Like its predecessor, this second instalment in the Command & Conquer series received high critical acclaim. In between the original game and Tiberian Sun, the Westwood Studios team had created the spin-off original Red Alert, and had been bought out by EA Games, still a global gaming industry giant. Sun and following instalments have attracted certain criticism from gamers following the change in management, but do the sequels live up to the originals or have they gone down in quality?
Sun draws in an interesting mix of acting talent, and its obvious that, compared to the original C&C wher ethe budget was tight, a big effort was made to create a visual story to accompany the action. This was a mixed success in my judgement. There was undoubtedly a touch of over acting here and there from the bit parts, and a few times from Michael Biehn, but Joe Kucan is Kane, and Frank Zagarino and Monika Schnarre were deliciously evil as Slavik and Oxanna. Tiberium played a much bigger role in proceedings, and the inclusion of the third faction of the mutant Forgotten provided a clear demonstration of its effects as well as adding to the complexity of the story. That said, there were certain plot points which frustratingly were never fully explained. What is this divination process, for example? Why is Nod interested in it and what do they hope or believe it will achieve? I got the sense that the divination process involved injecting or exposing people to tiberium - but this makes the Forgotten terminally sick, and surely Nod doesn't have or indeed want sick, weakened soldiers?
The graphics are pretty good, if dated, but don't feel too blocky or grainy at all. The interface sticks to the tried and true sidebar with select and click commands via mouse. The best improvement on the original is that you can stack up unit build commands up to five in a row, so whilst you're waiting for five titans to build you can grab your orca bombers and focus on taking down specific Nod defences, and when you come back the titans will have been built for you without any further input. It still felt like tiberium collection was fairly slow. On some missions I had four or five harvesters gathering tiberium at once and occasionally I'd still have to wait for funds to come in, which slowed the mission down.
The campaign is truly epic in scale with its 18 missions for GDI and 17 missions for Nod - provided that the player takes every opportunity of completing the optional missions that is. In certain places, as in the original game, divergent missions are offered in which only one or the other can be selected for completion, meaning that the game offers notable replayability. Another great improvement is the revamping of all the units and buildings afforded to each faction. There's barely a sign of conventional warfare here, as GDI and Nod each wield their own futuristic, though reassuringly familiar, units and technologies. Tanks in the GDI faction have been replaced with massive armoured robot walkers, and though the Nod tick tank is a bit more well-known to the eyes, it can transform at a click to an entrenched turret. Long drawn out missions which require you to spend time building up your forces and slugging it out with the opponent are balanced by small team infiltration type missions where successfully navigating your way across a map crawling with enemies before the time limit runs out provides a fast paced change of action. Each and every mission is different, presenting tricky new challenges, and whilst the first couple of missions are reasonably easy, the trickiness soon ramps up.
So how does Sun sit within the series? The wacky storylines and colourful, imaginative technologies from Red Alert 2 and 3 place them at the top of the pile in terms of sheer fun - but the originals of both C&C and Red Alert are, if more sparse, truly classics. Sun offers more entertainment value than C&C, but certain points of the plot could be a little clearer, and in certain places the media is a mixed bag of good and bad points. Overall I'd say Tiberian Sun delivers through the sheer length of its campaign and the redevelopment of a more focused futuristic ambience and storyline, combined with completely reworked tech and an enhanced interface experience.