Command & Conquer 3: Tiberium Wars review

Defiantly old-fashioned and a whole lot of fun, Tiberium Wars demands to be played

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Right off the bat, you’ll notice how fast the game plays. Even at the default setting, there is little time for planning what you will build next or in which direction you will expand. Get a build order memorized and go, go, go; this is one of the most frantic real time-strategies in recent years.

This is good, in a way, since it means you’ll get to the action quickly. The three factions (terroristic NOD, vanilla GDI and extra-planetary Scrin) are similar enough to make it easy to move from playing one to the next, but different enough to offer something new. The units and buildings on each side serve similar functions, but every now and then one will have a special power that’ll make you stop and go, “Huh. So that’s what that guy does.” Hang-gliding stealth commandos, mind controlling alien beasties, giant cannons on legs; each of these units has a counter and a counterpart in the enemy camp.

More info

GenreStrategy
UK censor rating"",""
Franchise nameCommand and Conquer
US censor rating"Teen","Teen"
Platform"PC","Xbox 360"
Alternative names"C&C","Command and Conquer"
UK franchise nameCommand and Conquer
DescriptionThe most influential strategy game to date returns with a radically updated look, but reaches into the past and brings back our favorite vehicles.
Release date1 January 1970 (US), 1 January 1970 (UK)
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