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OpenRA C&C remaster project; includes Red Alert, Dune 2000, Tiberian Dawn

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Banned
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OPENRA

I saw this Totalbiscuit video yesterday about OpenRA and got exited.


What is OpenRA you may ask?

Open-Source reimplementation of Westwood’s Command & Conquer: Red Alert game engine, updated to use the hardware acceleration of modern video cards using OpenGL and OpenAL for sound playback. It runs natively on Windows, Linux and Mac OS X. The game was designed with modifiability in mind, but is not identical to the original.

How much does it cost?

Free

What games have being ported to OpenRA?

  • Red Alert
  • C&C Tiberian Dawn
  • Dune 2000
  • Red Alert 2 (planned)
  • Tiberian Sun (planned)
What key features are included in OpenRA?

  • Modern resolution options
  • Single player
  • PC, Mac, Linux support
  • New balance
  • New Units
  • Multiplayer
  • Mod support
  • New little features like Attack move, team colors, health bars, unit veterancy and the fog of war that where not present in the original games
  • A choice between “right click” and classic “left click” control schemes
  • New UI and Overhauled sidebar interfaces for managing production
  • Support for game replays and an observer interface designed for streaming games online
  • The “fog of war” that obscures the battlefield outside your units' line of sight
  • Civilian structures that can be captured for strategic advantage
  • Units gain experience as they fight and improve when they earn new ranks
Where do i get it?

http://www.openra.net/

Screenshots


Project has being going for acouple of years but really got some traction and media in the last few days because of TotalBiscuit.
 
Having my harvester eaten by a giant sandworm is still one of my most thrilling/frustrating experiences in gaming.

I absolutely adore all the old Westwood titles and will certainly be giving this a shot!

Props to the OpenRA team. :)
 
Dune 2000?
DUNE 2000!
Pretty much the best RTS ever!

Dune 2000. So many good times playing that game.

The mod is, at the moment, horrible. It doesn't feel like Dune 2000 at all. That said, it does seem to be work in progress, so perhaps they will eventually recreate D2K more faithfully. EDIT to clarify, it lacks sandworms, carryals (well, they do give you a paradrop ability), upgrade system doesn't exists, units are changed slightly as are requirements for buildings and units. I wouldn't mind the changes for a modernized mod if the D2K mod were more faithful to the original.

Odd, i intended to make a thread about OpenRA... and boom, someone makes it. What a coincidence.

RA and TD mods are pretty good but they don't quite feel the same as the originals (i'm playing originals at the moment actually). Better for multiplayer for sure but otherwise...
 
Feel free to PM me your changes. I can add them to the OP.

Don't have anything, all i intended to create a thread that OpenRA exists, some thoughts and comparisons to the originals.
Thoughts and comparisons i can post later on.
 
The original C&C and Red Alert were my most played games growing up. Well, maybe that would go to AOE II, but these games are certainly up there. "Silos Needed!"
 
Its a pretty small download and perfect for school/work play.

File sizes;

Installer: 6.4 meg
Red Alert: 10.2meg
Dune 2000: 9.7 meg
Tiberian Dawn: 6.1meg

You have to go under the Mods section to access Dune 2000 and Tiberian Dawn.

Number of maps per game;

Red Alert: 95
Tiberian Dawn 26
Dune 2000: 6

As mentioned Dune 2000 is still a work in progress and stuff like concrete, sand worms, the starport, and other features will be added. This includes maps too.
 
Really great to see some of the really old stuff make a comeback, same with the ongoing JA2 source code project(s). Hope Emperor: Battle for Dune will make it eventually as well.
 
I bought the C&C Complete Collection from EA a bit ago, but had heard these early games wouldn't work on modern PCs in that set. Anyone have any experience with that?
 
I bought the C&C Complete Collection from EA a bit ago, but had heard these early games wouldn't work on modern PCs in that set. Anyone have any experience with that?
Note: Have Win 7 64-bit, i have no idea how these work in Win8.

