Thursday, March 18, 2010

Command & Conquer 4: Tiberian Twilight (PC)

source from wikipedia
The cover art of Tiberian Twilight.
Developer(s)EA Los Angeles
Publisher(s)Electronic Arts
Producer(s)Michael Glosecki
Raj Joshi
Designer(s)Samuel Bass
Composer(s)James Hannigan
Timothy Michael Wynn
Jason Graves
SeriesCommand & Conquer
EngineRNA
Platform(s)Microsoft Windows
Release date(s)NA March 16, 2010[1]
EU March 19, 2010[1]
Genre(s)Real-time strategy
Mode(s)Single-player, cooperativemultiplayer
Rating(s)ESRB: T
PEGI: 16+
MediaDVD, Digital Download
System requirementsMouse, Keyboard
  • OS: Windows XP (SP3), Vista (SP1), 7:
  • CPU: Intel Core 2 or AMD 64 X2
  • RAM: 1 GB (XP) / 1.5 GB (Vista, 7)
  • Graphics card: 256 MB compatible with Shader Model 3 support (DirectX 9.0c)
  • 10 GB HDD space
  • 8 × DVD-ROM drive

Recommended System Requirements[2]

  • Intel CPU: Core 2 Duo E6600 2.4GHz
  • AMD CPU: Athlon 64 X2 Dual Core 5400+
  • Nvidia Graphics Card: Geforce 7900 GTX
  • ATI Graphics Card: Radeon X1900 Series
  • RAM Memory: 3GB
Input methodsKeyboard and mouse
Command & Conquer 4: Tiberian Twilight is a real-time video game and the latest installment of the popularCommand & Conquer franchise, released March 16, 2010. It constitutes the final chapter in the Tiberium saga. A cinematic trailer for the game was released on July 24, 2009 with many more details revealed in magazines which featured extensive cover stories on the game. In addition, Command & Conquer 4 will require the player to be online at all times regardless of whether the player is playing single-player campaigns or skirmishes or online play. This type of restrictive DRM is fairly new and was intended to stop piracy. However there has been a lot of criticism of these restrictions. Command & Conquer 4 will also utilize EA's own servers for online play, rather than GamespyServers which EA has relied on for Command & Conquer games in the past. A closed beta of the game was officially released to contest winners by EA on November 21, 2009.

Gameplay


Tiberian Twilight gameplay no longer requires the player to gather resources to build an army, unlike past Command and Conquer games, nor to destroy all enemy forces. In the main game mode, the player will have to capture control nodes that are scattered across a map and hold more nodes than the enemy long enough to gain enough points to win the match. It will also differ greatly from many past games in the series, removing many past traditional elements and replacing them with elements from more recent and popular RTS games such as Dawn of War II implementing a new bottom interface along with a new upgrade-oriented resource gathering system, as well as minimal base construction and management. Unlike in Tiberium Wars, it will feature class-based gameplay as well as some RPG elements.]There will also be no naval warfare in Tiberian Twilight, as was the case with previous C&C games in the Tiberium universe, and as opposed to games in the Red Alert universe who have always featured naval units in one way or another.

The game's current beta interface is more similar to the "bottom bar" of Command & Conquer: Generals rather than the traditional "Sidebar" which has been a staple feature in most previous Command & Conquer games. The game's interface, like Generals, seems to be inspired by the interface from the Age of Empires Series or StarCraft series rather than the original sidebar which had been used in the more recent Command & Conquer games Tiberium Wars and Red Alert 3. In addition, the game will remove another traditional method of resource gathering which is to build refineries which will in turn send out harvesters to mine Tiberium, the game's main resource, at Tiberium Fields. Instead, the players' units are tasked to manually bring the processed Tiberium Crystal from predetermined Tiberium rigs back to the player's spawn area or uplink tower - similar to the mechanics of capture the flag. The Processed Tiberium Crystals can also be destroyed to create Ion storms that will damage any unit near it. The crystals are used to further victory points and can be used to purchase unit upgrades. Yet another difference from the traditional C&C games is the presence of a population cap something which is present in many other RTS but was only featured in the Xbox 360 versions of Command and Conquer 3: Kane's Wrath and Red Alert 3 for the Xbox 360 and Playstation 3.


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