian Sun, was acquired.

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However, EA had no direct part in the development of the title. Main article:, released on November 22, 1996, is set in an 1950s and was originally made to be the to Command & Conquer establishing Red Alert as the of the entire Tiberium series of games. Has said that connecting Red Alert with the Tiberium series was a 'failed experiment'. Red Alert introduces the and the as rival factions roughly analogous to and the of the Cold War. The game was received well by critics and has the highest average score of any Command & Conquer game with an average of over 90% from and, unlike the title's two expansion packs, Red Alert: Counterstrike and Red Alert: The Aftermath of which both received below average reviews for the series with 63% and 70% average scores respectively.

Both expansions gave the game more missions and more units. For PlayStation only, there was also a separate release to the original called Red Alert: Retaliation which included all the maps, missions and units of Red Alert: Counterstrike and Red Alert: The Aftermath as well as some newly filmed cut-scenes only available with Red Alert: Retaliation. Before being re-released as on 31 August 2008 by Command & Conquer: Red Alert had sold over three million copies.was released on October 23, 2000. It featured a Soviet invasion of North America with tanks, conscripts, large, and psychically dominated anti-ship. Since that game lacked reference to the Tiberian series, the connection established in the first Red Alert game became unclear. However, it has been implied by the original creators of the series, now working at, that Red Alert 2 takes place in a that came about as a result of experiments taking place some time into the Tiberian series. Red Alert 2 was received fairly positively with an aggregate score of 86% from GameRankings.An expansion pack to Red Alert 2, was released on October 10, 2001.

In Yuri's Revenge, an ex-Soviet figure named Yuri, tries to conquer the world using psychic technology and his own private army. The expansion pack received mostly positive reviews.

Reports an average score of 85% based on 31 reviews, making Yuri's Revenge the best received expansion pack in the Command & Conquer series., released on October 28, 2008, followed up on the story of Red Alert 2 and continued the series' more 'light-hearted' take on Command & Conquer. It introduced many new comical units and the Empire of the Rising Sun faction, an inspired version of the. Executive producer Chris Corry stated in a pre-release interview that Red Alert 3 will further differentiate the playable factions from each other and 'play up the silliness in their faction design whenever possible'. This approach was seen as popular with Red Alert 3 obtaining an aggregate score of 82% from Metacritic.

A stand-alone expansion to Red Alert 3, was released on March 12, 2009 to fairly poor reviews for the series with an average score of 64% from Metacritic. Another downloadable standalone game for the PlayStation 3 and Xbox 360 was released known as which contained the Commander's Challenge mode of Uprising for consoles.was released on October 16, 2009 for which was a continuation of the story of Red Alert 2 and takes place before Red Alert 3.

It contained two factions, the Allies and Soviet Union with a third faction, the Empire of the Rising Sun, to be added in its expansion pack. However this is version of the game is not available in some regions (e.g. Uk).On April 23, 2018, the Chinese developer announced a new version of Red Alert would be made available, with a highly mixed reception from fans online. Generals series , released on February 10, 2003, has a plotline which is unrelated to the other games of the Command & Conquer series. Generals is set in the near future and features the, and the fictional organization, the.

Generals uses an engine dubbed (or Strategy Action Game Engine) and is the first fully three-dimensional Command & Conquer real-time strategy game. After its release, Generals received mostly positive reviews. Based on 34 reviews, gives it a score of 84/100 which includes a score of 9.3/10 from IGN. Generals has also received the 2002 Best Strategy Game award.

One review noted that Generals was the first Command & Conquer real-time strategy game that did not include full-motion video cutscenes to tell the story and that it departed from the unique interface and base-building mechanics that had characterized all of the previous C&C RTS titles.An expansion for Generals, was released on September 22, 2003 to further the Generals storyline. Zero Hour added 9 new armies to the game, over a dozen new campaign missions, and a gameplay mode known as Generals Challenge. Unlike Generals, Zero Hour featured the return of full motion videos to the series. Zero Hour obtained much the same reception as Generals with an aggregate score of 85% and 84% from GameRankings and Metacritic respectively.After EA Los Angeles started up their new internal group Danger Close and switched its focus to the series, EA launched a new studio named to continue the Command & Conquer franchise.

On December 10, 2011, Electronic Arts posted that the next game in the series would be. On December 14, it was also announced that a new browser-based, free-to-play MMO Command & Conquer game is under development, under the name. On December 15, Tiberium Alliances began a closed beta.

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Future On August 15, 2012, it was announced that Generals 2 would be repurposed to a game known as simply. The new game would have been based around the Generals franchise. However, following feedback from players who were able to play the alpha trial, the game was cancelled in October 2013. In 2013, EA has said that the franchise will continue, but has given no other information.

In 2014, EA was looking for a new developer for the reboot.On June 9, 2018, EA revealed, which was under development by the newly-formed EA Redwood Studios and released for and mobile devices.EA announced in November 2018 its plans to remaster Command & Conquer, including expansions and Red Alert, for modern computer systems through. There is no current estimated release date.

