THE GOOD: New missions New Units and a tough final boss More tiberium mutationsTHE BAD: Not many entirely new units SUMMARY: This game is the expansion pack for C&C Tiberian Sun. It takes place after the events of that game. As this is an expansion pack, the obligatory new units and missions are here, as well as a couple of upgrades for existing units.
There is still a campaign for GDI and Nod, but this game takes place as if GDI were victorious in Tiberian Sun. As always the good guys won and anything afterwards follows that. GDI are trying to eliminate Nod once and for all while they are trying to regroup. The funny thing is that in the final mission for both you end up fighting this tall, deadly cyborg with what seems like a blue obelisk of light attack except much faster. This thing tore apart everything in my base, including my Mammoth Mk II, in no time flat. Needless to say I was much more prepared next time and won the battle. You can’t use that unit anywhere in the game, which is just as well because it can dish out and take a hell of a lot of punishment, although it does have one weakness which I exploited to the full to beat it.
New units now. Finally GDI got something that I loved Nod for. Nod had a long-range artillery unit that had to be deployed to fire. Putting a few of these on the perimeter of your base allowed you to severely damage anything by the time it got to your base, and they were accurate as well. Only fast vehicles could avoid it. Well now GDI have a similar weapon. The Juggernaught combines a titan with a gun from a ship. Again it has to be deployed to fire, and it is less powerful than Nod’s artillery although it fires 3 times to Nod’s once. While I still prefer the artillery, this unit was something I used a lot. Nod now has a mobile stealth generator, which means that you are able to hide a fairly sizeable force in the middle of a map effectively. The reaper is Nod’s best unit though. It fires rockets against vehicles and a net against infantry, which traps them and leaves them vulnerable to fire. Unfortunately, only a few units are entirely new. The juggernaught is based on the existing artillery, the mobile EMP generator and mobile stealth generator are based on existing structures. While the new units were cool, it seemed as though Westwood ran out of ideas for new units and just made some buildings into mobile versions of themselves.
The multiplayer maps now have more options. You can now select the time of day you want the map to be set, as well as whether or not you want tiberium mutations or Ion storms on the map. In general you are able to customise your maps in much more detail than before. For those who play online there is also a domination mode. A region is divided into GDI and Nod. Zones in the middle are conflict zones and you join one of those. Whoever wins the battle claims that land for their side. If the whole region was won by either of the sides then they would win. If this mode had been available in offline mode it would have been ideal because it seemed like a lot of fun. I didn’t get to play this game online so I missed out.
All in all this was a pretty good expansion pack. It gave you everything you expect from a standard expansion pack, and then some. While certain parts could have been done better, Westwood delivered the goods on this one. |