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 PLATFORM: XBOX 360
THE BEST CONSOLE RTS YET

f you want to see PC gamers topple over with laughter, tell them that you enjoy playing RTS on console. Given just how poorly this genre has fared in this venue over the years, you may find more believability in someone saying that they would jump at the opportunity to play World of Warcraft on Nintendo DS. The idea of playing RTS on console may not compute with the PC-savvy nation, but it is something that Electronic Arts is slowly transforming into a reality.

The company’s Xbox 360 port of The Lord of the Rings: The Battle for Middle-earth II demonstrates a viable approach to replicating the swift and complex play of an RTS on a console controller. In the Xbox 360 port of Command & Conquer 3: Tiberium Wars, this formula is further advanced. The PC version still has an edge in terms of user-finesse and sheer speed of play, but the fact that it’s just “an edge” shows just how far EA and the RTS genre have come on console.

Part of this game’s success rests on its simplistic design. RTS fans can rant all they want about how it doesn’t come close to offering the same level of micro-management found in Starcraft, or the genre-bending innovations that made Company of Heroes such a hit, but in its simplicity, Command & Conquer 3: Tiberium Wars delivers one of the greatest single player campaigns in all of RTS.

From the moment that you deploy your first unit, you can’t help but find yourself completely engrossed by this epic war. Kane, the leader of the religious cult, Brotherhood of Nod, is once again making his bid to purify the planet through bloodshed. As the Global Defense Initiative keeps this madman and his forces at bay, a greater threat, the biggest one to ever grace this planet, arrives from the far reaches of space. In the midst of another World War, mankind is also faced with combating a hostile alien known as the Scrin. Outside of Darth Vader showing up with his Death Star, this battle really couldn’t be bigger or more entertaining to watch.

Rather than reinventing Command & Conquer for a new generation of gamers, Tiberium Wars is clearly designed for the series’ fans. The complexity of the game hasn’t changed in the slightest. In typical C&C fashion, you don’t out-think your enemy or out-maneuver them, you just crush them with pure force and the largest number of units that you can fit on screen. As much fun as it is to build unstoppable armies, variety can be found in varied mission objectives. A good example of this is the stage that takes place in a rundown and nearly demolished base. You must hold this ground until reinforcements arrive. What makes this feat tricky is that you have to manage the power grid. Not every structure in the base can be online at once, so you’ll have to rotate between base defenses and building. Missions like this one will make you sweat profusely as your unit numbers dwindle or a timer nears zero.

The intensity that accompanies each mission is matched by amazingly intuitive controls. Menu navigation and field maneuvering are as swift as can be. Unlike Lord of the Rings, you never really feel like you are fighting against the game itself. If you can handle an Xbox 360 controller correctly, everything clicks together perfectly. You can even tweak the cursor magnetism and scroll speed to allow a higher level of precision in your tactics. To say something that has never been said about an RTS on console, this game works remarkably well on the controller.

Tiberium Wars is also quite potent online. Seige mode is a serious struggle of skill, and there are some great maps for King of the Hill, Capture the Flag, and Capture and Hold. I didn’t think I would enjoy using the Vision Camera during play, but seeing someone’s reaction as you drop a nuke on them is as priceless as seeing a newborn baby.

Command & Conquer set the RTS genre ablaze way back in the day, and now, after a stellar showing on Xbox 360, it is leading the RTS charge on consoles.

  

ADAM BIESSENER   7.75
I have nothing but love for Command & Conquer, and EALA’s console RTS interface (as previously seen in The Battle For Middle-earth II) is head and shoulders above previous attempts at adapting the genre. But something’s missing here, something that didn’t faze me in the PC version. It’s the frustration of trying to use the unusable 360 d-pad to navigate the menus. It’s the commands I give that get eaten by a framerate that likes to bog down whenever there’s a battle onscreen. It’s the fact that, as good as the control scheme is, it’s going to take several months of practice before you can reliably pull off any strategy more complicated than “build a bunch of tanks and steamroll the opposition.” It’s all of these issues getting together to irritate me by putting just enough of a barrier between the plans I map out in my head for crushing my enemies and seeing them play out on the battlefield. I can’t find the silky-smooth polish that was evident everywhere in the PC version of C&C 3 anywhere here. Without that, this is just another RTS. The game was already light on innovation, and a less-than-stellar presentation of tired ideas isn’t anything to get excited over.
8.5
CONCEPT:
It achieves what was once thought impossible: bringing intuitive RTS control to console
GRAPHICS:
An outstanding spectacle for HDTVs, and a bit of a blur for SDTVs. It’s still playable on SD, but the smaller texts are hard to read and the fine unit detailing is lost
SOUND:
The in-battle narration is fantastic, and the bass-heavy soundtrack keeps you on your toes
PLAYABILITY:
The controller doesn’t replace the keyboard and mouse, but the gameplay is tailored perfectly to it
ENTERTAINMENT:
Home to three huge campaigns, amazing multiplayer, and some of the worst live action cutscenes ever produced. See Sawyer from Lost and Sharon from Battlestar Galactica make complete fools of themselves!
REPLAY:
High
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