Monday 14 July 2008

Command & Conquer is Serious Business

My first review is a massive Wall of Text examining Command & Conquer 3: Tiberium Wars (and its expansion Kane's Wrath), made by Electronic Arts. Westwood Studios created the earlier games in the franchise, but Westwood no longer exists (many of them went off and formed a new company named Petroglyph.) Can EA Los Angeles fill Westwood's shoes?

There would be little point in retelling the main plot of the game or describing the basic gameplay as that ground has already been covered by a thousand reviews elsewhere. Instead I am examining the fine details that have been ignored by most reviews, in particular how well the story and setting hangs together, and whether the game fits into the overall Command & Conquer continuity. I find that contrary to the furious rants of some hardcore C&C fans EA have done a pretty good job at maintaining continuity. Unfortunately certain changes defy common sense and create plot holes that could easily have been avoided. The more these plot holes are examined, the more the overall story crumbles, until eventually what seemed to be a good solid story actually turns out to be riddled with plot chasms.

GDI attempts to defend their base from a Nod attack

Classic gameplay

First things first: Command & Conquer 3: Tiberium Wars is a brilliant game. Eventually I'll be tearing it to shreds and exposing all its flaws, but I do not want to give anyone the mistaken impression that I hate this game. It feels and plays like good-old Command & Conquer, but bigger and flashier and more explosive than ever before. There is great attention to detail and it is clear the development team put their heart and soul into making a great product. The gameplay is a good blend of "old school" classic C&C gameplay and new features that seem to me like natural, sensible additions Westwood Studios themselves might have made if they were still making C&C games.

Some reviews have criticized the gameplay as being too similar to earlier games in the franchise and lacking innovation compared to other recent strategy games, but the fact is that there are plenty of people that still enjoy the standard C&C formula, and as the saying goes, "If it ain't broke, don't fix it." At the other end of the scale some hardcore fans have criticized every minor changes to the gameplay, so I guess you can't make everyone happy all the time. EA tried to be innovative with Command & Conquer: Generals, and the result was a decent RTS that was hated by fans of the previous games of the franchise. I have issues with the game's setting and plot, but the gameplay mostly gets a big thumbs up from me.

Nod Venom aircraft upgraded with particle beams clash with GDI's hovering Slingshot AA guns

I especially like the squad system. I always found it daft in the old C&C games that you would train one individual soldier at a time. Who would invest time and money in training one individual soldier to be a standard rifleman? Now you train a squad of ten rifle infantry. The squad is only about as effective as one individual soldier was in the earlier games, but it helps the game to look a little more realistic and makes battles look more dramatic and exciting, with large numbers of soldiers firing and dying all over the place. As a squad's overall health bar is depleted you see individual squad members die. This also solves the problem of older C&C games where an individual soldier could survive direct hits from twenty anti-tank rockets. Commandos have swapped their slow-firing sniper rifles for rapid-fire machine guns that chew through squads, and Nod's infamous Obelisk of Light deals with infantry by firing a sweeping beam that eliminates an entire squad rather than a single focused anti-tank blast. It all works quite well.

There is one aspect of the gameplay that I think is a little broken: stealth. I find stealth abilities and cloaked units of limited use thanks to far too many means of stealth detection. I am fine with Zone Troopers and Orca fighters scanning for cloaked units or dropping sensor pods as those are abilities the player has to intentionally activate when suspicious. My gripe is with the structures and units that automatically have passive stealth detection. Every defensive structure can see cloaked units, even if the structure is an anti-air gun and the unit is a Stealth Tank. GDI's little Pitbull vehicles automatically detect cloaked units, and Pitbulls are cheap and useful combat units (especially with the mortar upgrade) that should be in any GDI base or attack force. The Nod attack bike and Venom aircraft have similar passive detection abilities, and the new Scrin alien faction have equivalent units with such abilities too. Successfully pulling off a sneak attack is so tricky that patches have significantly increased the damage of the Stealth Tank's attacks to make Nod players actually bother to build them.

The Disruptor, a Nod structure similar to Tiberian Sun's Stealth Generator can cloak buildings and units, but unlike the old Stealth Generator it cannot cloak itself. I could understand this design decision if detecting cloaked units was tricky and required something similar to Tiberian Sun's Mobile Sensor Arrays, but in C&C3 even a completely invisible base would be easy to find thanks to the vast selection of ways to detect cloaked units. Thankfully Nod has plenty of other good tricks up their sleeve, but stealth was supposed to be Nod's speciality and it a shame to see it nerfed.

When a structure or unit detects something cloaked there is a cool-looking sweeping green laser effect that appears to be a couple of metres long, but the stealth detection radius is actually as large as the unit's normal sight radius. I believe a simple and effective way to make stealth detection more balanced would be if the detection range was only half the unit's sight radius. That way players could sneak cloaked units past stealth-detecting units and structures by micro-managing their movements.

Living Up To The Legacy

In most respects, Electronic Arts' C&C3 really is a worthy continuation of Westwood's classic Command & Conquer franchise. EA's Los Angeles development team wanted to do more than imitate Westwood though, and so they also put their own personal stamp on the game, changing things enough to make it their own work, their franchise, their vision of Command & Conquer. Of course, that's pretty common when someone else does a sequel. Sometimes it goes well and sometimes it does not. James Cameron's Aliens is a very different film to Ridley Scott's Alien, but it respects the source material and simply takes it in a new direction. On the other hand, Alien 3 immediately kills off the few characters that survived Aliens, and in Cameron's own words that was "a slap in the face" to him and to fans of the previous film. Unfortunately, a few of the changes that EA have made to the universe of Command & Conquer are in the same vein as Alien 3 - they feel like a slap in the face to Westwood and the fans that have followed the franchise for more than a decade. I am positive that was not EA's intention, I think they simply underestimated the significance of certain aspects of the older games.

I expect that some of you would accuse me of overreacting; surely it is not a big deal whether or not a sequel respects the original creator's intent if the sequel kicks arse and the story still makes sense. Unfortunately some of the changes that EA have made to the Command & Conquer universe cause the overall plot of the franchise to no longer makes sense! Whoops.

Before I get into EA's big mistakes, I'm first going to defend some of the changes that EA have made. It is quite common for hardcore fans of a franchise to have a knee-jerk reaction of "They changed it, now it sucks." I am not a part of that crowd, because I do not believe that every decision made by Westwood Studios was perfect.

Where EA Went Right

Westwood's original Command & Conquer (which has since become known as Tiberian Dawn) was set about Twenty Minutes Into The Future, a contemporary conflict of tanks and planes on green hills and yellow deserts with a few sci-fi elements thrown in. The spin-off Red Alert was set Twenty Minutes Into The Past, an alternative World War II with Cold War technology. It swapped deserts for snow and the sci-fi elements were more fun and silly, but it still felt familiar.


Command & Conquer (Tiberian Dawn) had a sci-fi plot but a contemporary setting

When Westwood released Command & Conquer: Tiberian Sun the setting shifted to Star Wars hover-vehicles and bipedal robot mechs struggling to control a bleak and depressing post-apocalyptic wasteland. It was supposed to be set thirty years after the original, but the changes to the world and the technology were so drastic it seemed more like a century. You can find similar high-tech infantry, walkers and hover-tanks fighting for dominance of a similarly desolate environment in the multiplayer first-person-shooter Battlefield 2142. I have no problem believing in hover-tanks and walkers fighting in the wastelands of the year 2142, but in the 2030s? Crazy.


Tiberian Sun was supposedly set just 30 years later, but everything seemed very futuristic

The basic C&C gameplay mechanics were still there, and the movies and mission briefings were fantastic, but Tiberian Sun did not feel like Command & Conquer. Only the Nod faction had something similar to a conventional tank, and how can you have a C&C game without tanks? Tiberian Sun was an excellent game, but it is original Command & Conquer and its Red Alert spin-offs that fans remember with nostalgia.

Nod forces invade one of GDI's beautiful high-tech citiesEA has addressed this by making C&C3: Tiberium Wars a hybrid of the previous games. Some levels feature high-tech cities, some are untamed wilderness, and others are bleak wastelands. To create the nostalgia factor most of the units are conventional stuff such as tanks and APCs given a bit of a high-tech makeover, but there are also futuristic units reminiscent of Tiberian Sun. (Of course the units of the new Scrin alien faction seem suitably alien, and it was no secret that if Westwood had made another C&C game they would have introduced aliens themselves.)

A clash between Scrin tripods and the walkers of the GDI Steel TalonsSome fans have complained about the technology of the good-guy GDI faction downgrading from mechs and hover-vehicles, but in the game's "Intel Database" EA have given a reasonable explanation for GDI's return to using tanks. Their story is that since the end of Tiberian Sun the Nod bad-guys have been perceived as less of a threat and so GDI's resources have been focused on combating the scourge of Tiberium and making the world more habitable. This also neatly explains why the whole world is no longer a depressing wasteland like in Tiberian Sun. Still, even if budget-cuts have caused the military to change focus from high-tech prototypes to cheap and reliable weapons, it does seem a little far-fetched that an advanced military with mechs and hover-tanks would completely scrap all their high-tech gizmos. EA have remedied this in the recent expansion pack Kane's Wrath which introduces sub-factions with slightly differing units, one of which is the Steel Talons division that still uses the Wolverine and Titan mechs from Tiberian Sun. EA have also added a couple of hover-vehicles to the GDI arsenal, including a hovering anti-air gun and a sonic tank similar to the Disruptor from Tiberian Sun.

