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Mercury News

Zitat Zitat von [URL="http://blogs.mercurynews.com/aei/2010/02/22/command-conquer-4-a-genre-blender-preview/"]Mercury News[/URL]
C&C 4 is a genre blender

Matt Ott, associate producer, said, “The movement makes you play more aggressively and play the way the developers intended.”

The RPG elements
This comes across in the leveling system EA Los Angeles employs. It is persistent throughout both the single-player campaign and the multiplayer modes. Players will gain experience points for each online match and completed stage, eventually bumping up their level. Going up a level unlocks more units that players can use. Overall, there’s 88 available and each have their strengths with five weapon types and five armor types.

When I asked Ott how they plan to balance online games with competitors at different levels, he said that the new units aren’t necessarily more powerful. They just open up more strategies for players. EA Los Angeles tried to balance the game so that smart novices using the basic units can give more experienced rivals a run for their money.

The MMO element
Command & Conquer 4 pits two factions against each other: the GDI and Nod. What’s interesting is that each faction has three classes: offense, defense and support. In a multiplayer match, players must choose which class they want to play as. The classes have their own units and their own roles in gameplay so having a good mix is important. In a 5 versus 5 match, it can be vital. An unbalanced team of all offense or all defense may have weak points that can be exploited.

To win, everyone has to work together using the strengths of their class. Ott said normally most five-player teams are made up of two offense, two defense and one support.

First-person shooter elements
The FPS traits are mostly evident in the multiplayer mode. Players will have their normal 1v1, 2v2, 3v3, etc. gampelay. But along with that, there are capture the flag elements in the resource gathering and a new mode similar to Battlefield’s Conquest, where players have to control specific nodes on a map.

That’s fine and good, but the biggest difference in Command & Conquer 4’s online play is that losing a base and being defeated isn’t the end of the game. More like an FPS, the game lets players respawn and continue on helping their comrades. Of course, dying has a penalty. Players will have to wait a bit before respawning. On top of that, they can choose another class to play as if they don’t like being the current one.
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Destructoid

Zitat Zitat von [URL="http://www.destructoid.com/how-command-conquer-4-changes-the-c-c-formula-164012.phtml"]Destructoid[/URL]
How Command & Conquer 4 changes the C&C formula

Command & Conquer 4: Tiberian Twilight is finally wrapping up the franchise's Tiberium saga. The biggest questions of the series will be answered, and we'll learn the most important thing of all -- exactly who Kane is. We'll learn what his ultimate goals and his true motives are, and find out why he seems to never die.

Not only are we going to finally get some closure to the story, but the Command & Conquer system has been changed for the better. Altering the formula after all this time is risky, but the team at EA Los Angeles feels strongly about what it's doing, and feels its fans will like what they see.

One of the first big changes you'll see in Tiberian Twilight is the lack of resource gathering. As soon as your base drops, you can build your units until you hit the population cap (another first for the series) is reached. There are Tiberium Crystals scattered across the map that you can collect to purchase unit upgrades, but I found myself ignoring them in my playthrough. I started right from the beginning, though, so upgrading wasn't a top priority.

Another biggie: Your main base -- where all the important stuff goes down, such as creating your units -- is mobile now. At the start of a match, you will summon a mobile base (which gets air-dropped into the map, crushing any enemy units in the way) called the Crawler that comes in three flavors: offensive, defensive, and supportive. Offensive focuses on ground combat, defensive on infantry units, and the support class on air vehicles. Defensive Crawlers also let you build defensive structures such as turret towers.

If things are getting heated (or if you want to move your base closer to the action), the Crawler can transform into an AT-AT-like walking fortress. The Crawler will continue making up to five units as it's moving, and the new troops will come out as soon as the unit transforms back into base mode. The Crawler (just like your units) is upgradable, and while I didn't dabble too much in the upgrades myself, I saw enemy Crawlers equipped with weapons.
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