A few days ago, I finally picked up Command & Conquer 3 for the PC, and have been playing it for hours. Although right now I do not have enough for a full, comprehensive review, I do on the other hand, have gained significant campaign experience as of now, and I believe that I know enough now that I can make a preliminary review of the game.
This is, yes, the thirteenth game to bear the C&C name, in which pretty much the entire game mechanics are based off of earlier installments, the original C&C being based off of Dune 2 (which by the way is a classic, and basically invented modern RTS). If you're expecting more of the same, then Command & Conquer 3 will be like putting on a worn, comfortable pair of shoes, completely with FMV cutscenes and top notch voiceovers and acting.
However if you're looking or a complete overhaul of the formula, then you might be disappointed. However, there are significant changes, so before you give up on it, let me explain...
First of all, they've changed the unit building queue to a combination of Tiberium Sun and Red Alert 2, with four categories of buildable structures and units. However, they added a brand new, slightly inspired feature (and I say new because how they implimented it is different). Basically, they now have it that instead of the queue being universal, your queue counts per construction structure. Basically, if you order infantry from your Hand of Nod or Barracks, they'll come out of the specific one. Although it is slightly akward if you have more than six production cues for the type (happens a lot if you have more than one race available), but works quite well, and is mostly clutterless and easy.
I've played through part of the Nod, and through the entirity of the GDI campaign. The campaigns are decently long, and for the most part have a very nice layout. There is enough variety to keep it fresh (though the objectives are mostly the same old, same old; destroy this force, blow up that force, escort this object, defend for x number of minutes, etc etc). However, one thing that they added which gives a whole breath of fresh air is the secondary objectives; similar to the ones you see in other RTS games, by completing all of the secondary objectives (such as discovering intel, doing things above and beyond what is asked, and so on), it gives the game some additional replay value. Although few may want to finish the entire game on hard with all objectives finished, at least finishing the games to unlock all of the backstory plot twists you get via the intel will be incentive enough to at least play through most of it.
Team balancing is the major nitpick with his expansion, however. First of all, there is a third team in this game, the Scrin, and I will say this, they are so overpowered, so powerful, that both the Nod and GDI have their hands full in the campaign. This unfortunately translates into multiplayer. Although it's nice to have a third race in the game, this one is designed as a 'boss race', or a team that should have been campaign only. They have some very powerful aircraft, to the point that if you crank them out, neither original team can counter it effectively, especially since these beasts require no landing pad.
Multiplayer is a blessing in some ways, and a curse in the others. The unbalanced teams (though GDI vs Nod are mostly balanced) really display their weaknesses during multiplayer matches. I've seen games up where the host states "No Scrin". That's a big warning sign that the teams are unbalanced for multiplayer. Honestly, you should be able to play any race you want (or even random), without having to worry about these things.
However, not all is bad. One big benefit is that maps can be downloaded through the host, so that way there's no need to pre-download maps. This will give the game a very long lifespan (like Starcraft). Also, the invention of "Battlecast" is a huge remarkable breakthrough that gives this game instant 'clan-loving' status. Most games have to be modified to go into tournaments like the WCG, to be able to observe games to show players how the others are doing, and who's winning. This completely breaks up this entire issue; anyone can watch into a Broadcast-enabled game, and this is great for leagues. In addition, this will help out those who are just learning the game for new strategies. And finally, the Battlecast viewer is free!
Overall, I recommend this game as far as I've seen. I'll likely add the rest of it once I have more playtime. All its gripes and all the negative reviews aside, I think it's a good game. It can be better, yes, but there is no such thing as a 'perfect game'. Even Half-Life, Halo, Starcraft, or any of those high-classed examples have their problems.
This is, yes, the thirteenth game to bear the C&C name, in which pretty much the entire game mechanics are based off of earlier installments, the original C&C being based off of Dune 2 (which by the way is a classic, and basically invented modern RTS). If you're expecting more of the same, then Command & Conquer 3 will be like putting on a worn, comfortable pair of shoes, completely with FMV cutscenes and top notch voiceovers and acting.
However if you're looking or a complete overhaul of the formula, then you might be disappointed. However, there are significant changes, so before you give up on it, let me explain...
First of all, they've changed the unit building queue to a combination of Tiberium Sun and Red Alert 2, with four categories of buildable structures and units. However, they added a brand new, slightly inspired feature (and I say new because how they implimented it is different). Basically, they now have it that instead of the queue being universal, your queue counts per construction structure. Basically, if you order infantry from your Hand of Nod or Barracks, they'll come out of the specific one. Although it is slightly akward if you have more than six production cues for the type (happens a lot if you have more than one race available), but works quite well, and is mostly clutterless and easy.
I've played through part of the Nod, and through the entirity of the GDI campaign. The campaigns are decently long, and for the most part have a very nice layout. There is enough variety to keep it fresh (though the objectives are mostly the same old, same old; destroy this force, blow up that force, escort this object, defend for x number of minutes, etc etc). However, one thing that they added which gives a whole breath of fresh air is the secondary objectives; similar to the ones you see in other RTS games, by completing all of the secondary objectives (such as discovering intel, doing things above and beyond what is asked, and so on), it gives the game some additional replay value. Although few may want to finish the entire game on hard with all objectives finished, at least finishing the games to unlock all of the backstory plot twists you get via the intel will be incentive enough to at least play through most of it.
Team balancing is the major nitpick with his expansion, however. First of all, there is a third team in this game, the Scrin, and I will say this, they are so overpowered, so powerful, that both the Nod and GDI have their hands full in the campaign. This unfortunately translates into multiplayer. Although it's nice to have a third race in the game, this one is designed as a 'boss race', or a team that should have been campaign only. They have some very powerful aircraft, to the point that if you crank them out, neither original team can counter it effectively, especially since these beasts require no landing pad.
Multiplayer is a blessing in some ways, and a curse in the others. The unbalanced teams (though GDI vs Nod are mostly balanced) really display their weaknesses during multiplayer matches. I've seen games up where the host states "No Scrin". That's a big warning sign that the teams are unbalanced for multiplayer. Honestly, you should be able to play any race you want (or even random), without having to worry about these things.
However, not all is bad. One big benefit is that maps can be downloaded through the host, so that way there's no need to pre-download maps. This will give the game a very long lifespan (like Starcraft). Also, the invention of "Battlecast" is a huge remarkable breakthrough that gives this game instant 'clan-loving' status. Most games have to be modified to go into tournaments like the WCG, to be able to observe games to show players how the others are doing, and who's winning. This completely breaks up this entire issue; anyone can watch into a Broadcast-enabled game, and this is great for leagues. In addition, this will help out those who are just learning the game for new strategies. And finally, the Battlecast viewer is free!
Overall, I recommend this game as far as I've seen. I'll likely add the rest of it once I have more playtime. All its gripes and all the negative reviews aside, I think it's a good game. It can be better, yes, but there is no such thing as a 'perfect game'. Even Half-Life, Halo, Starcraft, or any of those high-classed examples have their problems.