The mysterious stasis chamber, with CABAL's face looming in the backgroundAnother cause of fan anger has been the important plot threads were left hanging. Command & Conquer 3: Tiberium Wars seemed to completely ignore the cliffhanger ending to Tiberian Sun's expansion Firestorm. At the end of Firestorm's Nod campaign a movie revealed a room full of adult-sized embryos in stasis and a more developed body that was clearly the villian Kane, still wearing the metal faceplate seen in Tiberian Sun. The face of CABAL on a large computer screen showed that the renegade artificial intelligence had not been truly destroyed either, and the movie suggested that somehow the minds of Kane and CABAL were fused together. In C&C3: Tiberium Wars Kane returns without a faceplate and with no mention of CABAL other than a tiny entry in the Intel Database. I understand why EA did not feature the resolution to the CABAL situation in C&C3 - they wished to make the game accessible to players new to the franchise (Tiberian Sun came out in 1999!) and did not wish to burden newcomers with too much backstory. Instead, EA waited till the expansion Kane's Wrath (which jumps back in time to shortly after the end of Firestorm) to explain what happened to Kane and that artificial intelligence. It turns out that the weird mental fusion resulted in the creation of a new artificial intelligence known as LEGION. An especially inventive touch is that in Kane's Wrath you actually play as LEGION, carrying out Kane's secret plans while he remains in hiding and recovers from his wounds.

In Tiberian Sun Nod's elite forces were cyborgs and in Firestorm CABAL attempted to use cyborgs to take over the world. EA neatly explained the absence of cyborgs in C&C3 by saying that Nod was wary of cyborg technology ever since the CABAL incident, but EA have brought them back in Kane's Wrath. The expansion features a Nod sub-faction known as the Marked of Kane, a cyborg army sealed in underground bunkers for years until Kane orders you to revive them. This does a great job of reinforcing the idea that the player is LEGION, CABAL's successor. The game also answers questions about what happened to Slavik, leader of the brotherhood at the end of Firestorm. Command & Conquer 3: Tiberium Wars left fans with many unanswered questions, but the Kane's Wrath expansion does an excellent job at patching up the Command & Conquer plotline.

Tiberium is Serious Business

For the past seven paragraphs I have been commending Electronic Arts Los Angeles team for successfully patching up plot holes. That seems a little bit at odds with my earlier statement that the Command & Conquer franchise no longer makes sense. That is because EA made one mistake, one terrible mistake that undermines everything else and destroys the continuity of the franchise in a horrible Buttery Effect of Doom. EA changed the nature of Tiberium.

The game is titled Tiberium Wars so clearly Tiberium is important. In gameplay terms it is the resource that you must collect in order to build stuff. Some fans have been irritated about the changes EA have made to this substance, mainly because they seem rather arbitrary and EA has not tried to explain them except by saying that Tiberium has "evolved". Something that neither EA nor most fans seem to have realised is that by making these arbitrary changes EA has also accidentally removed the justification for C&C's gameplay mechanics and the motivation for the conflict!

In Command & Conquer 3: Tiberium Wars, EA has decided that Tiberium is a self-replicating crystal that transmutes anything it touches into more Tiberium, emitting powerful radiation in the process. It is an interesting idea, a little similar to the "grey goo" scenario where self-replicating nanomachines consume the Earth, but on a far slower scale. The problem is being contained by the Global Defence Initiative, which uses high-tech sonic emitters to shatter the proton lattice of the crystals. As well as being the greatest threat the world has ever known, Tiberium is also a valuable resource because the radiation allows it to be used like nuclear fuel. Self-replicating nuclear fuel! Tiberium is destroying the world but it has also solved humanity's energy needs. Later in the game it turns out that Tiberium was deliberately seeded on Earth by an alien race known as the Scrin that is dependent on Tiberium radiation.

EA's scientific diagram of their new MIT-scientist approved Tiberium

It appears that EA wanted to let everyone know that Tiberium is Serious Business because they recruited MIT physicists to come up with an explanation of how EA's Tiberium actually works. They came up with the idea a "dynamic proton lattice" held together by exotic heavy particles, and the technobabble is pretty convincing, involving the heavy particles smashing atomic nuclei, incorporating some of the protons (causing the Tiberium to grow) and releasing the rest of the particles as radiation. I've got to give them credit, that sounds a pretty convincing sci-fi ecological threat. There's one problem though - it bears absolutely no relation to what Tiberium was like in the previous Command & Conquer games.

In Westwood's old C&C games Tiberium was not simply a crystalline element, it was an alien life-form that grew from brown plant-like pods, soaking up minerals and nutrients from the soil through root systems and storing them as green crystals on the surface that were rich in precious metals. Movies in original C&C (Tiberian Dawn) gave the chemical composition as being mostly phosphor, iron and calcium, but also 1.5% new elements unknown to mankind. (Is anyone else reminded of Richard Pryor trying to synthesise kryptonite in that awful Superman film?) It also breathed out a cocktail of deadly gases that were 29% unknown elements, as well as more traditional toxic stuff like methane and sulphur.

Photobucket Photobucket
Westwood's Tiberium technobabble included chemical composition and an animation of its life-cycle

Later the player learnt that Tiberium was also a deadly biohazard that could infect plants and animals like a virus, rewriting their genetic structure and mutating them into bizarre new creatures. Here's a movie from original C&C which describes Tiberium-related illnesses and the ecological damage, with the climax being Dr Mobius giving a press conference and warning "It seems to be adapting the Earth's terrain, foliage and environment to suit its own alien nature."



Not only were the dangers and effects of Tiberium different in Westwood's original C&C games, the uses of Tiberium were different as well. For the sake of writing this review I bought an old second-hand copy of The Official Guide to Command & Conquer (published back in 1995). In the section describing the Tiberium Refinery I found this excellent explanation:

Tiberium allows for the creation of new items practically instantaneously (compared to previous fabrication methodology) at new beachheads. The process uses sophisticated Tiberium-inspired engineering combined with the latest computer-aided manufacturing (CAM) technology.
This is what justifies all the 'peculiarities' of Command & Conquer gameplay. It is why your buildings can miraculously rise out of the ground in a matter of seconds. (If you watch the animation when you place a structure it starts as an indistinct grey shape and then morphs into the final building.) It is why it is actually feasible to build small factories in the middle of a battlefield and produce endless streams of tanks. It is why you are instructed to carry out important missions yet given hardly any forces. Here's another excerpt from The Official Guide:

In this new kind of warfare, the focus is quality, not quantity, and quality here largely means the ability to deploy small numbers of excellent forces. Battles are fought in terms of hours, not weeks or years. This follows directly from the ability to deposit a very small amount of physically relocated items (primarily the MCY, with minimal fire support) that quickly become a larger force via the new Tiberium-inspired micromanufacturing techniques. This small, crack force can then focus on a seed of enemy aggression before it grows into a large, country-spanning tree, as used to happen back when nations took weeks or months to field a decent counter response.
The brilliant thing about Westwood's imaginary substance is that it can be used to justify a large number of necessary game mechanics. I have never stopped and wondered why Rocket Soldiers were able to fire an unlimited number of rockets - the only RTS game I know where you have to worry about your ammo is Company of Heroes - but The Official Guide manages to come up with an explanation for that too. It explains that 'Tiberium has touched many aspects of human life (for better or worse); one of the spinoffs is this lightweight launch platform with a virtually inexhaustible supply of micromanufacted warheads.' It also mentions that 'the sophisticated apparatus necessary for Tiberium-based warhead replenishment makes the bazooka soldier an easy kill', as weight factors mean the soldier cannot wear much body armour.

How about the Engineer's ability to instantly capture buildings? They gain access thanks to 'specially shaped charges and explosive-assisted hydraulic jaws', and they can 'practically walk in one side of a sealed bank vault and out the other without stopping'. They take control of the building using 'high-power RF locators, jammers, and CPU scramblers', because buildings constructed using the unique Tiberium-based build-process have an Achilles Heel:

In this new military age, every building has a core computer net that controls much of the operation of the facility. This computer net is required due to the intense combination of Tiberium-inspired construction and computer-aided manufacturing (CAM). Together, these two technologies are sometimes called micro- or nano-assembly. The considerable computer capability needed for the nearly instantaneous construction of a building then becomes integrated as the core nerve centre of the facility.
This idea featured prominently in the first-person-shooter Command & Conquer: Renegade, where the heart of every building was a Master Control Terminal that was a critical weak spot. (Incidently, Renegade also explained why the GDI Barracks and the Hand of Nod could produce an unlimited number of troops: a Hand of Nod seen in Renegade's singleplayer had a helipad on the roof and a Transport Helicopter that dropped off reinforcements, implying that when you played Command & Conquer the number of troops in your Barracks/Hand of Nod was topped up by aircraft when you were not looking.)

The problem should now be obvious. Westwood's old Tiberium was toxic but it contained all the elements needed to instantly fabricate a soldier's rifle, rockets, a tank or a building. EA's new Tiberium slowly corrodes and assimilates anything it touches but it can be used as nuclear fuel. This means that it is still a useful resource that nations might fight over, but it no longer justifies the actual gameplay as it is not a building material. I can imagine the futuristic equivalent of big oil companies setting up refineries and gathering the radioactive Tiberium, but there is no reason the player should because you cannot make guns and vehicles out of the stuff. You are supposed to be shooting the enemy, not running a profit-making business.

The Scrin's Motivation

C&C3: Tiberium Wars introduced a third faction to the game, alien invaders known as the Scrin. The existence of aliens had already been revealed in Westwood's Tiberian Sun, with the discovery of an alien ship and a device called the Tacitus that was full of Tiberium-related information. The implication was that an alien race had intentionally seeded Tiberium on Earth in order to terraform our ecosystem into one that better resembled their home environment.

In the Westwood games Tiberium mutated plants into exotic alien floraWestwood's Tiberium mutated both plants and animals into strange new creatures, and Tiberium Sun and Firestorm had levels that resembled alien worlds. As well as the toxic Tiberium that harmed troops there were various other types of Tiberium plant, and Tiberium algae that clogged up waterways and oceans. New creatures included dog-like Tiberium Fiends that could shoot shards from their backs, and Floaters that resembled giant jellyfish that could give electric shocks. Humans killed by Tiberium could mutate into Visceroids, weird lumps of flesh that could combine with other Visceroids to become large dangerous blobs. Even vehicles were not safe, as there were Veinholes surrounded by tentacles that would attack any heavy vehicle that attempted to roll over them.


