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Halo Wars On PC? Uhh.. NevermindPosted 12:44pm Thu Jan 31, 2008 by Aaron Dunlap Tags: Halo Wars, PC, Xbox 360, Tiberium, RTS, Halo

Yesterday we mentioned a rumor that the upcoming Halo strategy game, Halo Wars, might be appearing on the PC. Forget it.

Kotaku contacted Microsoft for a comment, and the idea was quickly squished. Sayeth MS:
Halo Wars" is being developed from the bottom up for the Xbox 360 and its control scheme to ensure that we deliver a groundbreaking console RTS experience. Given that, we have no plans to develop "Halo Wars" for Windows Vista at this time.

Oh well.

[kotaku.com]
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Obvious Rumor: Halo Wars Coming To PCPosted 10:22am Wed Jan 30, 2008 by Aaron Dunlap Tags: Halo Wars, PC, Xbox 360, Tiberium, RTS, Halo

Two games I'm looking forward to this year: an FPS (Tiberium) based on an RTS franchise (Command & Conquer) and an RTS (Halo Wars)  based on a FPS franchise (Halo). Halo Wars has been looking pretty good in recent gameplay footage, but in my mind always had the disadvantage of being a console game.

Console RTS games can occasionally be adequate compared to their PC counterparts, but are rarely as good or better. Halo Wars has always been treated as an Xbox 360 exclusive, but we'd always hoped it'd make its way to the PC with keyboard/mouse control.

Gaming site The Angry Pixel is carrying the rumor that our wild guesses are accurate. Microsoft wants to expand their Games For Windows... concept, and a game like Halo Wars is a sure bet for that.

Like most "news" in this industry, this is just a rumor. Like most "rumors" in this industry, it's probably true.

[theangrypixel.com]
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New Tiberium (C&C FPS) Trailer Is Pretty, Gameplay-lessPosted 9:23pm Fri Jan 18, 2008 by Aaron Dunlap Tags: Tiberium, EA, Command and Conquer, Xbox 360, PlayStation 3, video


Those paying attention to the upcoming FPS based on the Command & Conquer universe might like to check out this new trailer, released today. The video is entirely CGI, doesn't give us much new information about the plot, but looks pretty enough. There will come a point in the future where I'm not going to let these non-gameplay trailers slide by without a scolding, but that day hasn't arrived yet.

What is new, or new to me at least, is that the game will feature squad commanding, perhaps conquering too. I've seen squad-based FPSes done well and done poorly, and more often poorly, so here's hoping...

The video is embedded after the jump.

Continue reading...


[gametrailers.com]
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That Command & Conquer FPS Is Definitely HappeningPosted 3:10pm Tue Dec 18, 2007 by Aaron Dunlap Tags: Tiberium, EA, Command and Conquer

There have been rumors about another attempt at a Command & Conquer First-Person-Shooter (Westwood's C&C Renegade being an ugly mess). Electronic Arts (who now own the C&C license after gobbling up Westwood) has just officially confirmed those rumors by announcing Tiberium.

Note that it's not "Command & Conquer: Tiberium."

EA has really been trying to push the concept of Tiberium forward since they took over Command & Conquer, making it practically the entire plot point of C&C 3: Tiberium Wars. The production team even hired a group of MIT scientists to come up with the physical, geological, and biochemical inner workings for the fictitious green crystals. (Short version: nasty stuff.)

It seems that the forthcoming FPS is more concerned with the Tiberium than with Command & Conquer. The press release barely mentions C&C, and the sparse web page doesn't even elude to it. It could be that the shiny rocks will be the only similarity between the FPS game and its RTS step-mother.

Tiberium is slated for a fall 2008 release. I can't figure out which EA studio is actually developing the game.

[ea.com]
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EA Announces Command & Conquer 3Posted 1:43pm Thu Apr 12, 2007 by The Gaming Horizon Archive Tags: Command and Conquer 3 Tiberium Wars, archive

Another sequel is on the way for one of gaming's longest-standing franchises, as Electonic Arts officially announced Command & Conquer 3 Tiberium Wars for the PC platform.

Few details were revealed, but EA indicated that we can expect the same fast-paced real-time strategy gameplay we've seen since 1995, when the series began. The game intends to bring a "breakthrough single player campaign that rewards you for your playing style," and we also know that the game will include a built-in VoIP feature, spectator modes, and an integrated clan system.

"Command & Conquer 3 Tiberium Wars combines fast-paced gameplay with new ways to tell a story in an RTS game," said Mike Verdu, Executive Producer at EA Los Angeles, the studio developing the game. "We're building a next generation Command & Conquer game that is true to the spirit of this classic franchise, but is updated with state-of-the-art visuals, added strategic depth, and gameplay innovations that will move the genre forward. I am very excited to be working on this amazing game."

As indicated in the working title, C&C 3's story will pick up where 1999's Command & Conquer: Tiberian Sun left off. In 2047, the radioactive alien substance known as Tiberium has spread across the planet, and the Global Defense Initiative is seeking to contain its dangerous effects. But the Brotherhood of NOD, still lead by the maniacal Kain, is trying to take advantage of the resource for its own war-driven purposes.

We also got our hands on the Command & Conquer 3 logo and one high-res art image from the game. Check them out below, and look for more details soon as E3 draws near.


Originally written by Evan Lahti

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GH Preview: Command & Conquer 3 Tiberium Wars (PC)Posted 2:22am Thu May 11, 2006 by Aaron Dunlap Tags: archive, Command and Conquer 3 Tiberium Wars, preview

This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.

The Buzz

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.


The Prediction

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.


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