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Year
2003 Previews
Full
Gamespot Preview here » [January 21, 2003]
The
day after Generals hit its final candidate milestone, we had an
opportunity to visit EA Pacific's Irvine, California-studio and
play a number of single-player missions as well as some
multiplayer matches. The EA Pacific team, which previously
created the Westwood-branded Red Alert 2, has been racing to
finish Generals in time for the official February 11 release
date.
Full
ActiveReviews Preview here » [January 4, 2003]
The
Sage graphics engine has done EA Pacific proud, not just giving
the Command and Conquer series a much needed facelift, but also
converting the strategy series to full 3d. The camera can be
rotated and zoomed freely, and buildings can also be rotated
before they are placed. Realtime shadows, billowing smoke,
swaying trees, and dynamic lighting feed the eyes nonstop.
Year
2002 Previews
Full
Gamespy Preview here » [November 9, 2002]
Enter
C&C Generals, the futuristic child of the Command
& Conquer universe begat by EA Pacific, the now adopted
child of Electronic Arts and a not-so-distant scrapbook memory
of former parent Westwood Studios.
Full
Game Revolution Preview here » [September 6, 2002]
In
only a few hours of direct hands-on time, we saw airborne
chopper-assault troops scuttle down cables to take enemy
buildings, witnessed autonomous bands of civilians flee a
marketplace as enemy tanks rolled in, and watched aghast as a
Chinese tac-nuke flattened an entire forest of
individually-reacting trees. As long as the EA guys were showing
off, they treated us to the spectacle of a US tank shooting up a
tall building until said structure toppled, crashing down into
another nearby...which crashed down into another...and so forth,
down a line of six or seven, until the final domino in the line
came a-crumblin' down onto another tank (!).
Full
UGO Games Preview here » [August 29, 2002]
A
few months after E3, I began to get worried about Generals. EA
had shown the same E3 video at their event in Las Vegas, and I
received the exact same thing on a VHS a bit later. What sort of
shape is this game in that the developers can only show one
scene that's months old, and nothing else? The future of my
dream RTS had been threatened, so I traveled to Irvine,
California for EA Pacific's (a branch of Westwood) C&C:
Generals event with the dim hope that there might have been the
slightest bit of progress made. Turns out I underestimated EA
Pacific.
Full
Gamespot Preview here » [August 28, 2002]
The
days of full-motion video are over, even for C&C games.
Generals' story will be told through in-engine cutscenes, and
while we didn't see any close-ups on the small infantry units or
heroes, the engine is at least capable of putting a lot of
detailed objects on the screen at once. The story will follow a
series of events through the three campaigns, but that doesn't
lock players into playing them through in order.
Full
Planet CNC Preview here » [August 23, 2002]
The
destructibility of the objects inside the engine was mentioned.
Generals is trying to be as realistic as possible in the game
and is trying to make everything destructible. Cars, trees,
light poles, and of course people would all have the ability to
be destroyed in the engine. In fact as we were playing if you
ran over the cars with tanks car alarms would sound, you could
hear the crushing, it was overall a cool effect. One of the
experimental designs we saw was the inclusion of wounded
infantry. If certain infantry take enough damage, they will
inherently move slower than at full health. This is something
that they want to include but it may or may not be in the final
build.
Full
Gamespy Preview here » [August 22, 2002]
Skaggs
demonstrated a bit of the interface to get us started. The
Command Center is the center of your base, in much the same way
as the construction yard was in the previous C&C games. It
is also where you choose the general you want to command your
forces. Each side has three generals to choose from, each with
four special attributes that can be used in the game: a unique
unit, two special abilities (sometimes weapons) and a veteran
bonus (i.e. a tank general would have all his tanks start as
veterans).
Special
Preview!
Time
of War Generals Preview!:
[June-2002] At CNCDEN we have the translated version of the CNC: Generals mission
preview that was on the French site Time
of War. Includes pics. Head
here for that!
Full
Firing Squad Preview here » [June 15, 2002]
At
E3, we didn’t get any hands-on time with Westwood’s newest
RTS and newest installment to the Command & Conquer
universe: Generals. What we got was a 15 minute presentation of
the game in a theater, with the action controlled by a Westwood
representative going through a canned mission. The presentation
showcased the game fairly well, giving us a good glimpse of the
game’s 3D engine (this isn’t Westwood’s first foray into
3D – Emperor Battle for Dune was also 3D), which they call
“SAGE.” Unlike Emperor: Battle for Dune, which featured a
lot of barren wastes, the SAGE engine is very comfortable and
capable of rendering complicated urban maps with destructible
buildings.
Full
Gamespy Preview here » [May 17, 2002]
It's
true. The team that brought you the C&C series of
games began operating under the name EA Pacific in late 2001
after Electronic Arts felt the Westwood Studios Irvine, CA,
office had earned the right to branch out on its own. But don't
be fooled by the name change because the same passion that went
into Red Alert 2 and Yuri's Revenge is already
quite evident in the team's latest project, Command &
Conquer: Generals.
Full
Gamespot Preview here » [May - 2002]
To
be clear, Generals isn't an offshoot of either the original
Command & Conquer or Red Alert storylines. It's a completely
new game, with a completely new plot, in a completely new
universe. The game is set 20 years in our future, and it
involves an escalating situation between China, the United
States, and an increasingly hostile terrorist organization
called the Global Liberation Army, which has its roots in
Central Asia.
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