Joe's Verdict
A-
What Joe Thinks
  • PROS: Excellent visuals, urban warfare done in a new way
  • CONS: Silly AI, computationally expensive
  • The Catch: Advanced Societies against the Terrorists
  • Game Play: B+
  • Game Concept: B
  • Story Line: B+
  • Replay Value: A -
  • Sound: B
  • Graphics: A
  • Single Player: B
  • Multiplayer: A -
  • Overall: A -
Audigy Sound Card-The Perfect Digital Music Gift!
 
 
FACE-OFF!
In the first ever Gamelord.Org Face-Off!, C&C:Generals is the focus and is well worthy of this honor. Weas is well known for his First Person Fetish and his lack of EA or C&C experience. Joe has definitely played most of the C&C games and will give a review like a man pained by earlier versions of Command and Conquer.
The Outcome!
  • Results: Weas likes it More and gives it an A, which is slightly higher than his opponent. Joe was second best.
  • What Happened?: A combination of things plagued Joe including his previous experience with the C&C line which forced Generals to not have a free ride to an A- rating. Another factor for Joe was that he expected a little more complexity from the game and found the controls to be less than the Warcraft 3 standards. Joe could not roll onto victory easily whereas Weas found the simple learning curve important to the bottom line which is the fun factor.
  • Aftermath: Joe continues to play C&C:Generals with fellow colleagues Antony Sell and Jeremy Oklahoma. Weas plays C&C Generals but has primarily moved on to Counter-Strike only 6 years after everyone else has. It looks like the next FACE-OFF! for gamelord.org may be Warcraft 3 or Counter-Strike. Stay Tuned.
C&C: Generals It Ain't No Wolf 3
Reviewer / Keith Hall
Publisher / EA
Developer / Westwood Irvine
Platform / PC
Date / 4.12.03
A
Oh Baby!


War isn't violence plain and simple. War is controlled violence to impose your country's will on another country. But when soldiers are unleashed, when politians lose their focus, when its do or die and both sides have pulled out the stops, oh baby... war can be hell!

Electronic Arts has created one of the best looking, fun games I've seen in a long time. Sure, its politically incorrect: there are satirical stereo types of other countries, biochemicals are running rampant, nukes are launched with impunity, and of course, the US of A unleashes its vengence with the purity of light.... but hey, its just a game.

This is a game full of details: snipers can 'hide' from the enemy, civilians get run over by vehicals, variable weather and terrain, multiple assault methods for combat on land and in the air, and the graphic details are insane for a strategic war game. Game is played in real time. Combat can be as personal as the individual soldier or impersonal as launching scud missles into the heart of a city. This game has a little bit of everything: airstrikes, artillery, helicopters, truck bombs, special forces, and more.

 

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C&C: Generals
The Challenger Review
A-
Oh Baby!


I have always considered the series of games published under the Command & Conquer title to be poor, not seeing much improvement from the days of Dune 2. Generals is the first in the umbrella series to earn my respect, and the first to do a break from the tradition. The review up front: the artificial intelligence is not intelligent, but the visuals are absolutely stunning.

Situated in the near future, the game clearly has real life events in mind. Two superpowers—US and China—pit themselves against global terrorists. For the first time in the Westwood titles, there are three opposing sides instead of two. Much like Starcraft, these 3 forces have unique capabilities. The GLA, the global terrorist organization, uses dirty tactics such as bio weapons, suicide bombers, and burrowing tunnels. The Chinese seems to have gone nuclear. Their tanks are nuclear, their power plants are nuclear, and their biggest weapon is a nuclear bomb. The US, in turn, counters with air power and sight. This nation relies heavily on radar, unmanned spy planes, and helicopters to attack and hold ground.

In Generals, the three different nations represent different philosophies about warfare. The terrorist organization relies on Cost and Multiplicity. Terrorist units are cheap to produce, but cheap in quality. As a result of their cost structure, many units can be produced quickly. The early game thus belongs to the GLA. In addition, they have tunnels that allow rapid deployment of an army throughout the map. A single worker can thus quickly set up a tunnel (allowing an army produced elsewhere to pour out) and then build a supply center and associated defense.

