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Links to game
previews, interviews, articles, designer diaries, etc. are below.
IGN
Single-Player Preview Here » (March 16, 2007)
"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)
"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)
"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)
"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)
"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)
"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."
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