#243
Posted 20 August 2022 - 09:43 AM
Bought and started replaying the first classic Command and Conquer in remastered, I'm almost done with the GDI campaign. I don't want to talk about the quality of the remaster, I think they did a poor job with the FMVs, particularly the animated ones, which are as fresh as 30 years old milk, but the ingame stuff, including the upscaled graphics and the remastered music are great.
The game itself is certainly a mixed bag. What I truly appreciate is the world creation: the story itself is not as vivid, as the one of Starcraft or even Red Alert 1, but the main lore, the spread of the tiberium, the terrorist cult vs the western powers has an authentic feel, and it's quite interesting to be part of it. Another thing I like is the unit and building aesthetics. I don't know what people think, but Red Alert 1 buildings (and new, non borrowed units) look cheap lego creations compared to the details in C&C 1. Just look at the Power Plant, the Refinery, the Radar, the Harvester (all look much better than in RA1). I also prefer the unit balancing in C&C 1. The agile units with strong base defense vs the heavier units with lighter defense narrative is just better than Red Alert 1's crazy assymetrical balance.
However, C&C1 missions are not very well designed. Almost every GDI level is about "destroy all NOD forces", and many of them are quite forgettable. Red Alert 1 has much better scripts and polished missions (not to mention the ingame storytelling), you can tell their differences, their characters, while in C&C1, they blend into just one big thing, with a few memorable outliers (the opening level with the gunboat or the commando mission). Having the same background all the time doesn't help either. Also, the temperate tileset looks ugly, that dark green looks depressing, except the few levels with the snow patches. The Nod uses the desert tileset, I guess it will look fresh only in the first few maps.
What's truly not my liking, how awful the resourge gathering, and the related base settling part is. This is particularly annoying after playing all the 'craft games (WC2, SC, SC2, WC3) rather recently. I can't expand my base, if I unpacked my MCV in the wrong position, I can very well find myself in deep trouble, as the nearest tiberium patches can be exhausted very easily, and you can't do anything but sending your harvesters to distant areas. Even with proper settling, the tiberium is always a scarcity, I rarely managed to operate a high economy. There was the mission for example, called Orcastration, where I simply had to restart, because the tiberium fields were depleted by the time I expanded a proper base, and I was trapped with my units in turret/obelisk hell. Not even a Weapon Factory is recommended, just build orcas and nothing else. Levels seem to be designed to follow a set route, instead of giving you a strategical freedom. It's more like a puzzle in this regard.
I enjoy the game with these flaws, but they are still quite annoying elements, that were fixed in the later games for the better.
EDIT: Finished GDI, started Nod. The first 6 levels were a cakewalk, they can be completed in an hour or two. I remember some tougher ones with the A10 harrassment. The desert setting looks infinitely superior to the temperate one.
This post has been edited by The Watchtower: 20 August 2022 - 01:04 PM
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