Chronology (1995–2002). 1995 –. 1996 –. 1996 –. 1997 –. 1997 –. 1998 –.

1997 –. 1999 –. 2000 –. 2000 –. 2001 –. 2002 –(2003–2010). 2003 –.

2003 –. 2007 –.

2008 –. 2008 –. 2009 –.

2009 –. 2010 –(2011). 2012 –EA Redwood Studios (2018–). 2018 –See also.Music. Main article:Much of the music for the series was composed and produced by ' former sound director and for the early games, with composition duties being taken on by several others following the liquidation of Westwood Studios in 2003.

Klepacki returned to the series in 2008 however to assist with the soundtrack for.The music has been received positively by critics, although praise was higher with earlier entries.The original score for Command & Conquer: Red Alert was composed by and was voted the best video game soundtrack of 1996 by and Gameslice magazines. Among his most famous songs from the series is the theme of Red Alert, titled 'Hell March', which accents the style of the game with adrenalized riffs of electric guitar, the sounds of marching feet, and synthesizers to a dramatic chant. Originally intended to be the theme for the faction in the Covert Operations expansion to the original 1995 Command & Conquer game, the track eventually ended up enlisting itself as a staple in the Red Alert series instead, and a second version of 'Hell March' was specifically created for.After C&C came out we wasted no time kicking out Covert Ops. I wrote some more ambient style themes they asked me for, and then I began tinkering with this heavy metal song that I was trying to gear towards Nod for the next big C&C game. Brett Sperry came in my office and said 'You got anything I can hear for the new C&C?' I played it for him. He said 'What's the name of this one?'

I said 'Hell March.' He said 'That's the signature song for our next game.'

—, Reception The Command & Conquer series have been a commercial success with over 30 million Command & Conquer games sold as of 2009. Games in the series have nearly consistently scored highly on video game websites and, which collect data from numerous review websites. As noted in the table below, the highest rated game is Command & Conquer with a score of 94% from Metacritic. The highest rated game averaged over both sites is Command & Conquer: Red Alert with an average of just over 90%. As a series, Command & Conquer games have averaged approximately 80% when including expansion packs and approximately 84% without.Command & Conquer 's long history resulted in Guinness World Records awarding the series six world records in the Guinness World Records: Gamer's Edition 2008.

These records include 'Biggest Selling RTS Series', 'Most Number of Platforms for an RTS', and 'Longest Running Actor in Video Game Role' for, who has played the part of Kane, the villainous mastermind of the series, for 15 years.Aggregate review scoresAs of April 16, 2011. Game199584.62%–199984%83%References. Computer Gaming World. November 1993. Retrieved 28 March 2016.

Archived from the original on February 14, 2010. Retrieved 2010-04-27. CS1 maint: BOT: original-url status unknown.

Commandandconquer.com. McWhertor, Michael (29 October 2013). Polygon.com. ^ Mallinson, Paul (2002-05-31). CVG magazine.

Red Alert 2 Girls

Retrieved 2006-12-22. ^ Porter, Will. Computerandvideogames staff. Retrieved 2008-05-29. Dan Stapleton February 22, 2013, at the Feb 21, 2013. C&C Communications Center. Retrieved 2018-01-31.

Retrieved 2007-04-25. Adams, Dan (2006-04-07). Retrieved 2008-05-22. Geryk, Bruce. Retrieved 2008-05-22.

Walker, Mark H. Archived from on 2008-06-26. Retrieved 2008-05-22.

Hudak, Chris (1996-05-01). Retrieved 2012-08-26. ^.

Retrieved 2009-08-08. ^. Retrieved 2009-08-08. Archived from on 2009-04-12. Retrieved 2009-08-08. Game Over Online Magazine.

Retrieved 2009-08-12. Smith, Graham (February 28, 2014). Retrieved April 4, 2014. Westwood Studios.

Archived from on June 5, 1997. Retrieved November 1, 2016. Westwood Studios. Retrieved 2007-04-23. Retrieved 2009-08-08.

Isgreen, Adam (2006-12-18). Retrieved 2007-08-23.

Fordham, A: ' #150', page 31. Next Publishing, 2008. Digital Trends. Retrieved 2018-04-28.

Retrieved 2009-08-15. Archived from (Interview) on 2013-03-12. Archived from on 2011-12-10. Electronic Arts.

Retrieved 2011-12-19. Retrieved 2012-08-18. Retrieved 29 October 2013.

17 November 2013. Scammell, David (November 19, 2013). Pro-G Media Ltd. Retrieved January 26, 2014. McWhertor, Michael (November 14, 2018).

Retrieved November 14, 2018. Klepacki, Frank. Retrieved 2006-07-27. Klepacki, Frank. Retrieved 2006-07-27. Klepacki, Frank (2009-07-27). Retrieved 2009-08-08.

(Press release). Archived from on 2011-03-31. Retrieved 2009-07-11. Retrieved 2009-08-08. Retrieved 2015-05-27. Retrieved 2009-08-08.