Unfortunately, EA decided to not include any of this wonderful alien ecosystem in C&C3. Instead of alien jungles we were given 'Red Zones' devoid of life, wastelands dominating by gigantic Tiberium crystals and huge creaking Tiberium glaciers. (I must admit I did like the the ruined houses covered in Tiberium and the canyons full of massive crystal formations.) The reason for these wastelands rather than alien jungles is that the new Tiberium does not mutate plants and animals into Tiberium-based life-forms, it just kills things with deadly radiation and turns them into crystals. It turns out that this is the type of Tiberium the Scrin needs - they are dependent on the Tiberium radiation. (Not simply as a resource - they biologically need it to survive. You win the GDI campaign by destroying a critical Scrin structure that has been transmitting the essential radiation to all of the Scrin forces on Earth.) The Scrin are actually tricked into invading early by Kane, and they are surprised to find that we are still around and that the Earth is not one great big radioactive ball of crystal.

It seems the Scrin's dependency on Tiberium is even greater than our dependence on oxygen. During the early stages of the invasion the Scrin construct a Relay Node/Control Node that emits Tiberium radiation to sustain the Scrin forces. This node has an enormous range that reaches as far as the moon. The Scrin are defeated when GDI destroys this node - the Scrin spontaneously disintegrate within seconds. Aliens that disintegrate if they are not constantly bathed in radiation... I have not seen that kind of silliness since 1950s sci-fi B-movies. There is also the fact that Tiberium radiation is supposed to be deadly to humans, and if the Scrin are beaming enough of it to sustain Scrin units all over the globe then humanity should be killed by the radiation. You could argue that the radiation might be low-intensity and not very harmful to humans, but that would make the Scrin have the crappest biology of any species ever. Plants need sunlight to live but they do not instantly wither and die if you take them out of the sunlight; I cannot imagine an alien race that is sustained by low-intensity harmless radiation and yet cannot survive without that radiation for a few minutes. It is an excuse to have a ridiculous Achilles Heel/Deus Ex Machina: "destroy this structure and all enemy forces will drop dead".

Since the Scrin civilisation is completely dependent on the radioactive Tiberium crystals, the "evolved" radioactive version cannot be a new phenomenon. This begs the question - why did the Scrin bother to seed the "old" toxic plant-like Tiberium? Surely they could have just seeded the radioactive version. One possibility is that it was part of an elaborate plan - they seeded a version of Tiberium that would seem more useful and not quite as dangerous so that humanity would try to exploit it rather than racing to destroy it. The problem with that idea is that the Scrin could easily have picked a lifeless planet rather than the Earth and avoided having to worry about humanity at all. In Tiberian Sun it made sense that the aliens picked Earth - they wanted an inhabited world with a thriving ecosystem that they could then convert into their own alien ecosystem. In C&C3 the new nature of Tiberium makes an ecosystem irrelevant, as rather than creating new species the radioactive Tiberium simply converts everything it touches into more radioactive crystal. This would make Mars or some of the huge rocky moons of Jupiter and Saturn far more logical choices - the Scrin could have seeded them with the radioactive crystals and not had to worry about humanity interfering with their plans.

So, yet another problem with EA's new self-replicating radioactive crystals: it means there was no point in the Scrin seeding the organic mutagenic Tiberium seen in the earlier Westwood games. In fact, there was no need for the Scrin to come to Earth at all.

Kane's Schemes

EA's changes to the Tiberium have also messed up the motives of Kane and the Brotherhood of Nod. In Tiberian Sun and Renegade Kane conducted various experiments involving controlled Tiberium mutations in humans, and believed that "Tiberium-based life" would be the next step of evolution for humanity. Nod's cyborg soldiers - as well as having the advantages of high-tech cybernetic implants - could stand in Tiberium patches unharmed, in fact it caused them to slowly regain health. If you won Tiberian Sun's Nod campaign you saw a movie sequence in which Kane launched a world-altering missile that spread green stuff all over the Earth in order to evolve the whole human race. The new self-replicating radioactive crystal featured in C&C3 cannot be used for such schemes as it simply kills people and turns them into crystal rather than transforming them into a new type of creature.

So EA came up with a new motive for Kane - inviting the aliens to Earth and then using their own technology to travel to other worlds. This is quite a departure from Kane's old agenda. Kane spent years researching Tiberium mutations and setting up his plan of forced evolution. I guess he was forced to adapt and come up with something new when the Tiberium mysteriously evolved for no apparent reason whatsoever.

Kane's new scheme hinges on the usage of Liquid Tiberium. Liquid Tiberium is supposed to be very unstable and difficult to produce, and also dangerously explosive. When Kane tricks GDI into firing an ion cannon at Kane's temple - which has a store of Liquid Tiberium beneath it - the result is a massive explosion that attracts the attention of the Scrin aliens. Late in the game you get the option to use a Liquid Tiberium Bomb, but if you use the bomb you get an alternative "bad ending" in which you defeat the bad guys but essentially obliterate Europe in the process. So... Liquid Tiberium... powerful (and nasty) stuff. This is a bit baffling, because surely the entire point of the game's Tiberium Refineries is that they melt the Tiberium into liquid. That's what refineries do. In-game the refineries have massive open-topped vats full of glowing green liquid, so liquid Tiberium should not be a rare commodity at all, and blowing a refinery up should result in a massive nuclear explosion. Also, in the Kane's Wrath expansion there are Tiberium Troopers that spray Liquid Tiberium at enemies, similar to the old chem troopers in original C&C. Against infantry they are OK but no more effective than standard Black Hand flame throwers, and the sticky goo can slow down vehicles. Surely it should be either instantly deadly or extremely volatile and liable to explode?

The only answer to that is that "Liquid Tiberium" is not simply Tiberium melted to form a liquid, but some other special type of Tiberium. I really think EA could have given it a better name. They could have called it "Tiberiate, a man-made isotope of Tiberium". Or perhaps "enriched Tiberium", to make it sound a little like the enriched uranium used to make nuclear weapons. Liquid Tiberium does not make sense and is simply sloppy.

Ever since Tiberium's mysterious change, Tiberium Infusions have been a very bad idea
Another Tiberium-related bit of sloppy thinking is the "Tiberium Infusion" upgrade available to Nod players, which infuses all of your basic infantry with Tiberium and makes them immune to the dangers of walking through Tiberium patches. Given that Tiberium assimilates anything it touches, surely infusing someone with Tiberium - no matter how small a quantity - would give them radiation poisoning and eventually turn them into green crystals from the inside out? Good going, Kane - you've just murdered all of your own soldiers in one of the most painful ways imaginable! The idea of infusing someone with Tiberium worked in the older games because Tiberium was a living thing, so perhaps it could be manipulated by something akin to genetic engineering. People are given modified 'safe' versions of viruses in order to vaccinate them against the dangerous versions, and perhaps 'safe' versions of the Tiberium organism could be given to troops to protect them against the dangerous natural version. That idea does not work for EA's new radioactive Tiberium, however, as it is just one substance, one self-replicating element.

Evolution or Accident?

There is a big problem with EA's claim that Tiberium evolved. The earlier versions of Tiberium were life-forms with a complicated chemical composition, a life-cycle and the ability to infect and transform other creatures. The new type of Tiberium is just a radioactive green rock that grows. How can an animal or a vegetable "evolve" into a mineral? That is a very shaky definition of evolution. Furthermore, this new Tiberium completely replaced all of the existing Tiberium that was spread all across the globe, a very drastic change. I figured this change could not be down to natural evolution, and so I tried to come up with some theories that might explain why the Tiberium changed.

At the end of Firestorm GDI gained vital information from the Tacitus that was supposed to be the key to saving the world from Tiberium. Kane's Wrath takes the story back to two years after the end of Firestorm in order to tie-up the loose plot threads, but it features the radioactive evolved Tiberium, which means the Tiberium evolved into its new form just a year or so after the end of Firestorm. So my first theory was that in the couple of years between Firestorm and Kane's Wrath GDI released something that was designed to completely wipe out all Tiberium, but they made a mistake. I mentioned earlier that Westwood's old Tiberium was made up of 1.5% unknown stuff, and I thought that perhaps GDI's experiment caused that unknown element to change into an unstable self-replicating version and completely consume the Tiberium, transforming its chemical composition from 1.5% unknown to 100%.

I was rather chuffed with myself for coming up with this theory, as it solved the mystery of how a living thing could transform into a mineral. It emphasised the idea that the Tactitus is a very powerful and dangerous tool, and it was a nice twist that GDI's attempt to use it had replaced one ecological crisis with another. I then realised there was a big flaw in this idea - the Scrin are dependent on the evolved radioactive Tiberium and so it would not make sense for an accident on Earth to create the evolved version. The Scrin could not have planned for GDI to mess with the Tacitus and cause such an event. The more likely option is that the Scrin themselves released something that transformed the Tiberium. The flaw there is that the Scrin do not show up until Kane invites them with a Liquid Tiberium explosion half way through the game.

The only option remaining is that the Tiberium had some kind of built-in timer. After a certain number of years or a certain number of generations a genetic time bomb went off, the Tiberium produced some chemical that changed the unknown element and made it self-replicate, consuming the Tiberium and covering the world in self-replicating radioactive crystals instead of mutagenic plant-pods. Hmmm. I'm not convinced. As I said earlier, there is no good reason why the Scrin could not have simply seeded the radioactive version rather than taking a gamble with such an over-complicated scheme.

