Links to game previews, interviews, articles, designer diaries, etc. are below.


IGN Single-Player Preview Here »  (March 16, 2007)
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GDI and Nod duke it out in the first four acts almost exclusively until the Scrin show up and start slaughtering the human population in order to set up shop and rape the planet for tiberium. Once both GDI and Nod campaigns have been completed (either can be played first and almost work better swapping back and forth between missions), players will have the chance to play the bonus Scrin campaign that lasts four missions and is significantly shorter than the other two campaigns."

IGNPC's Nod Faction Feature Here »  (March 13, 2007)
Matt Bitton - EALA Art Direction: "Creatively, I think Nod is the faction where I had the greatest amount of input. The visual design work was less constrained than on GDI, and we were operating on the kind of sci-fi playing field where I feel most at home. As ever, I was surrounded by some amazing concept artists, Feng Zhu in particular. Nod just seemed to know what it wanted to look like from the get-go. Most units didn't go through a lot of iterations. Many were nailed in the first or second sketch. My favorite Nod unit is probably the Venom. It has a strange and original shape which feels totally unique to me for an aircraft. I wonder if it would really fly?"

IGNPC's GDI Faction Feature Here »  (March 6, 2007)
Matt Bitton - EALA Art Direction: "Personally, GDI is the faction I play the most. For whatever reason, I identify with this army more than Nod or the Scrin. Also, early on during development as the game was being balanced, Pitbulls upgraded with mortars became a really viable strategy. I found that I really enjoyed micro-managing a "dog pound" of eight to twenty upgraded Pitbulls at once, tearing through an enemy's base and causing some serious havoc. This remains my favorite strategy (okay, it's my only strategy). More than any other faction, I think the look of GDI really harkens back to previous Command & Conquer games."

Gamespot Designer Diary #6 Here »  (March 5, 2007)
Creating a Challenging Opponent - "One feature that all players will enjoy is the game's artificial intelligence. The AI is used in single-player, skirmish, and multiplayer in several different roles. Certain campaign missions utilize the AI to control enemy forces, particularly in larger battles. In multiplayer the AI can be added to bolster a team when there aren't enough players handy, or as a tough enemy in "comp stomp," where multiple humans battle one or more AI opponents. Of course, in single-player skirmish mode, a single human can play with up to seven AI players as a mix of allies or enemies."

Gamespot Preview Here »  (March 1, 2007)
"The game will depict the Third Tiberium War, Tiberium being an alien element that is slowly contaminating the planet but that can also be used as a powerful resource for building war machines and structures. The single-player campaign will consist of 38 missions divided into 11 "theaters of war," and each faction has its own unique story. We have the details of how the action in Tiberium Wars will unfold below so you can brace yourself for the battles to come when the game ships next month."

Gamespot C&C3 Q&A with Kane »  (Feb. 15, 2007)
Meet the man behind Kane! Rehired "Kane" actor Joe Kucan discusses what it was like to return to the set of a game franchise he helped make famous.

Gamespot Designer Diary #5 Here »  (Feb. 2, 2007)
"MEET THE SCRIN! The Scrin have actually been in our solar system for many centuries, concealed behind an asteroid beyond the orbit of Neptune, their ships dormant and their crews in suspended animation. They waited quietly as the human race fought its way out of the dark ages and climbed the ladder of civilization. They waited as the first radio waves were broadcast into space, the first nuclear weapon was used in anger, and the first primitive human spacecraft were launched into low Earth orbit. They waited for a signal, a blast of radiation that finally arrives just as the intensity of the Third Tiberium War on Earth reaches its peak. When the signal is confirmed, the onboard artificial intelligence systems begin bringing the huge alien vessels to life, waking up the crews, and setting a course for Earth."

Gamespot Preview Here »  (Jan. 12, 2007)
"They say Rome wasn't built in a day, but in just minutes, you can build a full-on military installation to crush your enemies in Command & Conquer 3 Tiberium Wars, the fast-paced strategy sequel in development at Electronic Arts Los Angeles. The game takes place on a near-future version of planet Earth that is polluted by a mysterious crystalline substance known as Tiberium, which is found to be a source of highly concentrated energy--and also a source of highly poisonous environmental toxins. The ecological damage caused by this substance fragments the world into different zones classified by their hostility to human life. It's also the catalyst that sets off an already-simmering conflict between the world's biggest superpowers, the humane Global Defense Initiative and the fanatical Brotherhood of Nod."

IGN Preview Here »  (Jan. 12, 2007)
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EA LA is trying to make constructing bases a little easier by including several tabs for each type of construction. For instance, the more cranes or construction yards placed on the field, the more buildings that can be constructed at the same time. Each of the construction buildings can be cycled through with tabs in the interface so that the actual buildings never need be visited. This works the same way with barracks and vehicle factories. The other major difference in construction is the fact that buildings are constructed before they're placed in the environment. Clicking on a building will begin its construction. Once the building has been finished, it will sit in the construction yard until you decide it should be placed."

Gamespot Designer Diary #4 Here »  (Dec. 15, 2006)
"The designers of Command & Conquer 3 compare the forces of the Global Defense Initiative and the Brotherhood of Nod."

Gamespot Designer Diary #3 Here »  (Oct. 15, 2006)
"Executive producer Mike Verdu takes us on a tour and introduces us to how you'll command your armies in Command & Conquer 3 Tiberium Wars."

1UP's Preview Here »  (August 26, 2006)
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While EALA admits that single-player is a huge focus of the game -- there are three factions; the third hasn't been announced yet -- Command & Conquer 3's multiplayer will allow infinite spectators to watch games on EALA's servers. Additionally, one of the spectators can assume a "Madden-like" role (their words, not ours), draw on the screen like it's a teleprompter, and with the game's VOIP support, call the play-by-play."

