Raevenlord
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EA today has announced that which we were already hoping and expecting: remasters of the Command & Conquer series of videogames. The publisher has officially announced thew initiative, which will start in the very beginning of the series: Tiberian Dawn. This will be the first of a series of efforts on the series, though, as EA will be looking to start remastering Red Alert as soon as Tiberian Dawn is released (always pending, of course, consumer reception). As an added bonus, DLC released for the original games will be bundled right alongside the remastered versions, so it really is the definitive package.
EA has partnered with Petroglyph for this undertaking, aided by Lemon Sky Studios, to help bring these original games to 4K glory, with improved assets and visuals that stay true to the original vision for the games. I for one am waiting intently. But i'd just like to take a passing shot at the industry at large here: don't you know the world has turned a sour point when "no microtransactions" becomes a boast and sales marketing strategy?
View at TechPowerUp Main Site
EA has partnered with Petroglyph for this undertaking, aided by Lemon Sky Studios, to help bring these original games to 4K glory, with improved assets and visuals that stay true to the original vision for the games. I for one am waiting intently. But i'd just like to take a passing shot at the industry at large here: don't you know the world has turned a sour point when "no microtransactions" becomes a boast and sales marketing strategy?
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Command & Conquer community,
It was over 25 years ago when Brett Sperry and I (at Westwood Studios) worked to create a game that mixed together elements of Populous, Civilization, Herzog Zwei, and Military Madness games. Brett Sperry was visionary and I was lead programmer and designer. The result was Dune II. The first game of a new genre -- Real-Time Strategy. The subsequent game, Command & Conquer (C&C), is where the RTS genre really took off. It combined video recorded actors, rendered 3D video sequences, alternate story endings, an enigmatic villain (Kane), free multiplayer for your friend (only 1 CD was required to play and the game came with 2 CDs), context-sensitive mouse control, and two unique factions that didn't play by the same rules.
C&C didn't turn out as we originally envisioned. I had initially designed the game to be set in a fantasy world with three factions -- humans, wizards, magical beasts. Some months into development, Brett Sperry decided to redirect the game toward modern military for two main reasons. The gulf war was in the news so this was more relatable to gamers at the time, and also because we believed fantasy was too niche. I saw this new direction for C&C as being closer to turning my childhood experiences of playing with plastic soldiers in a sandbox into "reality" so to speak. Thus Command & Conquer Tiberian Dawn was born.
The positive reaction to the game was intense. C&C was the right kind of game that arrived at the right time.
We should have seen the clues that C&C would be a success. The QA department would have difficulty testing for bugs since they could not resist losing focus to play for fun and try to win against each other instead of the more "boring" bug-testing they were actually assigned. The rest of the studio would play the game in the late afternoon and into the early evening. I would take careful notes and then make changes overnight to start the process over again the next day.
As soon as C&C was released, we immediately started working on an expansion pack that would pivot to alternate history with a post WW II feel. We kept adding more units, backstory twists (w/ Kane), more elaborate interstitial video sequences (still campy though), and new gameplay features. It became so massive an expansion that we just had to turn it into a stand-alone game in its own right -- C&C: Red Alert. Players seemed to love this game just as much as the original C&C!
Over the years, I've received C&C related gifts, fan mail, and anecdotes, and two fans even got matching GDI and Nod tattoos! The most common request is to bring C&C back to its roots like the original Command & Conquer and Red Alert. My answer was always the same: "Yes that would be great! Electronic Arts (EA) is the gatekeeper for C&C though. If they are on board, so am I!"
So here we are 20+ years later and EA has reached out to us regarding C&C. They had decided it was about time to revisit the original C&C games to give the fans what they had been asking for. Petroglyph has many former Westwood employees and is a perfect fit for bringing the original Command & Conquer games back to life. I'm excited to revisit the original Command & Conquer and Red Alert for our legacy fans, along with introducing the games to a new audience! Our battle-plan mission is to "remaster" rather than "remake" the original C&C games. That definition is a little fuzzy around the edges and that is where you come in.
I'm looking forward to re-engaging with the fans of the series as we bring the Command & Conquer franchise back to its roots of "easy to play, difficult to master". We're eager to provide an experience that takes advantage of enhanced connectivity, graphics features, and other technology improvements that weren't around back in 1995. As we begin to craft the plan that will kick off the development phase of the project I'm eager to hear what else fans are looking for. If you could turn back the clock, what would you have wanted in the original C&C games? How true to a remaster should we adhere do? What modern improvements can be added without deviating from the core game? Balance changes? We will be starting development soon, so now is the time to let your voice be heard.
Joe Bostic
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