The especially irritating thing is that I cannot think why EA decided to change the Tiberium, as it creates all these oddities without achieving anything positive. It seems to be change for the sake of change. The only thing I can think of is that they wanted a new art direction. They did not like the crystals crowing out of brown plant-pods, they wanted the crystals to come straight up out of the ground. They wanted Red Zones dominated by gigantic Tiberium Glaciers of glowing green crystal. True, the new Tiberium does look pretty cool, but the old-stuff looked OK too. Great going guys - you broke the story simply for the sake of having some new-look crystals.

What I Would Have Done

EA could have made a game with essentially the same story but kept the Tiberium the same as in the original games made by Westwood. If I was one of the head honchos on EA's Command & Conquer 3 development team at the start of the project and the C&C3 storyline was being discussed, I would have proposed this alternative version to avoid the whole mess.

1) GDI uses the Tacitus to figure out how to combat Tiberium using sonic emitters (just like EA's C&C3 story). There's no reason Westwood's old plant-like Tiberium could not have the same resonance weakness as EA's radioactive Tiberium, as both types of Tiberium are mostly crystalline. (The Tiberium crystals could have the colour and shape of EA's redesign - EA's "evolved" Tiberium does look pretty cool - but with the important element of having the crystal itself growing from a sort of pod/growth rather than directly out of the ground. Also, the centres of Tiberium fields would be mutant 'blossom trees' from the earlier games rather than fissures in the ground.)

2) GDI uses napalm carpet bombing and specially designed chemical weapons to combat all the other weird Tiberium-based life-forms that we saw in Tiberium Sun and Firestorm, such as the weird plants, mutant creatures, vein holes and the algae. GDI also uses Tacitus knowledge to develop some kind of atmospheric decontamination technique to get rid of all those harmful gasses that messed up the atmosphere and caused all those ion storms.


3) GDI eventually reclaims large portions of the Earth from the scourge of Tiberium. These areas become GDI-controlled Blue Zones that are essentially identical to the Blue Zones seen in EA's C&C3 . Energy is not an issue thanks to fusion power plants; according to the Official Guide the 'Advanced Power Plant' structure in original C&C contained a tokamak fusion reactor and it is reasonable to assume that nuclear fusion has been used ever since. The world therefore no longer has an energy economy dependent on oil. Instead it has a Tiberium economy, as modern industry and the military is dependent on Tiberium-fuelled micro-manufacturing. For this reason GDI allows some Tiberium to grow in confined areas within Blue Zones, safely cordoned off by sonic barriers. We therefore end up with Blue Zones that are essentially identical to the ones seen in EA's C&C3, without changing the Tiberium.

4) GDI is unable to combat Tiberium in the Nod-controlled Yellow Zones due to the animosity between GDI and Nod. Also, Nod still has the cult of Tiberium, the belief that Tiberium holds the key to the future evolution of mankind, so Nod emphatically opposes the destruction of Tiberium. GDI is able to eliminate most of the various mutant creatures and plants from Yellow Zones as they can be wiped out by aircraft, but it is impossible to use the ground-based sonic emitters to destroy the actual Tiberium fields. The allows the Yellow Zones to be essentially identical to the Yellow Zones seen in EA's C&C3.



5) Although Blue Zones and Yellow Zones will be almost completely devoid of Tiberian Sun style life-forms, infantry killed by Tiberium contamination have a chance of mutating into a visceroid. (C&C3 does feature visceroids, but only as a rare side-effect of the Scrin Corruptor weapon.) The visceroids would be more similar to the Tiberian Sun versions, with harmless 'baby visceroids' fusing to become a dangerous 'adult visceroid'. This danger of creating visceroids will make the "Tiberium Contamination Detected" warning rather more worrying for players, and make Nod's Tiberium Infusion upgrade even more valuable.

6) Red Zones are areas untouched by GDI's efforts. Rather than being C&C3's barren wastelands dominated by gigantic crystal formations, instead they resemble incredible alien jungles. A few of the plants and animals resemble creatures seen in Tiberian Sun and Firestorm, but most are new species. (Creating alien jungles would require quite a bit of additional work by the art department and the modellers, but the rapid evolution/mutation nature of Tiberium means that at least the art department gets to flex its creative muscles and not be restricted by the previous creature/plant designs seen in Tiberian Sun.) The air is toxic to unprotected humans and the Red Zones are ravaged by ion storms. Ion storms could be scripted events in a couple of the Red Zone missions.

7) Some of the human mutants (known as "The Forgotten") attempt to integrate into GDI society in Blue Zones. Unsurprisingly this leads to racial tensions - they are mutants and some argue they are not truly human anymore. There is also a fear amongst some GDI citizens that they may be somehow infected by the mutants. The difficulties prove too hard for many mutants and so large numbers choose to live in the Yellow Zones instead. Unlike the mutant exodus mentioned in EA's C&C3 it would be implied that some mutants do live in Blue Zones, essentially becoming an unpopular ethnic minority.

8) There are no capturable Mutant Hovel structures. Mutants live in communities and have their own identies and will not go and fight for someone simply because an engineer turns up to capture a building! Instead of Mutant Hovel structures some Yellow Zone levels could have small mutant villages made up of several buildings and tents. They are effectively just 'civillians' that are mostly indifferent to both GDI and Nod. They do not take sides, as unlike in Tiberian Sun there is nothing in the storyline about diplomacy with the mutants and adding such elements would overcomplicate matters.

9) The Liquid Tiberium research of EA's C&C3 is replaced with research into the unknown elements that make up 1.5% of Tiberium, mentioned all the way back in C&C3. These elements could be stable within Tiberium and Tiberium-based life-forms but unstable if extracted. One of these elements - which I'll nickname 'Tiberianite' for convenience - is so unstable that in liquid form it is radioactive and highly explosive. This element is also released as part of the 29% unknown gasses that Tiberium naturally breathes out, but the gaseous form is far less volatile.

10) Kane's Tacitus research back in the days of Tiberian Sun taught him that although the Tiberianite gas is less volatile than the liquid form there would eventually come a day when the gas in the atmosphere would reach a critical concentration and a lightning strike from an ion storm could ignite a chain reaction. This nuclear reaction would spread across the entire Earth, transmuting the Tiberian gases into other elements. The new chemical make-up would match that of the Scrin's natural atmosphere and would be the final stage of the terraforming process. (Or rather, 'xenoforming' process.) Kane reaslised that the Scrin would be monitoring the Earth to detect when this atmospheric conversion took place.
11) Kane's World Altering Missile from Tiberian Sun was designed to cause a different kind of chain reaction, but it similarly required the atmosphere to be full of Tiberian gasses. GDI's clean-up of the toxic atmosphere has not only postponed the atmospheric conversion that would trigger the arrival of the Scrin; it has also made Kane's scheme to evolve humanity unworkable. (This justifies Kane having new plans and new goals without the need to change the nature of Tiberium.)

12) Kane comes up with a new masterplan. He realises that if the dangerous liquid form of the Tiberianite element is shocked with a powerful ionic blast the resulting explosion would have a similar signature to the natural atmospheric conversion process. This would trick the Scrin and cause them to invade the Earth early while humanity is still strong and the Earth is still nowhere near the conditions the Scrin desire. Kane learned from the Tacitus that when the Scrin invade planets they build "Threshold towers" that act as interstellar portals, and Kane intends to commandeer one of these towers for his own purposes. Rather than attempting to evolve all of humanity into Tiberium-based life, Kane shall instead evolve only a select chosen few, and these chosen ones will then 'ascend' and journey to a new world. A new beginning.

13) Kane realises that in order to create the necessary effect the liquid Tiberianite must be subjected to an enormous ionic blast, larger than the strikes of an ion storm. He needs the power of a GDI ion cannon.

14) The events of the start of the game are essentially identical to EA's C&C3: GDI have a economic summit on the Philadelphia space station to discuss the conflicting interests of GDI's Tiberium-elimination project and the economy's need for Tiberium in micro-manufacturing. In EA's C&C3 it is an energy summit, but it basically comes down to the same thing, the world economy is dependent on Tiberium. Just like in EA's C&C3, Kane launches a missile and destroys the Philadelphia, kicking off a new war.

15) Kane eventually tricks GDI into firing the ion cannon at Temple Prime, detonating a resevoir of concentrated liquid Tiberianite lurking beneath. This attracts the attention of the Scrin. (Same as EA's C&C3 except that instead of using liquified Tiberium crystals it uses one of the elements that makes up Tiberium. The fact that Westwood's Tiberium is a life-form with a complex chemistry makes Tiberium very versatile, and deriving new substances from Tiberium is infintely preferable to making up new forms of Tiberium itself.)


16) The Scrin arrive and are surprised that Earth does not match their intended ecosystem. The transformation is not complete, and the natives have a military that could pose a threat. The Scrin consider aborting the mission and waiting a few more decades, but then detect that humanity has figured out how to reclaim areas from Tiberium infestation. If the Scrin leave humanity may eventually eliminate all the Tiberium and Tiberium-based life and the Scrin scheme will have failed. It is determined that humanity must be extermined.


17) The Scrin expedition lacks the firepower to erradicate humanity, so they decide to carry out diversionary attacks on population centres while Threshold towers are constructed using Tiberium-based micro-manufacturing. The Red Zones are the ideal location for this due to the plentiful Tiberium and the fact that the environment is hospitable to the Scrin but hostile to humans. When the Threshold towers are complete the Scrin will have access to reinforcements and more resources and will be in a better position to wage a war.