Which ones? Tiberian Dawn, Red Alert and Tiberian Sun are freeware and can be downloaded from various places, often with bundled patches and ddraw to fix graphics issues (i'll see about posting some links later on, if i remember). These won't fix everything though. EDIT or try googling these, at least until i find where i got the ones i use at the moment... EDIT i'd imagine most fixes are available for other installs too... Tiberian Dawn's is for sure.
I think Red Alert 2 has similar fixes too but haven't looked for them.
Later C&Cs work fine.
Don't know about Renegade.

Oh, and Dune 2000 may have issues, though i think a certain patched/fixed abandonware (i have no idea what is D2k's real status) works. Emperor: Battle For Dune works fine.
 
One of my favourite series of games ever, the amount of times I've gone back to this series and been frustrated at the difficulty at getting some of them working in Windows 7 and the low resolution. This is amazing, can't wait to try it!
 
Sorta related Amazon has the C&C Collection for $5. You get 17 games.


  • Command & Conquer
  • Command & Conquer The Covert Operations
  • Command & Conquer Red Alert
  • Command & Conquer Red Alert Counterstrike
  • Command & Conquer Red Alert The Aftermath
  • Command & Conquer Tiberian Sun
  • Command & Conquer Tiberian Sun Firestorm
  • Command & Conquer Red Alert 2
  • Command & Conquer Red Alert Yuri's Revenge
  • Command & Conquer Renegade
  • Command & Conquer Generals
  • Command & Conquer Generals Zero Hour
  • Command & Conquer 3 Tiberium Wars
  • Command & Conquer 3 Kane’s Wrath
  • Command & Conquer Red Alert 3
  • Command & Conquer Red Alert 3 Uprising
  • Command & Conquer 4 Tiberian Twilight

Origin only. No region locks.
 
Massive changes

Summary

  • Significant UI improvements for selecting mods, the game lobby, replays, and spectating.
  • Dramatic load-time improvements.
  • Beacons for signaling team-mates and observers, and viewing the status of support powers.
  • Aircraft and helicopters can now attack-move, guard, and be guarded by ground units.
  • Vehicle husks can now be destroyed or captured.
  • The RA mod now includes the Phase transport and a new Soviet Hijacker infantry.
  • The D2K mod now includes concrete, the Grenadier, and a collection of graphical improvements.
  • The TD mod received a collection of balance improvements, and several new maps.
  • Our Tiberian Sun mod saw significant development, but will not be ready for several more months.


Full patch notes.

Gameplay changes:

Fixed unloading passengers moving unnecessarily far from their transport.
Fixed the unload cursor sometimes being displayed for transports even when they were unable to unload.
Fixed units staying selected and contributing to control groups when becoming cloaked or hidden in fog.
Fixed the game sometimes crashing when deploying and activating the guard cursor at the same time.
Fixed unit build time calculation (accounts for the current power state, not the power state when it was queued).
Fixed a crash when connecting to a server with an unavailable map.
Fixed walls not updating when neighboring sections were sold or destroyed.
Fixed a bug where a player could queue production of multiple build-limited units. [#5188]
Fixed a number of bugs related to the tech tree. [#5233]
Fixed a crash when dead units are unloaded from a transport. [#5324]
Fixed a crash when aircraft are ordered to a different airfield / helipad. [#5390]
Fixed a crash when starting to repair a building at the same time that it dies. [#5523]
Fixed a glitch that prevented units on bridges from being targetable. [#5381]
Fixed units retaliating against the support-power structures after being damaged by a support power. [#5329]
Fixed Nuclear missile travel time to be independent of map size.
Fixed units being unable to guard planes or helicopters.
Fixed own/allied units blocking production exits.
Fixed performance issues with units pathing to naval transports.
Fixed unit moving to transports that have moved.
Fixed an exploit where you could add control groups on enemy units.
Added placeable beacons that highlight an area to allies and spectators (Hotkey: F9). [#4682, #4930, #5093]
Added automatic beacons to support powers. [#4815, #4920, #4930, #4959]
Added radar notifications for units or buildings under attack, and for beacon events.
Added AttackMove and Guard abilities to Aircraft and Helicopters.
Added cheat button to grow map resources.
Adjusted default pause hotkey from F9 (now used for beacons) to F8.
Adjusted husks to be damageable (use force-fire to destroy them), and appear darkened (burnt) to distinguish them.
Adjusted Support powers to reveal their target area (only) when they strike.
Adjusted helicopters to automatically take off and move to their rallypoint after being repaired or rearmed. [#5250]

