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https://www.youtube.com/watch?v=CAQbQHmkjBM&index=21&list=PL10F91B1DD8074E40
The game was pretty good even in multiplayer, as I remember. It has different mechanics, yeah, it may not be true to CnC gameplay as they tried something new but it is not a bad game per se. Not at all.
C&C 4 however, was an utter failure. As mentioned in other posts here, there is no base building and no resource gathering; you just summon a HQ unit and produce units that cost points rather than credits. Added to that the utter lack of any strategy; all you do is go from point to point and kill everything in your way. Even the videos are terrible.
To associate this game with the C&C franchise should be illegal. It was claimed to round out the C&C tiberium universe, but all it did was bring it crashing down.
The story that C&C 3 story set up was pretty much scrapped, there was supposed to be a full invasion of the Scrin & Kanes true motives were supposed to unveiled. Instead we got we a rushed ending that just shows Kanes & his followers use the Scrin tower from C&C 3 to teleport to what i'm guessing is the Scrin homeworld with all the tiberium or something.
The game didn't even start off as C&C4, it was called Command & Conquer Arena which was going to be a F2P spinoff of the series aimed at the asian market, EA wanted the team to make a campaign and that when they shifted it into C&C 4. It's just a bad RTS with a bunch of half baked ideas, heck even Halo Wars has more depth that it lol.
heck if they released it as someting other than C&C4, it likely would have been recieved reasonably.
Another example of this happening is Sacred 3, and from this we can learn that people just dont like drastic change in a game series since they begin to expect sequels to effectively be an upgrade to the previous game with most of the old features intact.
Dont get me wrong, C&C4 is a good game in its own right if you get into it, its just that its playstyle just didnt conform to what people had come to expect from the standard C&C series.
The TL;DR for this is as follows: CnC 4 does not even qualify gameplay wise as a CnC game and on the merit of it being a good RTS game i fails pretty hard in that respect as well, trying to mash to many ideas togeather, having no clear focus and feeling gimmicky more than anything.
The core gameplay: This is a good place to start as when compared to other CnC games it removed a lot of things that made the series so ground breaking. No resource gathering, no base building (No, a single defence walker does not count as base building), a unit limit cap, and the implimentation of odd comat walkers in place of bases. Previous CnC gameplay is built on a core of several aspects from CnC 1 all the way to RA3. You build a base, you mass your army, you send them out to secure more resources while protecting your base structures and you eventually build up a big enough force to attack your enemies base and win the game.
None of this is present in CnC 4. The gameplay revolves around deploying your forces from 1 of 3 mobile battle walkers, which focus on armor, defence structures/units and air units. There is no realy stationary base, just control points your capture and try to hold. There is no resource required to build units, just a build time and unit cap. Really it has the very basics for baby's first RTS game taken from the Coh, Dawn of War, Warcraft, Cnc and End war series but none of the substance that makes any of those titles actually interesting to play. It is based on one word that i have grown to hate over the years: dynamic gameplay. A word that doesn't really mean anything but you know that it stands for "we threw a mess of ideas at a board and hoped they would stick".
The single player story: Single player is split into story missions and skirmish. Both of these modes are flawed for one major reason: you need to unlock your entire armor by grinding for xp. You do not get all units from the start in skirmish, you do not get units as you progress though the story, you need to SLOWLY GRIND XP IN ORDER TO UNLOCK YOUR ARMIES! I say armies by the way because you need to do this once for nod and once for GDI. By the way, this carries into multiplayer. Now if you ever played an RTS game in your life you understand why this is a problem, generally you given units at a pace as you progress through the story, slwoly gaining more of your toolbox untill the end 3 missions or so which tests your skills since you have all of your kit unlocked. This doesn't happen in CnC 4 since there is no way to know how much of either faction's units were unlocked by the time you get to any given mission.
As a result most missions are fairly formulaic and follow this format. Capture point A, get attacked by Force 1, have it revealed that you need to fight of enemy combat walker A, B and C because the only way to make a missions challanging in CNC 4 is to give the enemy 2-3 times the unit production you get, capture point B which killing combat walker A, figher off Force 2, march to cap point C while killing walker 2 and 3, win the mission after doing so. Eventually the missions kinda phased into eachother, with the usual song and dance of "kill the 3 walkers and win the mission".
The only differnet missions to my knowlage were mission 1 and 2 of the GDI main story and the last mission for both GDI and Nod where you fight a giant robot crab an upgraded kodiak 2 while defending the last scrin tower as the "final boss". Overall it was fiarly dissapointing gameplay wise, very little in the way of tactical choice in most missions beside picking the right walker at the start of the mission and swapping to a different one if you screwed up.
Multiplayer/skirmish: This mode faces a lot of the same problems with balance in regards to level. Trying to fight someone is frustrating since they could and often would have all their units and you would be stuck with mostly trash starting tier choices that would often get stopped by more advanced equitment. In addition the flow of gameplay is awful. It really came down to using your walker to chase the enemy one around the map, capping a point and moving to cap the enemy point after only to find that the enemy army has moved to the last point you capped. With no base to defend, capping the points was the only realy way to win. Even if you killed a walker the enemy could just call down another one. As a result rather than a tense game like in Dawn of war where you needed to split focus between your resource points, your base, the enemy base and the capture point victory flag it turned into the worlds slowest and least fun game of "capture the flag" and "King of the hill".
The Units: This is one area which is kinda odd to talk about. The thing is that there are a fair number of units but they are split between 3 different walkers as stated above, Offence, Defence and Support (or Armor, infantry and a few defence structures and air power). Really Offence is a series of tanks and combat walkers with the focus on front line combat and having an armored force with you. Defence is never usually taken outside of story missions, having a relience on infantry, bunkers and defences which can be easily overrun by the speed and firepower of the other two walkers. Support is about air call ins and air units at it's core, having fast units to harrass your enemy and grind them down.