18) The mutants seen in Tiberian Sun were able to regain health by standing in Tiberium fields, but they did not have a long life expectancy as eventually the mutations could become fatal in a manner similar to cancer. (Thankfully GDI developed a treatment by the end of Tiberian Sun, saving the mutant character Umagon.) The Scrin also have a Tiberium-based biology, but it is more stable and resistant to mutation. This means that Scrin can safely stand in Tiberium fields, but they cannot regain health in this manner. The Scrin can be healed by some concentrated Tiberium-derived chemicals; this is the substance sprayed by the Scrin corruptor unit. As in EA's C&C3 the Scrin's Tiberium-based biology makes them vulnerable to the sonic resonance weaponry that GDI uses to destroy Tiberium.


19) Since the Tiberium is Westwood's original version rather than EA's radioactive version, the Scrin are not dependent on Tiberium radiation to survive. Instead of emitting radiation the Scrin Relay Node/Control Node is a telepathic communications centre. It sends and receives signals between the brains of all Scrin forces, allowing each Scrin unit to have constant awareness of where its comrades are and what they are doing, and allowing distant Scrin forces to coordinate their efforts. (This is in keeping with the fact that the Scrin have units such as the Mastermind that can mind-control other units.) GDI realises that if they can destroy the Relay Node it will cause a sudden shock in the brain of every Scrin unit, leaving them completely disorientated or perhaps even killing them. As in EA's C&C3 there is an option to use a deadly bomb, though with the minor change of it being a Tiberianite bomb rather than a Liquid Tiberium bomb.


20) When GDI destroys the Relay Node, the final movie shows some Scrin forces being killed instantly, while others stagger around in circles screeching. Airborne units plunge from the sky and crash. The end of the movie shows GDI aircraft and Zone Troopers with railguns finishing off some helpless Scrin survivors.


21) If the player uses the Tiberianite bomb the GDI campaign has a 'bad' ending essentially identical to EA's C&C3. The 'good' ending where you refuse to use the bomb would also feature an extra scene with Billy Dee Williams (the head of GDI that urges you to use the experimental bomb) horrified at the fact he nearly caused a disaster, resigning from his position and begging for the player's forgiveness. (I was disapointed that the 'bad' ending for GDI seemed longer, more interesting and featured more actors than the 'good' ending; surely beating the final mission the "correct" way should not warrent a lesser reward.)

So there you have it. An alternate version of C&C3 that still has essentially the same story and mission objectives but is also perfectly consistent with the previous games made by Westwood Studios.

Final Notes

I have greatly enjoyed Command & Conquer 3: Tiberium Wars and the Kane's Wrath expansion, and I look forward to Red Alert 3 with great anticipation. The EA LA development team have kept much of the essential C&C goodness the same, and given excellent justifications for most of the changes that they have made. Unfortunately the changes to the Tiberium and the aliens' intentions for Earth do not have such justifictions, and it seems to me like someone on the dev team wrote the storyline without doing the research and replaying the previous titles first. Westwood firmly established in Tiberian Sun and Firestorm that Tiberium was seeded by aliens to mutate Earth species and change our atmosphere in order to create an alien ecosystem on Earth, fit for colonization. If EA LA had made that extra bit of effort to incorporate that into their storyline I could have been fooled into thinking that Westwood Studios was back in action. If they had come up with a good explanation or justification for changing the storyline I might have been able to accept that instead. Unfortunately EA failed to do either, and EA's world without mutations and radiation-loving Scrin just underline the fact that we will never see the true conclusion to the original Command & Conquer story. Still, game does kick ass though. Can't deny that.

21 comments:

Anonymous said...

Aww, now I want to replay TS. Seriously, with your review, I think I'll buy C3+Ex in the next few weeks.

your evil twin said...

That's great! I'm glad that all the stuff about the Tiberium/Scrin plot holes doesn't actually put people off buying the game. Problems aside, it is still a fun and well-made game.

Who would have thought that an article designed to point out the flaws in the game could act as advertising!

Anonymous said...

Alright, YET. I've read your wall'o'text, and would like to add some comments about it.

While I mostly agree storywise (like how Tiberium evolved etc), there are several aspects of Tiberium you kind of jumped with your judging on (oh my broken Engrish!).

You assume that the evolved Tiberium is nothing more than a radioactive fuel, since it does not produce any materials, but instead assimilates everything. However, I did NOT find direct proof of this.

First of all, as you most likely know, the nuclear power stations do not utilize radioactive materials for their ability to radiate... err... radioactivity. The main reason Uranium, Plutonium etc. are used are for their ability to produce fission - splitting of a heavy nucleus into 2 or more smaller ones, with subsequent release of energy - radiation, heat, light. The said heat is then used as a means to warm up water in tanks, vaporize it, and then use the resulting steam as a work body in steam turbines. Thus, the assumption that Tiberium is used as a fuel simply because it's radioactive is kind of thought up.

A quote: "The new Tiberium is a dense 'dynamic proton lattice' held together by exotic heavy particles. When Tiberium comes into contact with other matter, the heavy particles randomly collide with the nuclei of the target matter, smashing it to pieces (in the case of smaller nuclei) or incrementally knocking off protons or neutrons (in the case of heavier nuclei). Tiberium captures a fraction of the protons that are ejected during this collision process and incorporates them into its own structure, thus transmuting matter into more Tiberium. Whenever one of the heavy particles — a muon or tauon — collides with an atomic nucleus, fission occurs, which results in the production of alpha, beta, and gamma radiation as well as other forms of electromagnetic radiation (like infra-red). During the transmutation process, nuclei that Tiberium has come into contact with may be changed into nuclei with different (usually fewer) numbers of protons or neutrons."

So, what do we see here? Tiberium is a "dense dynamic proton lattice". Now, here, I suppose, EA really messed it up, since a proton lattice, even bound by exotic particles, simply cannot exist as is. Protons are holders of positive charge, and any large accumulation of charge in once place is bound to attract the opposite charge (evidenced by natural lightning). Thus, even before such Tiberium could get formed, it'd be destroyed by the earth itself, which holds many electrons.

Thus, we simply must assume that Tiberium consists of something else than simply protons bound by exotic particles. And here's the thing: if it consists of normal elements, it can be utilized, just like first-generation Tiberium. Sure, EA did a half-assed thing with this evolved Tiberium, but that does not mean that they completely abandoned the original concept of how Tiberium works (even though it does not grow out of plant pods any more).

I belive it can still be used in micro-manufacturing, but for that, it has to be refined first (that's what refineries do), to rid it of its "cannibalistic" nature. We do not know the exact process of Tiberium refining, we simply know it's melted and then processed in some unknown way.

The same goes for Tiberium infusions performed by the NOD forces. First of all, the dose is minimalistic (I assume), second of all, the sort of Tiberium used is not the raw, untamed one. It was refined, probably altered in some way in laboratories, to be made more or less harmless to humans. In return, this tamed version of Tiberium may provide immunity to Tiberium affliction by "signaling" its wild mate that "here be moar Tiberium, not exposed tasty human flesh". This is pure speculations, of course, but we never got explained how it works in the first place.

Further, concerning Liquid Tiberium. I am basing on cnc wikia now, but there it's said that Liquid Tiberium =/= melted normal Tiberium. Quote: "While technically liquid Tiberium is not a new form, as the compound has to be melted down for processing, the liquid Tiberium (refered to as Ichor LQ by the Scrin) developed by the Brotherhood of Nod is a completely new type of Tiberium altogether". Not sure how accurate it is, but hey, what do we know of EA's intention? I agree, they COULD have named it better, but it does not mean that if it's called Liquid Tiberium, then it is simply liquid Tiberium. Still, bad choose of wording from EA. Boo.

Of course, there is this whole thing of Tiberium evolution, which is such a stupid and obviously flawed idea. If all Tiberium eventually evolved into merciless crystals that consume everything, then why not initially utilize some civilizationless planet to terraform, or should I say, to Scrinform? I have a few theories about that.

1. Scrin may still need water, what do we know? There aren't many planets that have water, and Earth is one of them.

2. Initial stage of Tiberium may have needed water to begin proper spread. Kind of thought up, since evolved Tiberium does not seem to need it, but ah well.

3. Tiberium may have mutated spontaneously, due to a factor in Earth's ecosystem - excess of Nitrogen in the air, perhaps? Who knows. It may not be Scrin's initial plans to have it mutated at all. Although a race that ancient (come on, they have mastered warping technology!), could have predicted this, contacting with Tiberium for eons and eons.

That should about cover my points. Some things may contradict themselves, since it's been a long time since I played CnC3, and since this post is so damn long ;_;.

So, what do you think?

your evil twin said...

Ah, the thing about Tiberium being used as an energy source was said by EA themselves. I did not simply assume it because the Tiberium is radioactive.

One of the earliest "intel" entries on the official C&C3 website is a description of new Tiberium and its effects on the world. I quote:
"The future contemplated in C&C 3 is a difficult one. The Earth has been permanently transformed by Tiberium as the strange alien mineral slowly consumes the planet. This crystalline substance turns anything it touches into more Tiberium, a process that gives off powerful energy that can be harnessed by a resource-starved human civilization. Tiberium is both a gift and a curse: It is the ultimate resource – but it is also destroying the environment, it has been the focus of two world wars, and it will eventually obliterate all life on the planet."

A later section comments: "They benefit from Tiberium as a resource; their energy-intensive economies are powered by the awesome energies generated by the green crystal – but they suffer none of the side effects that make life in the Yellow Zones a living hell. If you reside in a Blue Zone, Tiberium seems to have more upside than downside – you have almost limitless energy at your disposal and yet your surroundings are relatively pristine."

So there you have it. Presumably the radiation from Tiberium causes heat and therefore can be used to drive steam turbines in the same manner as uranium. So, that makes it a valuable resource that is worth lots of money, but not particulaly useful for making tanks out of.

Also, you cannot say "we simply must assume that Tiberium consists of something else than simply protons bound by exotic particles", because EA actually went to the effort of getting MIT scientists to come up with that technobabble. We have to accept that for some reason the proton lattice is not destroyed by the Earth's electons. The exotic particles could be negatively charged. (Just cause they have unknown exotic properties, doesn't mean they do not also have some normal down-to-earth properties.)