In-game UI changes:

Fixed chat synchronization in replays.
Fixed unclickable area on the right edge of the production palette.
Fixed single resources being invisible and unharvestable. [#5571]
Added the Abort Mission Confirmation dialog to avoid miss-clicks. [#5180]
Added Ctrl+T shortcut for selection of all units matching the types of the currently selected ones across the screen and map.
Added a hotkey toggle for pixel doubling (default .) [#5142]
Added an error dialog if the server connection is lost.
Added a combined shroud view of every player to the replay viewer and spectator mode.
Added playback speed controls to replays.
Added a new cursor type for attacking targets that are out of range.
Added a warning dialog when force starting a match.
Added support for console commands. Type /help in the chat list to see a list. [#5253]
Improved the observer/replay view selector with teams, factions, player colors, and hotkeys.
Improved chat scrolling behavior. [#5191]
Adjusted the READY overlay to blink when a building is ready to place. [#5178]
Adjusted unit order lines to display when a unit is selected.
Removed health bars and selection boxes from walls.

Main menu / Lobby changes:

The UI logic has been unified between TD and RA/D2K, allowing all mods to provide the same options.
Fixed an issue where names would reset in the lobby. [#5115]
Fixed a bug where a bot could be automatically added to maps that don't support them. [#5143]
Added a new mod selection window, which now appears on the first game start.
Added a Singleplayer menu that provides direct access to the missions and skirmishes vs bots.
Added an Extras menu for miscellaneous extras to reduce clutter from the primary menu.
Added a community news panel. [#5279]
Added a preference for the (mousewheel / trackpad) scroll-panel scroll speed. [#5297]
Added filters and file management to the replay browser. [#5215]
Added animations to the color-picker preview image.
Added a check for unsupported maps to the lobby. [#5353]
Added the ability for admins to disable spectators from joining a multiplayer game.
Added support for custom map previews in the lobby. Map authors can include a map.png inside their oramap package.
Improved support for installing custom maps via the lobby.
Improved spawn point selection in the lobby. [#5192]
Improved chat scrolling behavior. [#5307]
Improved the MP server browser to fetch unknown map details from the OpenRA content site.
Improved the asset browser file list to sort names in alphabetical order.
Moved the MP create game and direct connect buttons to the server browser window.

Dune 2000:

Fixed the repair indicator positioning. [#5512]
Added the Atreides grenadier from the 1.06 patch.
Added randomized tiles for Sand and Rock terrain.
Added shroud by default (can be disabled via the lobby settings).
Added shrapnel when buildings are destroyed.
Added active animations for all structures. [#5119, #5124, #5134, #5138, #5373, #5376, #5393]
Added the BLOXXMAS terrain tiles from the 1.06 patch.
Added concrete plates and building weathering.
Adjusted Saboteur to allow demolition of vehicles, but not walls.
Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
Improved turret rendering to integrate visually with walls.
Removed the build radius restrictions.
Corrected Fremen's tooltip [#5488]

Red Alert:

