Command & Conquer 3: Tiberium Wars – boxart
PCPC / moderní (64bit a GPU)

Command & Conquer 3: Tiberium Wars

Strategie 2007 EA Los Angeles Command & Conquer ⏱ Long · ~10–30 h ⭐ Must-play
Command & Conquer 3: Tiberium Wars – In-game
In-game
Command & Conquer 3: Tiberium Wars – In-game
In-game
+4
Command & Conquer 3: Tiberium Wars – In-game
In-game
Command & Conquer 3: Tiberium Wars – In-game
In-game
Command & Conquer 3: Tiberium Wars – In-game
In-game
Command & Conquer 3: Tiberium Wars – In-game
In-game

A return to the series' sci-fi roots; the campaign is interspersed with live-action sequences featuring actors.

Command & Conquer 3: Tiberium Wars returned the series to its sci-fi roots and picked up the story of the Tiberium universe after years during which it had been pushed aside by spin-off titles focused on other genres. The player once again finds themselves in the middle of a three-way conflict between the Global Defense Initiative, the Brotherhood of Nod, and the newly introduced alien faction Scrin, whose entry into the plot opened an entirely new dimension to the story about the origin of the mysterious, contaminating substance Tiberium and its cosmic origin. The campaigns of both human factions were interwoven with live-action sequences featuring actors, a return to the tradition fans of the series had loved since the nineties, which gave the story a cinematic, almost TV-series quality.

The gameplay built on the tried-and-tested foundation of base building, Tiberium harvesting, and mass battles, but the pace was even faster and more aggressive than in its predecessors - the developers openly admitted to being inspired by StarCraft's combat style, with an emphasis on constant action without delays or dead time. Each faction had a markedly different approach: GDI relied on robust technology and heavy weaponry, Nod on speed, stealth, and cheap expendable units supported by a tunnel network, while Scrin brought exotic, technologically superior units with their own mechanics, such as resource drain or teleportation. The SAGE graphics engine was significantly improved, and for its time the game offered a large, clear battlefield even during hectic battles with dozens of units on screen at once.

Reviewers and players alike received the title very positively, praising the return of a quality cinematic component, the balanced design of three distinct factions, and lively multiplayer, which for a long time was among the most active in the genre and was further developed by the Kane's Wrath expansion. Tiberium Wars is seen today as one of the last great high points of classic RTS games before the genre began to give way to other game styles, and for many fans it remains the definitive return to the Command & Conquer universe after the detours of previous years.

Why play it: Anyone looking for the return of a quality cinematic component, balanced three-faction design, and lively multiplayer will find here the definitive return to the Command & Conquer universe.

Game 121 of 583 for PC / moderní (64bit a GPU)

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