EA could have left it vague like Westwood did (Westwood's get-out clause for all the weird properties was the 1.5% unknown elements), but instead EA made a point of specifically describing exactly what Tiberium is made of. A substance that causes anything it touches to undergo nuclear fission, capturing some of the particles and using those particles to grow. Stuff like that is not very useful for building tanks. That's why EA changed it to being an energy source instead.

EA's Tiberium description on their website also describes how breathing in even microscopic Tiberium particles is deadly. And as already established, Tiberium contains no other elements, so there cannot be a raw, untamed version and a safe version that can injected. If EA had left the nature of Tiberium vague then perhaps it would be a possibility, but alas they specified exactly what it is made of and exactly what it does.

The Liquid Tiberium thing - yeah, cnc wikia says that Liquid Tiberium is not the same thing as melted Tiberium simply because the Liquid Tiberium in the game makes no sense. They did not base their statement on anything in-game or anything on the EA website, it is just a fan theory to explain the problem of Liquid Tiberium.

And there's also the problem that the Tiberium Troopers in Kane's Wrath are specifically said to spray Liquid Tiberium. Including the capital letters. So surely the first time they try to spray the stuff in a combat zone they should blow themselves to bits!

As for the Scrin need water thing - one of the weird things about C&C3 is that it appears the Scrin have no intention of living here. They just want to build Threshold towers and then suck up all the Tiberium and teleport it home.

And Tiberium could not have evolved spontaniously in Earth's atmosphere, given that the Scrin are dependent on Tiberuim radiation and clearly the radioactive stuff is the stuff they wanted all along.

Still, it is good to have someone testing what I have written. At least I can be sure people are really reading it and paying attention! :)

Anonymous said...

Actually, the appearance of walkers and hovercraft in TS is not that far fetched. Following the Red Alert canon, without a WW2, technological growth exploded. That's why there were GPS satelites being launched and tesla coils being fired even though the game was set in the WW2 era. With that in mind, it's not that crazy to believe that such technological advances could be made, especially with the wonders of Tiberium, which, as you stated yourself, revolutionized the war industry. Also, they weren't eliminated from the military because all attention was aimed at facing Tiberium; walkers were also costly resource hogs which were prone to explosives placed upon their legs (as the GDI Commando does to Nod walkers).

Moving on to the CnC3 critique, I really can't say much about the Scrin since I haven't actually finished the game and skipped that part. I will, however, give my views on Tiberium.

As seen in Firestorm, Tiberium growth was reaching record levels, as seen with the new mutations in plantlife and animals. To say that this growth would be totally beneficial to the then plant-like Tiberium would be erronous. Within a few years, the plant which is spread around the entire globe would suck up most of the nutrients it needs to survive. It isn't surculating back into the soil as it might naturally since GDI and Nod harvest it and use it as currency and material used in weponry and construction. So, how does the plant survive? Simple; it reformats its own DNA (which I imagine can't be that hard with the amount of radiation given off, anyway) and uses the minerals it has stored in itself to become crystalized in a nonstop chain-reaction. The plant still lives, but its very body has become the minerals it has to take in. This would not be beneficial on its own, but Tiberium has another trick up its sleave; the ability to mutate whoever is unfortunate enough to come across it. Thing is, we are talking about an unintended chain reaction here. Now the radiation being emitted is enough to transmute anything, alive or not, into more crystalized Tiberium. This is catastrophic, and causes world wide peril. Tiberium can suddenly latch onto anything, leach nutrients from that object, then transmute it into more Tiberium, resulting in faster Tiberium spread. Not even the Arctic, whose chill was believed to keep the plant at bay, is able to protect its inhabitants from Tiberiums's new ability. Anything is viable to be crystalized. This ability for Tiberium to make its own food also dispels any thought that it will run out of nutrients. Even its own bretheren are unable to resist; they too are swallowed up by the reaction, the crystal "disease" spreading along the subterranean roots that connect most Tiberium plants. Thus, the crystal version of Tiberium is able to inhabit most of the earth through a mixture of transmutation and subterranean roots that connect most of the world.

The fissures in the earth? Those would be the remains of spore trees. They were one of the first objects to be transmuted due to their proximity to Tiberium, and they were thus the first objects to be felled by Tiberium. However, their roots, still embedded in the ground, remain as crystalized parodies of their former selves, though they still have the ability to produce more Tiberium through transmutation. GDI and Nod have not removed these Tiberium roots because

a) It's too much work.

b) Why take away a source of profit?

c) It adds danger to an already hazerdous act of harvesting Tiberium.




That's all speculation, of course. I don't have an answer for endless rockets/ammunition, though. However, Tiberium's ability to replicate itself might have something to do with it. Harvester are able to withstand the grips of Tiberium, so its not unreasonable to say that the inside of barrels and rocket launchers have the same ability.

your evil twin said...

Pretty good ideas there Winged One!

I guess the technological advances are not too far-fetched, given stuff like ion cannons and stealth tanks (and especially if you include red alert stuff like tesla coils and chronospheres). It would have been more convincing if the standard cheap units were conventional tanks etc, while the expensive units were the high-tech stuff like walkers and hover vehicles. But 30 years seemed a bit of a short time for GDI to completely abandon tanks and instead turn their entire military into stuff from MechWarrior.

The new advanced technology, combined with the fact that the environment was a post-apocalyptic wasteland, made the setting feel incredibly different from the C&C fans knew and loved. And it left little room for an interesting setting for sequels - once you've got a post-apocalyptic wasteland with furutistic vehicles, where do you go from there?

That's why I'm cool with the fact that EA brought back conventional tanks and jeep-like vehicles, and included landscapes that were nice and pristine and virtually Tiberium-free. Some die-hard fans accused EA of wanting to pretend that Tiberian Sun never happened, but the way I see it, the alternative would have been to make the setting virtually identical to Tiberian Sun. Or to make it even more apocalyptic and to make the technology look like Star Trek.

As for the Tiberium - congratulations, that sounds a pretty convincing explanation of how Tiberium could naturally evolve from the plant-pod form to the crystals!

But there's a problem... the old Tiberium was not radioactive. Original C&C's movies of the life-cycle of Tiberium and the health problems caused by Tiberium only talk of problems caused by the harmful gasses and breathing in Tiberium spores, nothing about radiation. Nod's Tiberium-spraying infantry in C&C1 were called Chem Troopers, and Nod's Tiberium-based missiles in Tiberian Sun are called Chemical Missiles. And in Renegade, when you encounter Tiberium-filled areas that have been cordoned off, the signs have biohazard symbols. Westwood always emphasised the idea of it being a chemical/biological hazard rather than a radioactive hazard... probably because mysterious radioactive rocks are so cliche. (Kryptonite, anyone?)

EA has the Scrin being totally dependent on Tiberium-radiation. In C&C3's GDI campaign you cut off the Scrin's radiation supply and they instantly disintergrate within seconds. EA has the Scrin's long-term scheme being to cause the radioactive crystal to reach such density on Earth that it naturally causes the kind of explosion that Kane triggers with his Liquid Tiberium scheme, so basically we are talking about an entire world that has turned into Tiberium. They do not wish to live here, they simply want to build their Threshold towers and suck up all the Tiberium and send it via wormhole back to their Hub in deep space. Since the Scrin are totally dependent on the radioactive version of Tiberium, it does not make sense for Tiberium's evolution on Earth to be an accidental process, since the radioactive crystal is the version that the Scrin need. And it begs the question as to why the Scrin did not simply seed the radioactive version on Earth rather than bothering with the plant-pod version. And since the radioactive version does not need nutrients, they could have seeded it on a barren world such as the moon or Mars or Titan or Europa or whatever.

And the whole thing is a bit of a moot point - there's no real reason why the Tiberium needed to change. As I described in my big review/article, the plot could have worked out almost exactly the same using the old Westwood form of Tiberium, and "Liquid Tiberium" could simply have been Tiberium's 1.5% unknown elements from Tiberium. As far as I can tell, EA just changed the Tiberium because they didn't like the appearence of the old Tiberium. Or they found the whole genetic mutation/terraforming scheme overly complex and wanted to simplify matters. We can spend years trying to come up with fan theories that will explain why Tiberium evolved, but the real reason is simple - EA wanted different Tiberium. They didn't bother to think up a reason why. That's why the change does not get any more explantion other than "it evolved", while stuff like the decomissioning of the walkers and hover technology gets full descriptions several paragraphs long in the Intel Database.

You have given the most valiant attempt at justifying the Tiberium change though. You've made it almost plausible. :) But that's the thing - we can come up with semi-plausible solutions, but I bet that if ask executive producer Mike Verdu and ask him how/why Tiberium evolved, the response will just be something along the lines of "Tiberium has many mysteries that we cannot understand." Or perhaps "I dunno... it just did! Now go away!"

Anonymous said...

The reason they spread the original version is that that's the only way underground roots form, thus the fastest way for Evolved Tiberium to spread. It also lends a hand in mutating the flora and fauna to suit the Scrin's alien nature and to weaken resistance to destroy the crystal. If I knew that, instead of just dying from Tiberium exposure I would be mutated into a horrific creature and have a taste for blood, I'm sure most would not want to partake in curtailing the green crystal.

Why they chose Earth? That's a tricky question. I believe it is one of three possibilities:

1) They simply picked the planet randomly.

2) Tiberium needs oxygen and expels noxious gas during metabolism.

3) The Scrin need oxygen when they land to take the Tiberium.


I always look for a fictional reason for a new game concept before saying that it was a mistake on the developer's part.

your evil twin said...

Well... mutating flora and fauna to suit the Scrin's nature doesn't seem part of the plan, given that in C&C3 there is no mutant flora or fauna. It seems that when the Tiberium evolved all the vein-holes and weird plants and Tiberium Fiends and Floaters all vanished too. (That's why in my alternate version of the story I had GDI specifically wiping them out, except in Red Zones.)