Fixed Chronoshift to properly kill infantry cargo (fixed unbuildable tanya glitch).
Fixed transparency glitches in the sniper icon.
Fixed Spies having an enemy team-color health bar when disguised as a friendly unit.
Fixed an issue where husks were hidden under the refinery bib. [#5306]
Fixed ore mine artwork in the interior tileset. [#5316]
Fixed spies not being removed from the minimap after they infiltrate a structure.
Fixed Gem Mines having an incorrect land footprint.
Fixed Gap generators spinning when disabled or low-power. [#5138]
Fixed Shock Trooper tooltip having the incorrect unit name. [#5020]
Fixed chronoshifted units not returning if the origin cell was blocked.
Added player colors to Engineers.
Added more player color to the bottom edge of SAM sites. [#4909]
Added dirt patches ("mini-bibs") under bib-less buildings.
Added door open/closing animations to the naval transport.
Added splash effect when aircraft crash into water. [#5346]
Added additional terrain-specific artwork for the Allied Barracks and the Missile Silo.
Added Phase Transport, an Allied high-tech infantry transport which can cloak. [#4855]
Added cloak detection to Attack Dogs, Snipers, Mobile Radar Jammers, Camo Pillboxes, Phase Transports, Radar Domes, and Spy Planes. [#4855]
Added Hijacker, a Soviet infantry unit with a vehicle hijacking ability.
Added maps: Blitzkrieg, Burlesca, Seaside 2, Singles and Synergy; balanced Doubles and Man to Man. [#5420]
Added new mission: Intervention. [#5483]
Adjusted Tanya to allow demolition of bridges and vehicles, but not walls.
Adjusted Mechanics to allow capturing of unit husks (which are repaired to 25% health).
Adjusted Allied and Soviet factions to both build general-purpose mines, instead of AT and AP mines respectively. [#4827]
Adjusted balancing of Mobile Flak (renamed from Flak truck), Mobile Radar Jammer, Mammoth Tank, Chrono Tank, AA Gun, SAM Site. [#4407, #4766, #4810, #4855, #4960, #5020, #5070, #5086, #5219]
Adjusted AI names "Easy AI" to "Rush AI", "Hard AI" to "Turtle AI", and "Island Map AI" to "Naval AI". [#4613]
Improved chinook rotor animation. [#4805]
Improved explosions for several vehicles. [#5091]
Improved infantry death sounds. [#5236, #5242]
Improved the corners of the dialog borders.
Improved attack-move mouse cursor.
Improved Chrono tank ordering: tanks can be teleported in groups by holding SHIFT or ALT while issuing a move order.
Removed maps: Battle Lake, Crossing the River, Doughnut Hole, Ice Woods, Island Hoppers (KOTH), Mad Scramble, Nishnekolymsk, Strip Mine, Free Coasts.
Removed redundant AI types: "Test AI", "High-Tech AI", "Long-Range AI", "Tank AI". [#4613]
Removed the hardcoded missions. These will be later reimplemented using lua.
Replaced the previous shellmaps with a new lua-scripted version.

Tiberian Dawn:

Fixed various glitches in the tilesets with passable cliffs and rocks. [#5289]
Fixed helicopter reload behavior. [#5345]
Fixed MCV not crushing infantry. [#5212]
Fixed Chinook being unable to land on Tiberium, and improved rotor animation. [#4805]
Fixed dinosaurs not being able to collect crates.
Fixed Obelisk of Light charge animation and sound effects. [#4699, #4803]
Fixed the cursors used for sabotaging and capturing buildings/units (they were swapped).
Fixed tech structures counting towards victory/loss. [#5146]
Fixed Comm. Center and Advanced Comm. Center radar dishes spinning during low power. [#5138]
Improved infantry death sounds. [#5236, #5242]
Improved tree footprints to allow unit movement through forests.
Improved or replaced several mouse cursors.
Adjusted Commando to allow demolition of bridges, but not walls.
Adjusted Commando to no longer shoot (ineffectively) at vehicles or buildings. [#5063]
Adjusted balance of most other units and structures to reduce the effectiveness of static defences, and more clearly define unit roles. [#4526, #4724, #5132, #5186, #5194, #5212, #5246, #5254, #5286, #5413]
Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
Renamed "Easy AI" to "Cabal", "Normal AI" to "Watson", and "Hard AI" to "HAL 9001". [#4613]
Added dirt patches ("mini-bibs") under bib-less buildings.
Added new maps: Letters from Lexington, Pirates and Empires, White Acres, Year 501, Pressure, Profit Over People [#5275, #5407]
Added new missions: Nod01, Nod03a, Nod03b, GDI01, GDI02, GDI03, GDI04a GDI04b, GDI04c[#4397, #4402, #4408, #4428, #4386, #4399, #4499, #4899, #5462]

Engine:

