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PS5 restock updates. Black Friday deals. Windows Windows. The Brotherhood of Nod, on the other hand, still has quick attack vehicles the Buggy and the Bike , the classic stealth tanks, and even two burrowing vehicles; the flame tank and the APC. Unfortunately, the sub-terranian units greatly unbalance multi-player a Sub-terranian APC full of engineers can turn the favor of any game. Graphics are mixed. The buildings look excellent and the lighting during the night missions is particularly cool.
The voxels used for the vehicles make them range in graphical quality. The game's other mixed bag comes in the sound quality. Most of the sound effects are average, with a few exceptions that sound somewhat dull, and even fewer that stand-out as exceptional. The music is all techno and ranges greatly from poor to rather well done.
There is one positive thing I can say about Tiberian Sun without hesitation: the game is stable. Through my many, many hours of single-player and multi-player gaming spent with Tiberian Sun, I only came across one glitch a rather minor one involving GDI's Orca Carryall and waypoints. New structures make an appearance too, although the traditional base facilities remain unchanged. Construction facilities the heart of the base, needed to manufacture other buildings are still just as crucial.
Power plants are needed to supply the base with electricity, and silos hold the precious tiberium until you have a chance to spend it. But this time GDI has the option to upgrade certain buildings to increase their capacity or add extra abilities. GDI base defenses now have a "modular" form: they all share the same tower, and require a weapon placed on top: choose from a Vulcan anti-infantry cannon, a rocket-propelled grenade for vehicles, or a SAM for those pesky helicopters.
Sadly there is no provision for placing multiple weapons on one turret, but the turrets do slot neatly into any concrete walls you choose to build. Nod gets lasers and obelisks similar to Tesla coils for defense and various types of missile silo and production facilities. Both sides get various types of high-tech laser fencing, impenetrable unless the power is cut off.
Westwood really deserve congratulations in this respect. There is a lot of variety in types of unit and they all complement each other well. It's no longer really possible to take a big force of a specific unit into the fray as each type has its own vulnerabilities. Tanks need escort from smaller, faster units like infantry or buggies or they quickly fall victim to rocket-launcher infantry and base defenses.
As before, GDI tactics generally centre on big guns and large-scale offensives whilst Nod players are better advised to use stealth and hit-and-run attacks. Unit AI has seen something of a revamp: at last tanks no longer get confused when negotiating a narrow bridge or pass. At least that's almost the case: there is a small amount of bunching and every so often a tank towards the back of a group will decide the causeway is impassable and wander off in some unpredictable direction. But despite the changes, the old problems with the harvesters are still present.
If you have more than one refinery, the harvesters won't go to the closest to unload if there is already another harvester en route. They will usually head off to the other refinery causing much delay and annoyance. They will always take the shortest route, so trying to attack an enemy base from two opposite directions is right out: your harvesters will plough straight into the waiting defenses and get expensively wasted.
Sadly a few other of the "traditional" irritations familiar to fans remain. One is that units will often stand idly by while their nearby comrades are being shot up, which isn't exactly ideal.
Two single-player campaigns are on offer, one taking the forces of the GDI, one heading up the Brotherhood and, as usual, they can be played at different levels of difficulty.
The plot is well developed, with each mission being preceded by a few minutes of video moving the plot along.
These deserve a mention - they are amongst the most convincing live-action sequences around and the actors are blended well with computer-generated surroundings. The video can get a little blocky at times but this doesn't detract from the impact. Plot characters make the odd appearance in missions too, and each has their own weapons and abilities, similar to the commandos.
There's plenty of variety in the objectives; destroying all the enemies on the map still features heavily but there is the odd rescue or sabotage mission thrown in to liven things up. The only real problem with the single-player game is that the progression through the different tech levels seems too slow, and this restriction contributes to a slightly pedestrian feel to the missions. The difficulty level is set high enough to challenge even hardened RTS fans and overall Tiberian Sun plays a much better single-player game than the competition.
Those hardened RTS fans will be disappointed to hear that there is no "fog of war" option in the single player game, but it has made an appearance in the multiplayer options.
Westwood have retained their tried and trusted system. Thus, in the solo game, just as in Red Alert , you can see any units in any explored part of the map once you have built and deployed a radar. If you can take out your enemy's radar, or the plants powering it, you can "blind" them.
Without an operational radar you also can't move units on the minimap a ubiquitous feature of modern RTS games , as the minimap is part of the radar. The radar is not-all seeing though, for example the Nod stealth generator hides units from being viewed on both the minimap the main screen.
The computer AI appears a little improved, but it still does the familiar trick of sending a handful of units over every so often without being able to co-ordinate this with other forms of attack. Having said that, it's more tenacious than before: even the loss of its construction facility and the majority of its power plants in one game rendering it almost impossible to build anything or defend its base failed to fluster the AI. It must have saved up some cash, because by the time my forces were massed for the second wave it was back on its feet again.
Especially when playing Nod, it's capable of springing some surprises and keeping the unwary or poorly defended on the run. One of the AI's weaknesses is not defending its harvesters properly - by targetting them aggressively you can often bring the AI to its knees. Multiplayer options are restricted: Internet play is only via Westwood 's server. A maximum of four players in Internet games and eight in skirmishes is the only limit.
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