Best cc game
It was a glorious period in gaming where everyone just went along with the satire and black propaganda. The graphics were also in full-3D and each of the three factions offered vastly different playstyles. It was even successful enough to get an expansion that doubled the explosions and the weapons of mass destruction but sadly not successful enough to get a sequel.
It wasn't until 8 years later that Tiberian Sun would get a fellow-up. More than that, Tiberium Wars also introduced a third faction into the fray, the alien Scrin. It was a Cold War porn at its finest and reimagines what an all-out war between the Soviet Union and the United States would look like. It's the game that started a franchise of its own and put its own electrifying spin on the RTS formula where the interface was simplified so that players can focus on the warfare and the action.
It also marks the start of the Tiberium saga where the two clashing factions of GDI and the Brotherhood of Nod duke it out in asymmetrical warfare. Sid was born, did some stuff, then decided to become a writer.
The addition of the alien Scrin faction gave the game a welcome change of pace and mixed up the gameplay satisfyingly enough, while allowing for epic battles between the 3 factions. The complete overhaul to the graphics and gameplay really made it an accessible RTS game for newcomers to enjoy, yet also remained faithful to the series by not straying too far from the original formula.
The most obvious addition of this expansion is Yuri and in his psychic mind-control minions and machines. And yet another thing to contend with when fighting with the classic Allied and Soviet factions. A novel concept. The shift from top-down perspective to a POV from one of the most iconic units in the series was revolutionary and was received as a breath of fresh air.
An update to Generals, it would be easy to dismiss Zero Hour as nothing more than an expansion that adds some more content to the main game. However, unlike many other expansions which do just that and add nothing of real value to the series, Zero Hour introduces a whole new way to play the game — 9 in fact — in the shape of individual generals for all 3 factions.
The original game pales in comparison to Zero Hour when you consider how much more the expansion caters to individual play styles. If you enjoy the stealth element of the GLA for example, then Zero Hour allows you to take that to its extreme and allows you to specialize in that area at the expense of other elements.
This system was well-balanced for the most part and the campaign which required you to figure out how best to deal with each individual general really added depth to the strategy game. Improving dramatically upon the Red Alert formula which was already near-perfect, Red Alert 3 brings a lot of new stuff to the table and deserves a ranking here as 1 on this list. It decided to innovate upon the classic Red Alert series while dragging it into the modern era with gorgeous visuals.
Adding a plethora of new units and a whole new faction into the mix in the intriguing high-tech Japanese-inspired Empire of the rising sun. By adding co-op to the campaign mode you could also play through this game with a friend for the first time which was definitely a welcome addition to the series. While some argue that the game was an exaggerated version of the previous game and that they tampered with a winning formula, Red Alert 3 is a polished interpretation of the highly entertaining series and is worthy of praise for modernizing the entire series, even if it was at the cost of some authenticity.
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Red Alert featured a campaign for each faction with a full complement of FMV cutscenes, just like its predecessor, and again they do a wonderful job of setting the tone. I love the Soviet mission where you have to hunt a spy down with attack dogs and troops, leaving a path of destruction through villages as you left him nowhere to hide. Other missions required you to sabotage bridges, make amphibious landings, or save Einstein. Fun, creative, and tough as nails, these missions were a real challenge, and a memorable blast to play through.
But things were only just getting started, and as Westwood continued to create, the best was still yet to come. Chinooks full of troops spraying rockets and flashbangs at hordes of Chinese nuke-tanks as middle eastern extremists ride in with Toyotas, motorcycles, and trucks full of explosives. When Generals first appeared, fans naysayed its many changes. I said it then and I will say it to my grave—they were wrong. While Generals deviated from everything previous, it stands on its own as a fantastic RTS experience.
Basic tank rush? Works like it always did. Combined arms siege crawl supported by artillery and point defense? Slow, but hits like hell. Heliborne infantry drops to secure key map points? Fancy, and effective. This is a game where 'F harass' and 'Toxin tractor rush' are equally viable, where if you play your cards right, you can use whatever units you want.
I spent thousands of hours playing Generals, and I used every unit and faction in the game extensively. Each had its own interesting application to the battlefield, each was well-themed and well voice-acted , and each was satisfying to command.
And there were a lot of units to know. Players would pick one of nine newly introduced generals who emphasized various powers—US Air Force, Chinese Infantry, GLA Toxins, and so on—and then fight against the other eight leaders one-by-one on their respective home turfs, each a unique map that played to their specific strengths.
Each was a tough fight, and after beating all eight generals on your run, you fought a final boss who used tech from all three factions at once. It was fun and difficult, and greatly replayable—beating the challenge with one general felt entirely different to doing it with a different one.
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