The problem is both different factions don't feel very differnet in contrast to the way they were in CNC: TS and CNC:TW. Both pretty much get the same sets of units with only very slight differences, the worst offender of this being the Defence crawler with many of the defences doing exactly the same thing with the exception of the top tier ones and the super weapon. Generally the only real differnce you will notice is that GDI is more focused on direct assault with slow, strudy units with a self repair and nod sometimes gets quicker units that get stealth, all and all many of the units play exactly the same on both sides and it's easy to find the parrallels.
The Story: Warning: This entire area is pretty much a spoiler so i will say mouse over at your own risk. The TL:DR is that it seems to follow a basic cut up version of previous CNC plots and seems to just ignore a lot of it's own lore. You are a cyborg that has part of the Tacitus, an alien encylopedia of technology imbedded inside of your skull. This is what GDI and NOD were fighting for since Tiberium Sun and in CnC 4 Kane, the leader of Nod is in possession of it. Kane strikes a deal with the GDI to use the Tacitus to build devices to get rid of the tiberium around the globe called the Tiberium Control Netowrk (aka those control points you are after). This doesn't go as planned, the earth is still slwoly dying due to the presence of Tiberium and another plan is developed to use an ocular implan inside a person to open the scrin tower, activitae the potal and remove the remaining tiberium on the planet.Ofcorse an attempt is made by a GDI commander who has a fear of the scrin after they killed her family to stop kane and is the bad guy in both stories.
There is several problems with this which can be summed up in 2 points. 1) If this was he intent all along then why not just go to the scrin tower and turn it on and 2) Why the ♥♥♥♥ is it imbedded in someone's head who is possabily loyal to the GDI and is often being thrown into direct combat with the possability of dying when Kane could have imbeded it into his own skull? This is not even getting into some of the other major to minor plot holes like nod just up and dissapearing after gaining the Tacitus and not just marching to the tower after Kane's wrath and How GDI suddently decided to go back to walker mechs or the many issiues with the characters
The FMVs: This is another thing that i was really surprised that EA was able to get wrong. The FMVs themselves seem like a MASSIVE step down from RA3 and especially from CnC 3: TW. For starters, the quality of the vidoes seem like they dropped off a cliff. Everything is taken from this odd first-person view that just looks like someone is carrying a cam quarter around and taking family video. A lot of times there is not focus like there was in the previous games and it seems like the person whos eye's you are supposed to be viewing this through is not doing so in HD vision. I also need to say that they casting was a massive step down from previous games. Apart from Joseph Kucan who plays Kane (who seems to be also be acting his ass off to compensate for everyone else) i can't reconize a single name. In CnC 3 we had Tricia Helfer, Michael Ironside, Billy Dee Williams and Josh Holloway. Even in RA3 we had George Tekai, Tim Curry and J.K Simmons. Not to mention everyone in CnC 4 is acting like they are paper cutouts, giving to same emotion to a battle unfolding to them getting a bowl of ceral.
I will fully admit that previous CNC games were hammy and RA 3 often took the cake when it came to being the biggest ham in the pork market but atleast it was fun to watch. Atleast the characters were intersting. Speaking of that, as a previous picture in the community tab worked out the costuming is just not there. Compare it to even RA 3 where everyone had thier own uniforms, every character was distinct and had often over the top but intersting costuming going on. Now it's like "ohh, yeah, a shirt and a jacket are fine. Yeah, just throw on some US army fatigues and just put the GDI patch on the right, don't turn to much, just keep showing that one one side".
All and all CnC 4 is not a good game and can barely be classed as an RTS. Don't give EA your money, save up for another sale and if you want a good game pick up Gray Goo, one of the "8 bit" RTS games or go find an older RTS game. Anyone who is trying to say "ohh, it wasn't that bad, it's really a good game, i don't know why people don't like it" are just trying to be a hipster or a history revisionist.
https://www.youtube.com/watch?v=0ROk7Mgh13w
B- if you will go with "4" any way and you are comming from C&C3, the story is just ... not satisfying. the CGI is nice, Most the acting is too horrible. after finishing the GDI story line, i just shut the game and never went back, i did not even give NOD a try.
- I do not know if they fix that, but there always online DRM back then, kicked me out of single player mission when ever the connection drop between me and the server.
C - if you don't care about "4" and just want to give this so called "RTS" game a try, when you go online to play against other people, you will find out you can't use all the units. you have to level up each of your "GDI or NOD" profiles to unlock more units. (Didn't they shut down the online servers for all C&C games?, i am not sure any more i never rechecked on 4)
Not quite, all the C&C's under EA are RA2 (Westwood Pacific, not the original WW team), Generals/Zero Hour, C&C 3/Kanes Wrath, RA3/Uprising then C&C4.
Gutted everything players played C&C for and replaced that with a terrible rock paper scissors moba style mess.
I will say this for CnC, if i had to pick something to represent the series as a whole it would be an apoclypse tank, an overlord, and a mammoth tank rolling forward because man, CnC was near impossiable to kill. It kept going even long after EA got sole control over the franchise. It still took a disaster like CNC 4 to kill it which honestly would probably murder any series stone dead.
Even then the modding community is still making mods and very much alive for pretty much every game from CNC 1 all the way to even RA3, mostly sitting around RA2 and Generals. Hell, i would say that a lot of these mods are on par or even better than many tripple A RTS games.
Even with EA trying their hardest they still can't really kill the series.
Long live Kane!