In a complementary fashion, the Chinese believes in Defense and Multiplicity. Their armies and buildings are most suited for defense. The Chinese bunker is the only building in which the soldiers on the inside can shoot out, but they themselves cannot be killed by specialized units (GLA’s bio tractor, China’s dragon tank, and USA’s marine flash grenade) before the building is destroyed. Thus I much prefer Chinese bunkers protecting supply centers and key positions rather than the civilian buildings in the map. [One caveat: GLA soldiers can also hole up in their regular buildings, but none of the buildings are specifically designed for defense like the Chinese bunkers.] The Chinese also makes extensive use of mines, requiring invaders to bring scouts and anti-mine personnel with them in the invasion. The Multiplicity portion of the Chinese tactic comes into play when certain units get a boost in performance called the Horde bonus. Clustered groups thus give better results.

In contrast, the USA forces build their foundation on Sight and Heavy Weaponry. The US has the detention center that allows them to see all units on the board for a brief moment. It also uses satellite radar and unmanned spy planes to track enemy movement. Its troops cost a lot of money, but are also the most heavily armored and heavily weaponized. Due to its cost, though, the US should play with the late game. Each of the nations also get super weapons, and here the US has an advantage. Its particle cannons can be built, charged, and fired well before the GLA’s SCUD storm or the Chinese nuclear warheads. Thus the USA can build heavy weapons for the late game and unleash them while the other two nations are struggling up the tech ladder.

Players of real-time strategy games recognize that all of these tactics should be used for maximum effectiveness. One should ideally know the movement of the enemy, and be able to overwhelm them by both numbers and weapons. All in all, it should be done as quickly as possible. These three nations offer different advantages to suit your style, but the deficits of each nation has to be overcome as well.

Other than different warfare philosophies and the big super weapons, something called the generals’ abilities also come into play. Experience on the field translates to more opportunities for the man or woman in charge. First, individual soldier units gain veterancy depending on the units or buildings it has killed or captured. Higher experiences bring about automatic healing power and more potent destructive shots. The red bullets that look like tracer fire are reserved for the most experienced units. In one example of Chinese rocketeers sheltered in a bunker strategically placed at a choke point, the soldiers gained veteran status from killing the enemy that attempted to cross through the pass. The veteran status made them even more difficult to kill. Some effort should be made to preserve the veterans of your units, especially the heavy units.

The cumulative experience translates to the general’s experience. Promotions allow you to access other abilities, like paratroops, artillery strikes, fuel bombs, and the electro-magnetic pulse (EMP). The GLA organization finds these abilities absolutely necessary, since they need to obtain bounty for every enemy unit they kill. This fuels the organization.

Yet another difference between Generals and other real time strategy games is the use of secondary funding. Instead of merely collecting resources, each nation has other methods of collecting funds: the US builds depot sites for U.N. drop planes, the Chinese builds hackers tap money from the Net, and the GLA receives bounty for killing enemy combatants. Heroes also appear in this game. They can steal money from the other players, bomb strategic sites, kill the driver of enemy vehicles, and generally make the game amusing. These hero specialists normally cannot be played by themselves, but the look of surprise by other players when you have infiltrated their base is worth the time and effort of building a hero.

The visuals of the game is absolutely stunning, and is the most lauded portion of the game. Glowing area effects appear for shots from tanks, helicopters, and airplanes. The first few tries at the game were spent gawking at the explosions of the various pieces. The most comical sounds go to the GLA peasants. They have dialogues like, “I need shoes”, “Cannot there be peace?”, and “I’m hungry.”

Are there bad points? Yes, and it comes from the tradition of Command and Conquer. When you group units, you cannot determine how many units are in the group since no units appear on the status bar at the bottom. If you have mixed units, the status bar only shows one type of icon. All types of movement and selecting is done with the left mouse button, and clicking on the right button will unselect all the hard work you just put in. Command & Conquer: Generals has excellent visual effects, so much so that it challenges many of the systems in existence. The new gaming systems will be able to handle it, but expect computers with built-in video to have trouble. The artificial intelligence unit is not very clever; it will concentrate on one route of attack. Multiplayer games against humans are much better.

Overall, the visuals of the game are excellent. I expect the strategy balance to be finely tuned over the course of future patches, making this an excellent human-on-human game.

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Weas' Verdict
A
Game Info
  • Released: March '03
  • Players: Solo and Multiplayer
  • Price: $49.99
What Weas Thinks
  • PROS: Simple learning curve. Graphics are outstanding. Game play is smooth and almost flawless.
  • CONS: Single player AI is one dimensional and easily beaten. CPU and storage requirements are a little daunting: P3-800+ and almost 2 gigs of storage are required!
  • The Catch: Modern land combat: it doesnt get any better than this!
  • Game Play: A
  • Game Concept: B
  • Story Line: C
  • Replay Value: A
  • Sound: A.
  • Graphics: A
  • Single Player: C
  • Multiplayer: B-
  • Overall: A