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Today at E3 2006 I was given a look at the upcoming and (personally) long-awaited addition to the Command & Conquer series. Command & Conquer 3: Tiberium Wars is the first C&C game in over six years to continue the original "Tiberium" franchise (which was interrupted by the Red Alert series and, more recently, Generals).
When Westwood was absorbed by Electronic Arts, we hardcore C&C fans started biting our nails in anxiety that EA might either water down the franchise with endless, pointless sequels, or get rid of everything that made C&C great and make it just another real-time strategy game. Today I was gladly relieved of my fears. The team making C&C3 is very, very dedicated to the original storyline and cannot stress enough how important it is for them that they not only adhere to the series, but add to it as well.
For the uninitiated, Command & Conquer was considerably the first RTS game ever produced (though technically the second). The basic storyline was that the world was split into two factions, a union of democratic forces known as the Global Defense Initiative and a cultish organization called Brotherhood of Nod, and coincidentally around the same time a strange substance arrived on earth: Tiberium, a crystal-ore type material that grows from the ground and absorbs all the precious metals and resources from the ground (like gold or oil).
At the time, this was just a clever way to compensate for the fact that RTS, base-building games need some sort of collectable and renewable resource to drive the balance of the game. Players needed a way to collect money, so they thought up a fancy material that would grow from the ground and be very valuable.
Since then, and most especially with this upcoming sequel, the role of Tiberium is made much more prevalent. As is the case now with our natural resources, geopolitics become involved and a war is fought between the GDI, who want to collect the Tiberium to power towns, and the Nod, who follow the idealist zealot Kane, who incites passion amongst developing countries in the belief that the Tiberium is a gift to mankind and should be preserved. What was once a concocted resource for gathering in the game series has evolved into the subject of a world struggle. This kind of thought by the development team is very exciting.
This high concept isn't the only exciting thing. While the game has only been in actual development for a short time, the graphics in the demonstration mission were just completely remarkable. Tanks leave tracks in the sand and kick up dust as they travel, and the dust lingers and interacts with the wind. Hover-jets (called Orcas, which should be familiar to fans) create wind trails and disrupt the sand or water below them dynamically; water that looks absolutely perfect to begin with. Particle effects and light bloom are used stunningly well, which became quite clear when some vehicles were used to shoot down some buildings. As the buildings took fire, the walls and mortar started to crumble away in pieces as dust and debris started to fill the air around it. Once the buildings were completely destroyed, they toppled effortlessly and spewed even more debris around.
The production leader said that they've been working hard to make the AI work equally well for both "schools" of RTS players. Some players like to build an attacking force quickly and rush their opponents, while others like to "turtle" - that is, spend time building a huge base with powerful defenses, and then engage the enemy's base with a full force. Most RTS games' AI enemies work well with only one of those schools, but C&C3's AI can automatically adjust to match the player's style, or for in skirmish modes, the player can set what type of "player" the AI opponents should be.

Before today I was really worried about the recently announced Command & Conquer sequel. Now, I'm very excited to get this game in my hands and play it to death. RTS fans, especially long-time Command & Conquer fans, should be just as excited as I am.