
With unique and highly engaging plots, each of tehse games allows you to get. The best map for a tactical approach and emphasis on strategy. Now featuring Sand Tiger, a multiplayer-inclined map that is supposed to give the player a new way to play the game and a new way to experience it with others through:Generals Desktop.
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Generals is weighed down by its own unique problems that are new to the series.Unlike the previous games, Generals eschews Red Alert's silly time-traveling storylines and Command & Conquer's overblown chronicle of the battle between Nod and the GDI. Like Westwood's real-time strategy games, there's a lot of flash here, some of the same old interface problems, and more than enough "yee-haw!" enthusiasm to make up for any shortcomings. Although Generals wasn't created by Westwood (EA Pacific developed this one), you'd never notice. The single-player campaign features over two dozen missions and multiplayer options support both competitive and cooperative online skirmishes.Westwood Studios might be dead, but their legacy is alive and well with Command & Conquer: Generals, the latest title in the long-running series. As players gain experience, they become more powerful and choose new skills and abilities. Players choose to lead the armies of one of three factions: the high-tech United States forces, the swarming war machine of the Chinese, or the resourceful Global Liberation Army.

They require a certain amount of stealth and patience. Even if you can write it off as being "just a game," it's hard to believe all this is from the same company who felt the need to change the artwork on their Red Alert 2 boxes in the aftermath of 9/11.But the GLA is mainly interesting for the gameplay mechanics. You have Arab terrorists with car bombs and truck bombs (the nightclub bombing in Bali and the embassy attack in Kenya), Arab suicide bombers with explosives strapped to their bodies (the Palestinian attacks in Israel), Arabs researching anthrax and biotoxin delivery systems (Iraqi attempts to develop weapons of mass destruction), Arabs avoiding destruction by using tunnels and hiding in caves (al-Qaeda troops in Afghanistan), and angry ululating mobs of Arabs wielding AK-47s (the events in Mogadishu recounted in Blackhawk Down). There are elements of the GLA that clearly reflect recent events.
Each side has its own tree and these can add significant twists to the gameplay. And, unlike some of Westwood's previous games, defensive structures aren't prohibitively expensive.Generals takes its name from the fact that each player represents a general with a branching tech tree of special bonuses or abilities that can be purchased as he gains experience. It helps that many of the maps feature lots of buildings in which infantry can attack from the safety of cover. Right now, there's no effective way to counter how quickly they can mobilize a considerable army capable to taking out infantry or vehicles. Rather than employing expensive resource-gathering trucks (China) or helicopters (the U.S.), they have swarms of workers who double as construction units.The jury's still out as to whether these three sides are balanced, but you can almost guarantee one of the early patches will tone down China's early rush potential. Unlike the U.S., they have no airpower and no easy way to keep an eye on the map, but their tunnels and camouflage afford them the opportunity to mount devastating surprise attacks.
On one hand, this makes for an aggravating game, because you're liable to lose for not being able to juggle the interface quickly. Generals is a game in which half the challenge is micromanaging your units during combat, keeping your little men out of their own biotoxin, paying attention to whether your Comanches are firing rockets, waiting for your MiGs to reload their bombs, and making sure you don't have a bunch of tanks sitting around idly while men are being attacked right in front of them.The attitude behind this sort of interface and AI is that the player's attention is just another resource, arguably more valuable than the money you use to buy your units. The tactical AI is as much of a problem as it ever was. Except for "this is the way they've always done it," there's no good reason for: the lack of hotkeys, the lack of support for right-clicking, the lack of feedback for group selections, the limited queuing ability for unit commands, the lack of auto-formations, the lack of a patrol command, the lack of automation options for aircraft, and the lack of multiplayer speed options. It also allows each side's unit selection to be fairly streamlined without robbing the game of flexibility and unpredictability.The interface is true to many of Westwood's earlier real-time strategy games in that it's enough to make you want to throw your mouse through the window of EA's offices. It's not exactly unique, as there's a similar dynamic in Age of Mythology's god powers and Warcraft III's and Battlecry II's heroes, but it gives each side a bit of variety each time you play.
There are smoke trails and particle effects. Like the previous games in the series, there's a lot of personality in the graphics, from the artwork for the tanks to the animation for the little infantry to the destructible buildings on the maps. Hence this demanding 3D engine, which wrings an unholy amount of detail from its polygons. You're here because you like the goofy sound-bytes and the overblown cartoony battles. If you want a smooth, balanced real-time strategy game, you're probably not going to be looking to one of Westwood's titles.

But because the design allows for meaningful decisions that substantially impact gameplay beyond simple factors like "how many tanks will I build?," the pretty - albeit choppy - pictures are brought to life. Combine Generals' solid and clever design with the tradition of Westwood's ability to appeal to the boy in us all who put firecrackers in his model airplanes and you get a game that comes awfully close to shrugging off its considerable technical and interface problems.If this were just pretty pictures of things blowing up, it would be a lot less compelling. For a game with an emphasis on multiplayer support, Generals doesn't seem up to par yet.But where Generals is perhaps most true to its Westwood roots is the way its unflappable infectious enthusiasm manages to roll over many of its problems like a tank over a little six-pixel tall soldier. The "direct connect" option, which should be a convenient way to work around some online problems, doesn't work if one of the players is behind a firewall or router. For some reason, you have to reduce your graphics resolution to 800x600 for player matching, even through the resolution has no effect on the viewing radius. The lobby for setting up online games is a poorly organized shuffle of names, games, and chat squeezed into a little window.