Also, the only way to protect yourself from radioactive Tiberium is specially-developed Zone Trooper armour. While you were safe from old Tiberium simply by wearing a standard biohazard suit. And old Tiberium was far more useful and versatile (and therefore more likely to be plundered) that the new Tiberium.

If Scrin seeded the organic version of Tiberium first to weaken resistance to destroy the crystal, it spectacularly failed, given how almost immediately both Nod and GDI started harvesting the stuff. Old Tiberium was significantly less dangerous and more useful than the evolved form.

As for choosing Earth... Earth made sense with the old Tiberium, it was a life-form. The new version doesn't need oxygen, cause it assimilates stuff through a weird technique of nuclear fission/fusion. I doubt the Scrin need the planet to have oxygen, given that they are an advanced spacefaring race with FTL travel and wormholes and stuff. I'm sure that even if they do breathe oxygen they will have spacesuits. The scrin completed their Threshold towers for sucking up the Tiberium in just a few days, they could accomplished on a lifeless planet while wearing spacesuits, and avoided going to war with humanity. And if they picked the planet randomly... then it would make more sense if they seeded the radioactive version first, cause I'm not sure the organic mutating Tiberium could have survived on a lifeless rock. It was a life-form, after all.

Anyway, the point is that if there was a good explanation... EA would ahve told us. They came up with explanations for GDI not using walkers, for what happened to Kane and CABAL, etc etc. You think EA would put something in the game about the evolution. An entry in the intel database saying "In the year 2032 the world's Tiberium underwent a strange metamorphosis..." etc etc. But there's nothing like that. Everything that EA changed and thought might be a contentious issue with the fans was given some kind of intel database entry to justify the change with in-universe backstory. All Tiberium got was "Tiberium used to grow from plant like pods, but it evolved and as is now a dynamic proton lattice, proton lattice technobabble yada yada yada." Brushed under the carpet with "it evolved." While the Mammoth Mark II got a whole short story describing the factory being decomissioned and the commando from Renegade being angry about these GDI budget cuts. The lack of one unit in the game got more of an explanation than the mysterious alien substance that is in the game's title!

Anonymous said...

What I don't get is this. You say the Scrin are dependant on EA's version of tiberium, and use that as a basis for claiming that seeding the original plantpod form of tiberium was completely unnecessary.

But what if the Scrin needs or uses all kinds of tiberium? Like, we need more than just oxygen to live. That they'd have uses for both the pod-like tiberium, for tiberium based eco systems, and the self-replicating kind of tiberium, too.

That this accident hypothesis you thought up with GDI accidentally causing the tiberium to evolve was something that could happen to the tiberium naturally, and that the Scrin would have use for it regardless of the form it assumes, wether it be self-replicating crystals or pod-based crystals.

"During the early stages of the invasion the Scrin construct a Relay Node/Control Node that emits Tiberium radiation to sustain the Scrin forces." - Huh? I always thought that structure was primarily meant to transmit commands and orders to the scrin units... Like a remote control of sorts. I don't know what was actually said by EA and ingame about this, but that's the impression I got and it's already been a year or so since I played it so I can't remember exactly how many details were given.

your evil twin said...

The reason I suggest that the seeding of the original plant-form was unneccessary is that ALL the Tiberium in the world has turned into the radioactive crystal version. The story of the Scrin campaign includes them being surprised that the whole world is not covered in Tiberium, and wondering what caused the Liquid Tiberium explosion, and then wondering who Kane is, etc etc, but there's nothing about them being surprised that there's no original plant-pod Tiberium. They seem perfectly happy about the fact that the world only has radioactive Tiberium.

Also, no-one in GDI or Nod comments on the change in Tiberium, either. The only ackowledgement that there was an different plant-like version of Tiberium in the earlier games is this tiny mention in the Intel Database entry on Tiberium:

"Early forms of Tiberium were almost organic, sprouting out of the ground in what seemed to be plant-like pods, leaching minerals out of the Earth and emitting clouds of Toxic Gas. Over time, Tiberium showed it had the ability to evolve and change."

Apart from that, the old version of Tiberium doesn't figure into the storyline whatsoever.

As for the control node...

According to the final GDI mission briefing:

"This node regulates the flow of Tiberium radiation to all their units. Now without Tiberium will stop functioning. Stop the units, stop the invasion."

The text briefing for that mission says:

"Right at the heart of Ground Zero is a unique alien structure that [the] GDI scientists are calling the Control Node. It appears to be channelling Tiberium radiation to the alien forces all over the planet. If you can destroy the
Control Node, there is a good chance that all of the aliens units will cease functioning and the invasion may be stopped dead in its tracks."

And the individual mission objective says:

"General Granger believes the Alien Control Node is channeling Tiberium
radiation to the entire alien force. Destroy it and the aliens will be defeated once and for all. Expect heavy resistance."

Here is the game's Intel Database entry on the control node:

"The Alien Control Node at Ground Zero is a unique structure that seems to channel some sort of exotic Tiberium-based radiation to the Invader Forces. The emissions from the Control Node move easily through all forms of matter,
much like neutrino wave/particles, and this one node structure is easily able to bathe every invader unit and structure on Earth with the mysterious radiation. In fact, this one Control Node could easily supply a uniform bath of radiation to alien units as far away as Earth's moon. What is this
radiation and why is it needed? Is it for power? Communications?
Synchronisation? Coordination and Control? Does it provide something essential for the alien machines or the organic matter inside? We don't know the answers to any of these questions, but we do believe that the Control Node is the key vulnerability for the aliens. Take out the Control Node and there is a good chance the whole invasion will end quickly."

The Intel Database entry raises the possibility that the radiation might simply be used for communications or control, but when you destroy the node the movie shows some large Scrin stuff actually disintegrating into tiny fragments, while other units instantly drop dead. Which would indicate it isn't simply for control/communications, it is sustaining them.

I'll give EA some credit though - they said "The emissions from the Control Node move easily through all forms of matter, much like neutrino wave/particles", and I guess that if they are weakly-interacting particles like neutrinos that explains how they can bathe the whole Earth without frying us all. I forgot about the neutrino-like bit and thought the Control Node emitted the same deadly radiation as the actual Tiberium crystals.

Anonymous said...

"ALL the Tiberium in the world has turned into the radioactive crystal version."

How do we know this? Even if all the tiberium in the wild changed, don't you think the old plant form would've remained- even if only as aging research material in some science facility?

I'd assume some of the tiberium based lifeforms are still around, the mutants should be proof of that.

"but there's nothing about them being surprised that there's no original plant-pod Tiberium. They seem perfectly happy about the fact that the world only has radioactive Tiberium."

They're well aware of the properties of the radioactive tiberium, I'd assume they also understand that there's a possibility, wether the change be natural or manmade, that no plant-form tiberium would remain, especially considering how the radioactive tiberium would simply consume all the regular tiberium.

"Which would indicate it isn't simply for control/communications, it is sustaining them."

Well, remotely controlled toys and the like usually end up dropping dead when you let go of the controls. Can't say anything about the stuff disintegrating though.

metatim said...

Very impressive work. I'm not familiar with any of the games (!), so I was a bit confused by all the different games being cited - it would be nice to have some kind of timeline image to refer to. Then again I guess I'm not really the intended audience!

Still you made the problems very clear and your solutions seemed very appealing too, which I think is the main idea.

An improvement I would suggest (and I see this being necessary from some of the comments and your responses) is more consistent and thorough citing of sources. I'd go as far as listing the sources at the end (in a form like [6] Game x [6a] Game x, mission y, briefing) and then referring to these in the text just like an academic paper.

Anonymous said...

You can find the whole timeline of CnC video cutscenes here:

http://www.ea.com/cncmovies/

Happy watching!

your evil twin said...

The tricky thing about citing sources is then I'd have to look them up. ;) I wrote most of the stuff from my own C&C general knowledge, as I was not actually on my own computer and unable to access the game itself.

It's true that when I described how the new Tiberium was an energy source rather than a building material I should have cited where I got the info. I assumed it was mentioned in the game and therefore common knowledge to everybody that played it, but it turns out that there's nothing except for the fact that Tiberium is being discussed at GDI's "World Energy Summit". The real hard evidence is the Tiberium info put on EA's C&C website before the game's release which specifically talks about GDI using it as an energy source.

Similarly, I thought the fact that the control node emitted Tiberium radiation would be known to everyone that had played the game. But people are doubting my abbreviated versions of in-game info because they think "there's no way the developers did something so daft! He must be wrong!" Hence me having to actually quote the mission briefings and in-game dialogue, to make the point of "yes, they were that daft". :) Though in the process I discovered they were't quite as daft as I thought, as in the in-game Intel Database they said the control node emitted neutrino-like radiation rather than deadly rays that would cook us all.

With TimeShift I'll definitely be citing sources as that game is far less well-known, plus many people misunderstood the story, so I can't rely on anything being common knowledge.

your evil twin said...

OH, here's a brief C&C timeline:

Command & Conquer: Tiberian Dawn
(C&C1)
Year 2000 (approx) A weird alien substance called Tiberium starts growing on Earth, and a terrorist organisation called the Brotherhood of Nod (led by a guy called Kane) develops the means to financially exploit it, becoming a dangerously significant movement. They are thwarted by a special UN force called the Global Defence Initiative. Depending on how you destroy the Temple of Nod, Kane is either buried by rubble or seemingly vaporised by an orbital ion cannon. Originally just called Command & Conquer, later it gained the subtitle Tiberian Dawn.