Gamespot Preview Here »  (Aug. 24, 2006)
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In practice, as we saw, Nod tends to be proficient at hit-and-run tactics, while the GDI remains a solid choice for continuously building up successively stronger forces and eventually steamrolling opponents. Nod can build up quickly with militants and fanatics, who can join up with attack bikes and raider buggies for quick raids along with the speedy scorpion tank. Many of Nod's lower-level units seem to have excellent speed--the midlevel stealth tank, which can turn mostly invisible if it hasn't fired on an enemy for several seconds, is alarmingly fast and seems like an almost-perfect raiding unit, except that it's very fragile and is easily destroyed by enemy fire."

Gamespot Designer Diary #2 Here »  (Aug. 23, 2006)
"With this feature, we go in depth on the Brotherhood of Nod (Nod), GDI's adversary in a decades-long struggle. GDI and Nod have been fighting over control of Tiberium--a mysterious alien element that is slowly consuming the planet--and the fate of humanity and Earth itself."

IGN Preview Here »  (August 23, 2006)
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The user interface itself has been designed to hearken back to classic C&C while providing more information in a slicker presentation. The UI sits on the right side of the screen rather than the typical bottom bar. On a widescreen monitors like the lovely 24" displays in the EA LA offices, this is a wonderful way to see a large area of the playing field while still having access to the UI. The presentation is much more minimal than the strict bar found in C&C games of the past. They've taken the approach to leaving as much gameplay space on the screen as possible, somewhat like EA LA did with Battle for Middle-earth I and II. At the same time, they're making sure the player has plenty of information by adding mouse-over tooltips for all of the buildings and structures. Along with the build menu sitting in the top right corner, individual unit info will pop up in the bottom right of the screen including special abilities whenever a unit is selected."

Gamespy Preview Here »  (August 23, 2006)
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Many of the NOD units that fans knew from the original games are back, including the flame tank and the stealth tank. The female commando also makes an appearance. But new units have been added to spice up the battles, including an Avatar WarMech that can rip the armaments off wrecked units and mount them on itself for added firepower, and Shadows, which are elite special forces units that come equipped with hang gliders."

IGN GDI Profile Article Here »  (August 11, 2006)
"GDI's land forces include versatile armored vehicles like the Predator Main Battle Tank, the Mammoth heavy tank, the Guardian APC, and the fearsome Juggernaught mobile artillery unit. Their infantry is made up of fast-moving, lightly armored combat soldiers and the slower, but heavily armored Zone Troopers. Specialized units include the Special Forces Commando and the elite Sniper Teams. Aircraft deployed at GDI forward operating bases include the rocket-equipped VTOL Orca, the Firehawk fast attack jet, and the V-35 Ox VTOL transport."

Gamespot Designer Diary #1 Here »  (Aug. 7, 2006)
"GDI started as a secret military alliance of G8 nations--a treaty organization formed to contain tiberium, reverse its spread, and fight the sinister Brotherhood of Nod, a terrorist organization that believed the otherworldly substance to be beneficial to mankind. Over time, power and sovereignty have been gradually ceded to GDI and the national identities of the participating countries have faded. In 2047, that process has reached its final stages: While technically there are still individual member nations, the reality is that GDI has become a unified political and military superstate. GDI is what might result if the G8 countries, the permanent members of the United Nations Security Council, and the member states of NATO became a single nation-state."

IGN Article On Tiberium Here »  (August 1, 2006)
"Within the game, Tiberium generally manifests itself in the form of irregularly shaped fields of crystal that grow out of the ground at various locations on the game maps. The distribution and density of Tiberium depends on the type of zone that you're playing in - remember that GDI has classified the surface of the Earth by zone depending on the level of Tiberium infestation."

IGN Designer Diary Here »  (July 26, 2006)
"The future contemplated in Command & Conquer 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."

Gamespy Preview Here »  (May 11, 2006)
"Command & Conquer 3 uses a new unified lighting engine. It gives every element in the game a solid, realistic feel. Sunlight glinted off of hot asphalt or shimmering ocean waves. Vehicles were all articulated, with multiple moving parts such as tank treads on individual suspensions. As the GDI helicopters hovered over the ocean water near a bobbing aircraft carrier, the water beneath shifted in a circular pattern."

Gamespot Preview Here »  (May 10, 2006)
"The first trailer we watched explained the story behind the upcoming game. According to executive producer Mike Verdu, the development team is looking to make the game "a landmark in terms of story." To that end, EA LA is bringing back the classic live-action full-motion video (FMV) cinematic sequences from the previous games. The first trailer we watched leaned heavily on FMV and told the story presumably from the perspective of the game's main character, a biochemist-turned-GDI operative who witnessed the transformation of planet Earth after the mysterious substance known as tiberium, which "isn't of this world" (suggesting that Tiberium is an alien substance from somewhere in outer space) made its mysterious appearance."

IGN Preview Here »  (May 10, 2006)
"The Orcas made quick work of one of the buildings, called in some help from a couple of Mammoth tanks (which have independently reactive treads to the environment by the way) which took out yet another building. Finally, because nobody wanted to be left out of the action, Firehawk jets flew in and bombed the crap out of two remaining buildings. All of the action generally served as a way to show off a bunch of the new particle effects that should make the game that much more interesting visually. Smoke and dust flew up in large clouds while sparks and fire flew off during explosions. We can only imagine what's in store for some of their bigger weapons."

IGN Interview with Mike Verdu »  (May 9, 2006)
"When we heard that Command and Conquer: Generals was going to spawn an expansion, we were very apprehensive. We loved the original and rated it very highly because of its polished game play and well balanced forces. Would the expansion pack, Zero Hour, do it justice? We are pleased to say that it does indeed, and then some."