EGO ALERT: A shortened version of this rant was broadcast on National TV by Digitiser the Channel 4 Teletext Computer Games pages. END OF EGO ALERT. The history of C&C: Red Alert can be traced back to DUNE II, the first succesful real-time wargame. DUNE II was a nice game except that: The AI sucked big time, computer attacks came in nice steady lines at the same point time and time again so all you had to do was build defences at certain points. If you increased the speed of the game then the Sonic Blasters increased in range while the rocket artillery became less accurate. The AI cheated like hell. It knew exactly where you started and had it's bases where pre-built, also when you destroyed computer buildings it could replace them in any part of the map without adjacent buildings. This meant attacks had to be incredibly slow because you had to keep re-destroying gun towers you'd already eliminated twice before. Once, the computer replaced a rocket tower right on one of my tanks that was sitting in the middle of no-where. Then came the original C&C. I felt that Command & Conquer was a neat game that had too many bugs and flaws: Once again the A.I was pitiful. Attacks where predictable and regularaly spaced. The path finding was awful with units often running in the wrong direction. Troops would hang around getting shot to pieces by enemy units that where right next to them. Then you had the joy of selling guard towers for profit. True this was fixed by a patch, but surly they could have spotted it in playtesting. More damigingly was the snadbags bug. For those of you who don't know, the sandbag bug was that despite promises in the maual the computer wouldn't run over sandbag walls you created. The computer would often stand stupified in gullys by a line of 5 sandbags. The net result was that you could build a line of sandbags into his base and then build an Obelisk of Light or a Barracks at the end of the line. You could then either fry or capture his base. The A.I still cheated like hell in exactly the same manner as DUNE II. Funny that. The advertising for the game used bloody mock-up shots of the games as well, you know, the one where two hovercrafts have dropped off a squad of infantry who are wading ashore into the fire of a couple of gun towers. Can the infantry wade. Can they bollocks. Also promised was gurilla warfare along with ambushes and sneak attacks. Sneak attacks my arse, as you can see everything that goes on in an area of map even if you don't have a unit there ambushes are impossible. As for the gurilla warfare, pah! As tank armour is identical all round, as the enemy can always see you, as there is no bonuses for being in cover the only way of winning a battle is with superior numbers. By the way, the only chance a man with a rifle has of taking out a tank is if he get some bullets through the vision slits. In C&C a mini-gunner can keep running round a single tank who would be unable to damage him as the tank needs a direct hit becuase no tanks in C&C where loaded with HE shells. And in the readme file for the game the designers had the gall to say that C&C was not DUNE III. Bloody liars. The only good thing about C&C was the story line which, it has to be said, was excelent. Then Red Alert was going to be released, people said many things about it, Improved AI! To get rid of the annoying faults from C&C. More units!! Amazing Backstory!!! which sketches out the history of the C&C universe. It would show the discovery of Tiberium, the rise of NOD and the GDI. Indoor Missions!!!! Multi-player against the Computer!!!!! It seemed like it was going to be a whole new game. Ooops, my mistake, it wasn't. The AI still cheated. It still had pre-set bases. In the Skirmish mode it NEVER makes use of navals units. The new units where just 4 progresivly bigger tanks. The only intersting unit was the Mobile GAP generator which is Westwoods fairly unsubtle way of allowing sneak attacks. The way the units are distributed is also strange. Why do the Russians get the Mammoths? After all it the GDI who have them in C&C. Why don't we get MIGs in C&C as you can get them in Red Alert. Radar Jammers, Chronospheres, Iron Curtains, Gap Generators, where have they all gone by the time of C&C? And then there is the resource system, which is what really lost it for me. While I can belive that a new Mineral called Tiberium grows on the ground I cannot belive that Gold just oozes up out of the soil. The indoor missions are awful, I have not met anyone who has liked them. Tediously dull and requiring a large amount of reloading as you learn where the trigger points are. The backstory, the best part of C&C, is abysmal. Full of historical as well as C&C universe inconsistantcies. Tedious scripting, pointless cut scenes as well as the least surprising surpise ending ever made them a complete turn of for me. Oh yeah, GDI and NOD got a grand total of 1 mention each and Tiberium was never sighted. It so obvious what happened as well, Westwood ran out of cash while developing Tiberium Sun and so chucked out Command & Conquer a second time with new graphics. The development team must have laughed themselves silly when it became the definitive war game. I think I'll go back to Hexes.