Retrieved 2009-08-08. Retrieved 2015-05-27. Retrieved 2009-08-08. Retrieved 2015-05-27. Retrieved 2009-08-08.

Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08.

Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2013-07-28. Retrieved 2010-03-27. Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08.

Retrieved 2015-05-27. Retrieved 2009-08-08. Retrieved 2015-05-27.

Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08.

Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08. Retrieved 2009-08-08.Notes.

I strongly disliked that they got rid of the old resource gathering to put in the one from generals. I hate having supply depose in generals but it made sense there. Now the units I kinda liked, the tesla boats that could go up on land were neat but every unit handled like 500 pound man on a Segway. They didn't control well and were very sluggish. Apart from all that the worst was the random abilities to to obliterate entire armies and defences.

Having space stations constantly fall onto my armies and defence structures was really fucking stupid. The AI was particularly annoying since it didn't bother with fog of war and was able to teleport bombs into your base no problem. The micromanaging just because of that is what killed the fun for me. Take the powers out of the game and tighten up the units it could of been good.

Just strayed to far from what made RA2 great. The one thing I will disagree with you on is the resources.

It was NOT like Generals. Generals was actually, in my opinion, an example of GOOD RTS resource gathering. It allowed you to rapidly extract the resources from the collection thus boosting economy. Money flowed very well in Generals - not so in Red Alert 3. You could keep up a continual production que in Generals. You can't in RA3. Generals also had a late game economy which really helped bolster longer games if the battle continued.

I always thought Generals accounted for player's skill more than the conditions of the battlefield. Red Alert 3 will play out until players exhaust resources and then beat each other to death with whatever they have left. There was a strategic sense in which players in Generals could go all in as many China players would or start building resource generators before the supply stashes went dry.

Sometimes going all in was what won the game. Other times the more conservative player could hold off an aggressive player until resources exhausted and the conservative player would win because they preped for late game.Red Alert 3 just felt like it was lacking that strategic game planning depth. Now the units I kinda liked, the tesla boats that could go up on land were neat but every unit handled like 500 pound man on a Segway.The game really encouraged the use of reverse move and crush move. The keys were all next to each other so you could hit them without having to move your left hand too far.Apart from all that the worst was the random abilities to to obliterate entire armies and defences.The key here is to watch and listen for the flares.

RA3 doesn't require a lot of base micromanagement so you can have your camera out on the battlefield near your army. It is very hard to land a protocol attack on an experienced player unless he is distracted by a threat near his base. I played the series since Tiberium Dawn and I really liked Red Alert 3, there are some great units and buildings. Graphics looks really good.Only bad part was that you could build on water. Sometimes it was really anoying.C&C 4 was nothing like the other games. No basebuilding, no massive armies, no resources. Those things are the main problem by c&c4.Red alert 3 tried other graphics then normal.

We were used to the realistic graphics from generals and C&C3.But i think that the graphics are a good ting they choice for this game. Even though I have both CNC3 and RA3, I have to say the things I hate about them is their handling of enemy AI and how it goes hand in hand with the game's mechanics. When you play RA2 and see various waves coming towards you and maybe finding cheeky tactics now and then to take you out, it feels like another human being and it was kinda realistic. In RA3 the mini-map constantly looks like someone's tipping a kettle onto your base because you can practically see all the calculations done around the map, because the AI has been specifically programmed to use the perfect strategy against you in each individual map, that's precisely the point in 'Commander's Challenge'.

If you set up the same conditions in the challenges and the appropriate faction and 'AI Personality', it's exactly the same with buildings in the exact same places.Now I've recently been playing CNC3 again, and about half an hour ago I was being reduced to tears saying 'What do you want from me?' In a crazy act of desperation.

Red Alert 2 Tanya

There is very little learning curve between the difficulties in each of these games. 'Easy' will make you feel like your intelligence has just been insulted, yet 'Normal' will throw 1's and 0's at you until you bleed. I genuinely think it's because the design process doesn't revolve around 'What would an Easy player do?' , but 'What's a more lenient system to reduce aggression?' , you won't feel you're in a fair fight.

It doesn't exactly help that because of the shroud that constantly grows back, the AI in RA3 has the unfair advantage of being able to chrono in bombs every few minutes. I don't really get it either OP. I thought it was a fantastic example of command and conquer evolving.The resource system felt very refined and clear to me. I liked the one per resource node.

Red Alert 2 Tanya

I think that helps new players into the game and simplifies in a good way. Command and conquer had this oddness to it with sprawling fields of resources. Like StarCraft red alert three was very clear where and what you could extract.I thought the units were awesome. Some of the balance was off, but every unit felt unique, and a lot of them could change form from air to ground or sea to ground. All of them had some abilities to make them interesting. They were great.I thought the naval combat was done insanely well.

In most RTS that try naval it ends up feeling very gimmicky and tacked on. In red alert 3 it felt like a core and well thought out piece of the gameplay.I agree that the campaign sucked, and it went to far on the wacko scale.

The art was too cartoony for me as well. Some of the powers were bull shit as well.

But the game play and the multiplayer felt fantastic to me. I had a lot of fun, and loved it.