by Otaku^Fetishization » 03 Aug 2009 00:40
I disagree, Vnonymous. C&C3 was excellent at release, ignoring a few bad design choices and initial imbalances in Nod's favor; it played just as chaotically and fluidly as we wanted it to, and was totally salvageable.
Whenever complaints were slung throughout the community, the developers (who certainly took their time in releasing these needed patches) came up with the least efficient solutions imaginable, fixing the wrong thing over and over. I can't help but feel they were trying to turn their game into something it just plain WASN'T: a microintensive competition RTS.
So many things were normalized and nerfed over the course of the patching that by 1.09 Tiberium Wars had become lifeless in comparison to the macro wars of 1.04. And the funny part is that Nod remains overpowered pre-expansion. What C&C3 had going for it since the beginning was that it was easy to learn/follow and that it was blindingly fast, the same thing that made the two Dustin Browder C&C games so successful, and the latter part has been left behind. (On a side note, Browder is now the lead designer of StarCraft 2.)
C&C4 is going to be more micro-intensive than the previous three Tiberium-based games, which I like, but I can't help feeling the new systems (crawlers and resource nodes) meant to streamline the macro game, are a bit too much, considering that the sequel is generally supposed to exhibit more complexity than the previous games without removing things the players loved about it... like base building...