Fixed the long first-startup delay on OSX. [#5244]
Added a new lua interface for scripted maps. The previous interface is now deprecated. [#5190]
Added, changed, or removed a number of traits (see the full traits list for the full list).
Added custom palette overrides to many traits. [#5125, #5137, #5185, #5217, #5218, #5238, #5329, #5392]
Added an IEffectiveOwner interface for traits/logic that temporarily alter an actor's apparent owner.
Added a command-line parameter Launch.Replay=$FILEPATH to launch the game directly into a replay.
Added support for tech levels as included in the original games. [#5280]
Added support for rectangular cells with forced perspective by specifying a custom TileSize in mod.yaml
Added initial support for the tmp(TS) tile format.
Added load-time performance measurements to perf.log. [#5184]
Changed platform integration to use SDL 2 everywhere (previously only supported under OSX), and remove SDL 1.2 / Cg. [#5226]
Changed the underlying project layout, merging OpenRA.FileFormats.dll into OpenRA.Game.exe and reorganizing namespaces.
Changed many traits properties to use world coordinates. OpenRA.Utility includes a command for automating the unit conversions (see upgrading mods to a new release).
Improved caching of mod and map rules for significantly reduced load times. [#5234]
Improved the internal map management and preview generation code.
Changed OpenGL and OpenAL bindings from Tao to SDL-CS. [#5248]
Changed the server Message of the day to share a default motd.txt gets that is created in the user directory.
Fixed aircraft not replying with a voice when ordered to stop. [#5453]

Map Editor and OpenRA.Utility:

Fixed the editor flood fill tool on similar grass/snow/desert tiles.
Fixed broken random tiles in Red Alert's snow tileset [#5447]
Fixed a river template in Red Alert not expanding to 3x3 [#5447]
Added support for file globs to OpenRA.Utility --shp under windows. [#5266]
Added an --upgrade-mod feature to upgrade the yaml of mods to the latest specifications (see upgrading mods to a new release).
Moved legacy INI/MPR map import to OpenRA.Utility

Build system and packages:

Fixed broken FreeType 2 dependency for Fedora RPM.
Added HTML documentation to the Windows installer.
Added a counterpart to the Makefile for Windows users. Run make.cmd to see options for compiling the source code.
Changed make clean to remove intermediate files created by MonoDevelop. [#5089, #5128]
Removed portable install option from Windows installer as the game left without write access breaks content download and error log generation.

Source: http://www.openra.net/
 
I haven't played this recently (played it a half year or so), but I personally don't like the balance changes they've done to the games. It really doesn't feel that similar to the old games. The old games had a weird sort of balance with extremely powerful units and strategies which could kill a player with surprise attacks, but they've "dulled" everything. It's probably more balanced this way, but it's not the good old C&C1 or RA1 I played as a kid.
 
I tried this yesterday and was blown away by how awesome it is. I love how they modernized the games by improving the UI, adding queues to unit building and adding other functions. I was also impressed by how great and natural the campaign tweaks were. Adding enemy units here and there, upgrading the AI, making Nod units red instead of grey.

Fantastic. I was seriously amazed. I hope they get to complete the campaigns; I want this to be the definitive edition of those games.
 
I did some skirmishes.

Goddamn. This project is so great. More people need to try it. It seriously is the best fusion between old-school and modern sensibilities.
 
Wont EA shut this down? Or have the changed enough to be safe?

The original C&C and Red Alert are both offered for free by EA on their website. As for Dune 2000, it was seemingly abandonned by the company. The project is in no way cannibalizing their sales, so they wouldn't gain anything by shutting it down, except the wrath of fans.
 
I've been playing this pretty much nonstop since I found this thread at the beginning of this month but I've only been playing Tiberian Dawn. I've finally played enough games that I think I've more or less got down all the units (for both GDI and Nod) and finally moved up to Red Alert...

so much more content to play with. This will keep me going for AGES.

I can't wait until Tiberian Sun comes out. This is gonna be so good.
 
Awesome, thanks a bunch for the tip. Will definitely play some of this on our next LAN-party. Hell march!
 
I think the Tiberian Dawn and Red Alert remakes are actually superior to the originals - the balance tweaks, graphics options, enhanced HUD, multiple build queues and improved AI make them incredibly easy to jump back into. The original game gets full skirmish AI for the first time as well.

