Command & Conquer 4: Tiberian Twilight Review

For:PC Release Date: 19 March 2010
Despite the enforced unit cap, you can amass sizeable armies.
Despite the enforced unit cap, you can amass sizeable armies.

Despite the enforced unit cap, you can amass sizeable armies.

Weirdly, however, if you're not a C&C obsessive, you'll probably enjoy Tiberian Twilight quite a bit. It's accessible, visceral, and looks lovely (if a tad too cartooney for its own good). EA LA may have pissed off thousands of hardcore fans in its attempt to revolutionise the genre, but in doing so it's rid the tried and trusted C&C formula of many of its more intimidating mechanics. Having your base rushed only minutes after a match begins, for example, doesn't happen, simply because there's no point. One) you don't have a base in the traditional sense, and two) control nodes are the name of the game. Tiberian Twilight's perfectly enjoyable in this regard: quick fire, intense competitive multiplayer matches in which everyone feels like they're contributing to the cause, no matter how many commands they can input per 60 seconds, are the norm. Five-on-five matches are a spectacular joy - a relentless array of earth-shattering explosions, pew pew lasers, and heart-thumping music. Having to nab different-coloured Tiberium crystals and bring them back to your deploy zone to upgrade your units lends multiplayer a fun capture the flag feel, and there can be no dismissing the ease with which you can quickly adapt to your opponent's strategy and coordinate control point assaults. Simply, multiplayer's great.

None of this matters to the hardcore, who are already complaining about what's become of their beloved series. They accuse EA of pandering to the casual gamer and dumbing down the core C&C experience so violently that the end result isn't a C&C game at all. This isn't the case, but there is some truth to what they say. Without base building, without Tiberium, without Harvesters, without more Mammoth Tanks than your graphics card can hope to render, C&C's torch burns less brightly. Think of Command and Conquer as an old couple who've been married for decades. Suddenly, Command dies, leaving Conquer to live on irreparably changed. For those who fondly remember geeking out to C&C's FMVs and reading the game's manual from cover to cover, there is a sadness over the loss of something important here.

Even the live action cinematics have taken a turn for the worse. I understand they're supposed to be grittier than the hilariously over-the-top, boobalicious cutscenes of old, but the seriousness only serves to make dour the impressive gloss. Terrible acting works when it's part of the charm. Take away the charm, and all you have left is terrible acting.

My criticism of this more progressive C&C is at odds with my belief that the RTS developers should follow Relic Entertainment's good work with Company of Heroes and Dawn of War and evolve the genre. C&C3.5 is not the answer, but neither is C&C4. Lead designer Sam Bass has spoken of the disconnect between the developer's vision and fan demands. He has revealed the game's origin as a skunkworks project from a small team allowed to experiment free from the concerns of anyone's bottom line. The story goes that after C&C3 sold well, the call from on high to create a sequel was sounded. Rather than just do C&C3 again, reasoned the team, it would be better to try and bring this new style of play into the Tiberian universe. C&C4 is the result, and I applaud the effort. But I question the wisdom of running with an experiment for the last game in this most celebrated of sagas.

Ultimately, C&C4 is a curiosity, one that succeeds in moving the RTS genre forward and is at times brilliant fun, but it fails as a fitting finale to one of the most loved science fiction tales in gaming. In 1995, Westwood popularised the RTS genre with a landmark title. It seems unlikely that history will judge Tiberian Twilight quite so fondly.

VideoGamer.com Score

7Score out of 10
  • Multiplayer is fast, frenetic fun
  • More accessible gameplay
  • New serious cutscenes don't work
  • Boring campaign

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Highwayman's Avatar

Highwayman

Worse than trash, 2/10, ruined the series finalé and left every question unanswered with dumbest ending ever.
Posted 17:41 on 28 November 2010
aniper123's Avatar

aniper123

C&C4 Sucks so much ?How Dare they even call it C&C.
It is not RTS at all it is a really poor RTT. Worse than Earth 2050 or what ever that disaster was named. I have really had it with EA games. I am just sorry I broke my rule of "Always play the DEMO before I buy" SInce it is C&C I bought it expecting C&C. It is garbage.
Posted 21:32 on 10 May 2010
elvis's Avatar

elvis

between this and Sup Com 2 the only remaining shining light seems to be Total War.
I never really got onbaord with the C+C series for some reason and its strange because it ticks all the check boxes I like.
Posted 23:50 on 16 March 2010
Nara's Avatar

Nara

Wow, the gameplay deserves a 4 for repetitiveness, same thing every time, if you've played C&C3, this game will seem very abysmal to you.
Posted 21:36 on 16 March 2010
SexyJams's Avatar

SexyJams

Meh, no too much of an RTS fan;
I think it's a fairly niche gamer tbh.
Posted 17:13 on 16 March 2010
renegade's Avatar

renegade

Dam you Wez you have not helped xD Im still torn on this game, and it dont look like im getting into the Starcraft beta any time soon.

This will have to go to a "how many mates are getting it" game
Posted 14:49 on 16 March 2010

Game Stats

Go to Command & Conquer 4: Tiberian Twilight PC Game Index

Review Summary: C&C4 is a curiosity, one that succeeds in moving the RTS genre forward and is at times brilliant fun, but it fails as a fitting finale to one of the most loved science fiction tales in gaming.

Our Score: 7 out of 10
Developer: EALA
Publisher: Electronic Arts
Genre: Real-time strategy
Rating: PEGI 16+
Site Rank: 673 62