Command & Conquer: Red Alert

Set in the mid 20th century, an alternate history caused by Albert Einstein going back in time and killing Hitler. This removes Germany and Japan from WW2 and instead the war is between Europe and the Soviet Union. The Allies win and Stalin gets buried under rocks. Seemingly independent from the Tiberian franchise, but if you play as the Soviets instead the alternate ending reveals that Nod also exists in this altered history, and suggests the possibility that the Tiberian games take place in this alternate continuity.

Command & Conquer: Tiberian Sun
(C&C2)
Set around 2030, Tiberium has contaminated the whole world and everything sucks, but everyone's developed kick-ass sci-fi technology. Turns out Kane isn't dead and he plans to turn us all into Tiberium-based life. GDI kills him (again) by shoving a big pole through him. In the expansion Firestorm Nod's artificial intelligence CABAL tries to take over the world. Ends with cliffhanger that Kane and a version of CABAL still exist.

Command & Conquer: Red Alert 2

Set in an alternate history version of the 1990s, the Soviet Union launches a surprise attack on the US. The US's nuclear capabilities are surprised by a psychic named Yuri. Eventually America prevails. In the Yuri's Revenge expansion, Yuri tries to use mind-control to take over the world, and Yuri's army of mind-controlled troops and clones become a new third faction. The story is incompatible with the Tiberian games, easily explained away by the possibility of more time travel shenanigans.

Command & Conquer: Renegade

A first-person-shooter where you play as a GDI commando, set between original C&C and C&C2: Tiberian Sun. The artifical intelligence was rubbish but the game was entertaining, and featured large environments and drivable vehicles, and the ability to explore the elaborate multi-level interiors of what were originally just tiny sprite buildings. The multiplayer was a bit buggy and had a few balance problems, but it was imaginative and essentially a forerunner of the sort of gameplay seen in the "Battlefield" franchise of games. Renegade multiplayer is still surprisingly popular, hundreds of people playing it. There's also an excellent multiplayer mod named A Path Beyond which changes the setting to that of the original C&C: Red Alert.

Command & Conquer 3: Tiberium Wars

Totally screwing up the naming system used by the previous games in the franchise, C&C3 features a world that's less horrible than the one seen in in Tiberian Sun, and the technology seems slightly less fantastic, but the Tiberium is completely different stuff for no good reason. Kane comes back from the dead again and launches another war, all as a trick to lure the alien Scrin race here early and hijack their stargates. The Kane's Wrath expansion explains everything that Kane did between C&C2 and C&C3, and reveals that the CABAL-like computer is actually CABAL's successor, LEGION.

Command & Conquer: Red Alert 3

Game coming out soon. The Soviet Union has done some time travel of its own, reversing its downfall but inadvertently also causing Japan to become a new faction in the war, the Empire of the Rising Sun. I'm in the multiplayer beta test!

Anonymous said...

OH god! You are one lucky SOB. Enjoy the beta, and feedback on the GN forums, will ya?

Anyway, is there any place on the internets where I can read the whole Intel Database, since I do not currently have access to CnC3?

your evil twin said...

Sure, all the intel entries are in this walkthrough on gamefaqs: http://www.gamefaqs.com/computer/doswin/file/932602/48782

When you've opened that walkthrough do a search for 31.01 to get to the first of the intel database entries. They are not in the order that you find them in the game though, instead they are in the order that the intel database eventually lists them after you've gotten them all. This means boring stuff about garrisoning and other gameplay tactics comes at the top of the list, while the stuff about the actual back story and world history comes further down.

wookieerancher said...

First off, I've got to say that was a very well written article. I'm looking forward to more reviews.

I agree with the vast majority of the points you have made, but there were a few things that got me thinking. While I enjoyed reading the "What I Would Have Done" section, I felt as though you gave up too quickly on trying to connect the Westwood and EA versions of Tiberium.

Much of what I'm going to say comes from my memory of the games, and not having played through them all in a while, I may be a bit rusty on the details. Feel free to correct me if I misspeak, or incorrectly recall some bit of Command and Conquer canon.

Something that I don't think anyone has brought up yet is the subject of Blue Tiberium. While I don't recall it appearing in Tiberium Dawn, it was most certainly in Tiberium Sun, Firestorm and Renegade. Through bits and pieces of information from those games, my understanding is that Blue Tiberium is a rare, but unstable form of Tiberium. I think the most obvious question is, "Where did it come from?" If we assume that another meteorite didn't deliver this type of Tiberium to earth, it must have come from the original strain of Tiberium, right? If we take that to be true, then avenues of explanation open up that can allow us to link the current and former strains of Tiberium.

Before I go any further, I would like to comment on the nature of the original strain of Tiberium. While I agree that it exhibited plant-like properties and behavior, there are some similarities between this strain of Tiberium and the current, self-replicating strain in C&C3. The Westwood Tiberium did have some self-replicating elements. As it would branch out, and form more veins, it would have to be able to synthesize more and more of the "unknown elements" identified in Tiberium Dawn. In other words, each new Tiberium "plant" had some means of taking the leached elements and turning them into an unknown substance. While this differs from EA's Tiberium, it certainly has a similarity, and should be noted.

Back to Blue Tiberium. If we assume that the Blue Tiberium came from the original strain of Tiberium, then what makes this Tiberium different? It certainly could have leached different elements, or have a different density, but would this account for its instability? If I remember correctly, a blast from a Disruptor in Tiberium Sun would detonate the entire field of Blue Tiberium. I also remember a few instances were large explosions, or Ion Storm strikes caused the fields to blow up, as well. The fact is, Blue Tiberium is much more unstable than Green Tiberium.

If Green Tiberium, left unchecked, can spawn Blue Tiberium, is it that far-fetched to think that if Blue Tiberium builds up to certain levels, that the volatile Liquid Tiberium would form. If we assume that this sequence is correct, then detecting a Liquid Tiberium explosion would be a good means of determining, on the Scrin's part, that the planet was ready for harvesting.

Of course, this still doesn't really address why the most visible form of Tiberium, that of the Green variety, shed it's plant-like qualities to become a giant green crystal. Now is the time where what I am writing shifts to complete speculation.

Perhaps leaching elements from the soil left the ground so barren that the Tiberium shifted to produce more of the "unknown elements." Maybe it is these elements that are the cause of the self-replication.

Actually, this sort of makes sense. If the unknown elements were doing the self-replicating, eventually they would be the dominate makeup of Tiberium. This would account for the change in appearance. It would eventually grow at an exponential rate... Hm... I'll have to put more thought into it... I still don't have a solid reason why this would cause the crystal to become radioactive.

Comments? Questions? I know it's not perfect, but it's a start.

Anonymous said...

Remember me, lad? It matters not. I'm glad to see you are up to your old storyline-guru ways. Can't wait to see more reviews. By the way, Liquid T DOES make sens, for it isn't unstable. That's the thing. It needs a strong detonation impulse (ion cannon) in order to go up. Kane himself says it. As for negative-publicity advertising, just look at Yahtzee and Zero-punctuation.

Ralph Schneider said...

First of all, let me join the other commentators on congratulating you on your very fine article. I'd like to add a few points, both story-intrinsic and extrinsic.

Regarding Tiberium, I don't know who the MIT people where who came up with the new explanation, but to me "proton lattice" somehow sounds like degenerate matter, similar to how a neutron star is made up from degenerate (but electrically neutral!) matter -- this could explain the way it assimilates more matter (essentially by gravitational collapse), but is an entirely ridiculous idea: degenerate matter has vastly higher density than oridinary matter, and just none of it makes any sense. (For example, it'd be impossible to pick up, it would sink right throug the Earth's crust, etc.) I think this new explanation, along with all the other changes related to Tiberium, are just symptoms of EA mangling a successful franchise with little regard to making sense, and I would not regard things EA say as particularly "canonical".

Secondly, I must say that I find the entire NOD story line just fairly badly written. While the GDI side gives you a coherent and engaging plot, the NOD narrative is largely just Kane droning on about having "faith in me" and generally knowing what's best, much to the confusion of a) the player, and b) almost all the characters around him. We're told that he is charismatic, but he is never portrayed as actually being charismatic -- he mainly causes lots of his allies and his enemies alike to die. Why do people around him believe that he can somehow make everything better? What good has he ever done for any human? In C&C3 in particular, the GDI intelligence entries are rather interesting, while NOD's entries are mostly unreadable drivel. (I never played the Firestorm extension, since Tiberian Sun was such a massive disappointment, so I really don't care at all about all this AI business.)

Third, whatever happened to the little video clips from Tiberian Dawn (and Red Alert) showing cool stuff happening on the battlefield? They were part of the original's charme, and they just got dropped.

Fourth, I like your ideas for salvaging the story. Regarding yellow zones, I don't even think that NOD's opposition should be a major factor (after all, they've been defeated countless times); it'd be much grander if Tiberium simply spreads so aggressively that it's very hard to hold on to pristine land.

Finally, a general point: To me it seems that the C&C franchise is suffering the same problem that lots of Sci-Fi stories experience when subjected to sequelitis: The original story was most likely simply not fleshed out beyond the first game. Tiberium was a "cool" mystery while it was mysterious, but nobody had worked out how to reveal it in a good way and work with it. As a result, the following game (Tiberian Sun) was just treading water, with not really anything happening and without advancing the story, and I can't say that C&C3 really added that much. There's a very strong sense of repeating the "Kane is alive, kill Kane, Kane seems dead" pattern that EA is just releasing over and over again (and probably will again in the future) without it going anywhere. They're exploiting an established franchise while it sells without actually taking it serious or developing it. Plot holes, bad writing and hackneyed acting are only the symptoms.

Visceroid said...

Awesome review! You stated that in C&C3 visceroids can only be created using the Scrin corrupter unit. Although this is true I would just like to state that in Kane's Wrath this feature has unfortunately been removed entirely. Also in C&C4 red, that's right, red tiberium now exists as a man-made byproduct of tiberium refining (or something similar to that). Thanks for the read!