Although Red Alert has always been the more popular series, playing the original Tiberian Dawn again has made me realise how much I'd really love to see a high-budget reimagining of the original C&C setting. It's actually a more interesting game as it ages; what was, back then, a relatively straightforward 'modern warfare' story is becoming a distinctively 1990s setting - it's pretty clear how much the backstory was (albeit unwittingly) a product of contemporary thinking about the United Nations, liberal internationalism, responsibility to protect, the clash of civilisations, etc. Many of the Tiberian Dawn's thematic choices - global terrorism, media manipulation, UN-led peace enforcement, environmentalism, etc - have proven quite prescient.

As much as I enjoyed the sequels, I'm starting to think that it's a shame they went fully down the science-fantasy route with mechs and aliens. I think the story was actually more original when it was more real - you could more easily relate to this changing world. The slow but unstoppable crawl of Tiberium across borders - and the collapse of our nation-states as civilisation retreats into an ever-receding area of safety - makes for a really compelling background, and the idea of a terrorist organisation that may actually be helping to empower the developing world to challenge the Western orthodoxy is ripe for further development.

I don't think the Tiberium universe ever really lived up to its potential, and I'd love to see a big-budget reimagining of it. Purely from a story perspective, I don't even think it needs to be an RTS; given a team like BioWare or Naughty Dog, I think that Tiberian Dawn could become something really interesting again.

 
I think the Tiberian Dawn and Red Alert remakes are actually superior to the originals - the balance tweaks, graphics options, enhanced HUD, multiple build queues and improved AI make them incredibly easy to jump back into. The original game gets full skirmish AI for the first time as well.

Although Red Alert has always been the more popular series, playing the original Tiberian Dawn again has made me realise how much I'd really love to see a high-budget reimagining of the original C&C setting. It's actually a more interesting game as it ages; what was, back then, a relatively straightforward 'modern warfare' story is becoming a distinctively 1990s setting - it's pretty clear how much the backstory was (albeit unwittingly) a product of contemporary thinking about the United Nations, liberal internationalism, responsibility to protect, the clash of civilisations, etc. Many of the Tiberian Dawn's thematic choices - global terrorism, media manipulation, UN-led peace enforcement, environmentalism, etc - have proven quite prescient.

As much as I enjoyed the sequels, I'm starting to think that it's a shame they went fully down the science-fantasy route with mechs and aliens. I think the story was actually more original when it was more real - you could more easily relate to this changing world. The slow but unstoppable crawl of Tiberium across borders - and the collapse of our nation-states as civilisation retreats into an ever-receding area of safety - makes for a really compelling background, and the idea of a terrorist organisation that may actually be helping to empower the developing world to challenge the Western orthodoxy is ripe for further development.

I don't think the Tiberium universe ever really lived up to its potential, and I'd love to see a big-budget reimagining of it. Purely from a story perspective, I don't even think it needs to be an RTS; given a team like BioWare or Naughty Dog, I think that Tiberian Dawn could become something really interesting again.


I think C&C3 did a well enough job to tap into the more grounded Tiberian Dawn setting again for the most part. I did not like the giant leap into hard sci-fi with Tiberian Sun either. It felt kind of redundant when they already had Dune as an outlet for that (and indeed, some of the units and mechanics in TS are directly lifted from Dune). Hardcore C&C fans have a tendency to stubbornly defend this shift in setting though and blame EA for messing it up, when in fact it was Westwood themselves who originally planned to move away from the post-apoc mech stuff in their version of C&C3. EA also tried to expand on the universe with the cancelled tactical FPS Tiberium.

Also, I think the whole recent situation with ISIS in the middle east just screams GLA from C&C General. I liked the story in that game even though most will argue that it doesn't even have one. It doesn't have a character-driven plot, but instead chooses to depict the geopolitical situation of the world. The story of Generals/Zero Hour was basically the rise of the GLA, USA eventually going "fuck it, I'm out" and regress back to isolationist policies, while China utilizes this to cement a closer relationship with Europe.
 
