Command & Conquer: Tiberian Sun Review


For PC

By Contributing Writer Mike Bean

Rating: Average
   Command & Conquer: Tiberian Sun is the proverbial sheep in wolf's 
clothing.  It's fun and amusing, but it's not worth crying wolf over.  
Given that it took three years to develop, I couldn't help but expect more 
than what I got.
   To the game's credit, the path-finding AI is excellent.  There won't be 
any units confused and fumbling around because there is an obstacle in 
their way, or they can't figure out how to climb a hill from the opposite 
side.  Give a unit a destination, and you can be assured it will get there 
as soon as possible.  Also, Tiberian Sun has some great terrain effects and 
a fairly comprehensive system of destructible terrain (blast craters, 
forest fires, etc).  
   One of Tiberian Sun's biggest strengths is the fact that it's balanced 
very well.  There are a wide variety of units, and some of them are 
extremely powerful and dangerous, but the game will never leave you without 
defensive options.  There is an interesting tactical challenge to be found 
in Tiberian Sun, and it does a good job of creating the organized chaos 
that is the hallmark of real-time strategy games.
   Tiberian Sun has many awkward moments that bog you down while you're 
trying to control the action.  For weeks, I was unable to get the guard 
command to work, but in researching this, I discovered that it's CTRL+ALT 
(the instruction book lists the command as just "G").  To set down a patrol,
you use the way-point system, but if you would like them to actually defend 
themselves, you must press CTRL, ALT, and the left mouse button.  One 
feature of the destructible terrain is that there are bridges that you can 
destroy to aid your cause, but apparently you have to hit the bridges at 
just the right spot.  At one point, I pounded a bridge with tanks for five 
minutes without destroying it, and on another occasion, one shell (which I 
didn't even mean to fire) did the job.  Multiple bases don't allow you to 
produce troops more quickly, they just give you increased income at the 
same output rate.  Tiberian Sun is littered with these kinds of gaps in 
logic that detract from the overall experience.
   Although the units are nicely balanced, their designs aren't anywhere 
near as impressive.  They range from ordinary to downright absurd (the NOD 
flame tanks look like cordless shavers).  Also, while the movies that play 
between missions do an excellent job of lending a sense of continuity and 
story to the game (and the return of Kane is great), the story itself is 
easily forgotten thanks to mostly un-inspired characters.
   Tiberian Sun has the worst handling of the so-called "fog-of-war" 
phenomenon that I've seen yet.  It's no surprise that the map is largely 
concealed at the beginning of the game.  What is a surprise is that 
apparently every single unit in the game has the sight of a new-born bat, 
and elevation doesn't make much difference in how far a given unit can see.  
This makes scouting a tedious chore, especially since the maps are so big 
and detailed.  In a particularly disturbing twist, there are rules 
governing what you can and cannot use to scout.  Whose bright idea was it 
to decide that aircraft can't go into "un-revealed territory"?  Due to the 
line-of-sight system and the resulting difficulty of scouting, ambushes 
take place frequently.  You should expect to set off the enemy's defenses 
more than once because you couldn't see them until they were five feet away 
and firing at you.
   Tiberian Sun breaks the first commandment of real-time strategy games: 
Thou shall not force the player to micro-manage.  Opposing units can (and 
often do) happily march past each other with no shots fired on their way to 
their destinations.  Occasionally, you'll find that your units won't even 
defend themselves (or each other) from attack unless instructed to do so.  
The more sophisticated the unit, the more complex the problems.   For 
example, I do not object to sending my orca helicopters back the heli-pad 
to re-load, but I do object to being forced to manually land each orca on 
the pad, wait for it to re-load (which takes roughly the same time as it 
takes to construct one from scratch), lift it off the pad, and land the 
next one. 
   Every successful real-time strategy must carefully tread the line 
between giving the player options and forcing him to micro-manage (which he 
doesn't have time to do if he's busy managing resources and fighting 
battles).  Despite its excellent path-finding AI, Tiberian Sun forces you 
to baby-sit your units in order to keep them from doing something stupid or 
doing nothing at all.
   If more care had been given to unit control and behavior, Command & 
Conquer: Tiberian Sun might have been something special.  As it is, it's 
nothing more than a short-term fix for C&C fans who are looking for 
something new.  

Send your thoughts on this review to mike@mastergamer.com

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