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When I previously reviewed C&C Generals I made a point of saying
that although it courted controversy with some of the content it
was still a good RTS title that any fan of the series should immediately
go out and buy. I then went on to say that if you were new to the
C&C series then you should start with Red Alert 2. I would like
to take this point to stand up and say that in those statements
I was wrong, yes you read that right a critic saying he made a mistake!
Generals is one of the best, if not the best, RTS games I have ever
played, proven by the fact that in the eight months since its release
I have not stopped playing it. Eight months of play from a game
that I completed in the first four days, that alone must stand for
something. If you are new to the C&C series, and that alone is something
out of the ordinary, then bother with no other title; Generals is
the one you want. Especially since EA have just outdone themselves
and released Command & Conquer: Generals - Zero Hour, an expansion
pack that not only adds content to an already pretty stocked game
but reinvents the Generals experience.
As
you would expect, Zero Hour doesn't add anything in the way of graphical
or audio improvements, it would be unusual for an expansion pack
to alter the original game engine. What it does add though is bags
of units to play with. The back of the case says thirty new units,
which is a bit of a white lie; there are thirty new units if you
count variations of original units but in total there are only really
fifteen to twenty new units. Each side also receives some new buildings
to play with or new upgrades to improve both units and buildings.
The
USA gets some more powerful air units in the King Raptor and new
defensive buildings and unit suck as the EMP patriot launcher and
sentry drones. China is given an Internet Centre to house its hackers
improving their speed and level ups, an upgraded Overlord and Neutron
mines. The GLA have been given stealthier and sneakier play options
with camo netting for Stinger Sites and Tunnel Networks, a dirt
bike to zoom about the map on and many new upgrades and research
options at their buildings. The most surprising aspect of all these
new additions to your forces is that the balance that was present
at every step of the way through Generals is maintained totally.
It remains the constant game of paper, rock, scissors and this is
something that EA should feel proud of.
There
are of course new maps to play over and an extension to the original
single player campaign with five new missions for each side. Five
is not a big number and not worth the twenty pounds for the expansion
pack alone I hear you cry - and truth be told it's not, but bear
in mind that Zero Hour is aimed almost entirely at the multiplayer
market. Either way, the single player missions included do offer
a chance to get to see some of the new units and buildings in action
and provide a good starting point to the learning curve present
in Zero Hour. After this brief schooling, it's graduation to the
multiplayer game and the core of the expansion pack, which is also
the reason why this is such a must have for all Generals players.
This time around you get more choice than just the three races to
command; you also get to the chance to further specialise and refine
your tactical play, with individual generals each having their own
unique approach.
The
USA gets an air force general, a laser general and a super weapon
general. Each has limitations in the units they can build, such
as the air force general not being able to build tanks other than
Humvee's, but each receives unique units and upgrades. China is
lead buy tank, infantry or nuke generals and no one should dismiss
the infantry general just because it doesn't sound as powerful as
the others. Finally, GLA sports a toxin, stealth and demolition
general, each building on strengths from one particular aspect of
the GLA. These new aspects of each army, represented by each new
general, force players to re-evaluate their play and look for new
ways of overcoming old problems and also look to new tactics and
new possibilities that will begin to emerge as they go through the
learning curve. The reason that Zero Hour is such a great expansion
is that this improvement cannot be defined in any one area more
than in any other. It improves the way the game is played, the way
you select your army but more than anything it improves the overall
enjoyment of the game and the entire experience of Generals.
Last,
but in no ways least, is possibly the biggest surprise to befall
me in an RTS game since I reviewed Atrox; the AI actually gives
the impression of being intelligent. The previous Generals AI was
very fast, competent and none to bright. It would happily send wave
after wave of tanks or even men against a fortified defensive line
that it couldn't hope of breaching without long range support with
scant disregard for the losses to its forces or it resources. In
fact, the AI would do a number of silly things such as blow up anything
you capture rather than recapture it, even if it was its oil derrick
and its only source of income. It would never use long range attacks
other than super weapons and Generals upgrades like the artillery
barrage.
This
time round the AI does just about everything you wish it wouldn't
because it's just so damn effective at it. It uses air power, it
uses long range attacks, it will take over oil derricks and the
other tech buildings, it can and will use hero characters to devastating
effect, it will attack with rebel ambushes and then do something
with them, it does make use of stealth technology, it does use all
of the general upgrades and powers and can wield them in a way that
is not funny to be on the receiving end of. In fact, this AI is
nothing short of the best AI I have ever played against. Yes, it
does make mistakes and yes it will still fall into predictable patterns
but we can forgive this because it provides so much of a challenge.
Even on medium levels of difficulty you will find enough of challenge
to keep you gaming for ages; in fact I would rather face human players
than the AI in Zero Hour set at brutal.
At
the end of the battle and taking time to see the lay of the land
after the dust settles and the fog of war lifts, it has to be said
that Command & Conquer: Generals - Zero Hour completes the Generals
game experience rather than being a simple expansion pack. After
eight months of play and still going strong, Generals seemed to
be a game that I might never bore of but with Zero Hour now accompanying
it I can say that I really will never bore of it. Yes, you can play
too much of anything but I guarantee that you will come back to
this time and time again. Go out and buy this right now, request
it for Christmas, beg, borrow or steal but get this expansion; Generals
is not complete without it. And if you don't have Generals then
you need to get them both!
Reviewed by AceGamez (All Rights Reserved).
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