If they can complete this project by remaking the campaigns in their entirety, this will be the only C&C I'll ever need. It's amazing. A perfect blend of old-school RTS and modern sensibilities.
 
I think the Tiberian Dawn and Red Alert remakes are actually superior to the originals - the balance tweaks, graphics options, enhanced HUD, multiple build queues and improved AI make them incredibly easy to jump back into. The original game gets full skirmish AI for the first time as well.

Although Red Alert has always been the more popular series, playing the original Tiberian Dawn again has made me realise how much I'd really love to see a high-budget reimagining of the original C&C setting. It's actually a more interesting game as it ages; what was, back then, a relatively straightforward 'modern warfare' story is becoming a distinctively 1990s setting - it's pretty clear how much the backstory was (albeit unwittingly) a product of contemporary thinking about the United Nations, liberal internationalism, responsibility to protect, the clash of civilisations, etc. Many of the Tiberian Dawn's thematic choices - global terrorism, media manipulation, UN-led peace enforcement, environmentalism, etc - have proven quite prescient.

As much as I enjoyed the sequels, I'm starting to think that it's a shame they went fully down the science-fantasy route with mechs and aliens. I think the story was actually more original when it was more real - you could more easily relate to this changing world. The slow but unstoppable crawl of Tiberium across borders - and the collapse of our nation-states as civilisation retreats into an ever-receding area of safety - makes for a really compelling background, and the idea of a terrorist organisation that may actually be helping to empower the developing world to challenge the Western orthodoxy is ripe for further development.

I don't think the Tiberium universe ever really lived up to its potential, and I'd love to see a big-budget reimagining of it. Purely from a story perspective, I don't even think it needs to be an RTS; given a team like BioWare or Naughty Dog, I think that Tiberian Dawn could become something really interesting again.


This is a good post. One of the things Tiberian Dawn did really well was sort of modern warfare story that was more realistic than it had any right to be. This wasn't appreciated back in 1995, probably when people have no idea about the kind of world that would exist post 2001. Parallels between the Brotherhood of Nod and ISIL would be numerous were this game to be released today.

It's funny how a game from 95 has told this better than the 5000 military FPS games that have been released since then. I don't think Naughty Dog or any other big budget studio could really give this universe the respect it deserves. Part of the reason it was so great was because it thrived on being subtle. GDI and Nod's constant battle over gaining the favor of the media networks was perfect.

One of the Nod missions was to slaughter a bunch of civilians in Africa by capturing GDI units. The ending cutscene starts with a UN press conference where reporters are accusing the GDI general of committing mass murder.

Command and Conquer 3 got a ton of undeserved flak for this even though it kept expanding the same idea. It went more heavily into sci-fi territory, but a bunch of the themes were heavily reminiscent. GDI retreating into Blue Zones(USA, Japan, SK and Western Europe) and abandoning most of the third/second world to Tiberium Infestation. Religious schisms within Nod as one leader is killed and numerous others rise claiming to be his true successor. GDI constantly under the threat of having its budget cut by the UN from public relations disasters.

I think it was GDI Mission 8 or 9 that requires you to destroy a friendly GDI squad that mistakenly fired on civilians, and then requires you to kill all civilians in the area as well as to prevent any witnesses from spreading the word to the media. It's fantastic stuff.


From a Yellow Zone information pamphlet

Nod: Representative of the Religious and a foil to a corrupt oppressor

The Brotherhood of Nod champions the common people - the 80% of the world's
population that struggles to get by in Yellow Zones torn by war, wracked by
poverty, and abandoned by GDI. Using Tiberium to fuel and fund our efforts,
Nod works tirelessly to bring order from the chaos. We make the streets safe,
distribute food to the hungry, provide emergency medical care, minister to
those who feel a spiritual vaccum, and inspire hope in people who would
otherwise have none.

GDI casts itself as the World's guardian and saviour, but they are neither.
GDI is corrupt and unjust: 20% of the World's population - the most wealthy
people on the planet - live in the Blue Zones, consuming the majority of the
World's natural resources, wielding their vast military power to maintain the
status quo by depriving the downtrodden of their God-Given right to mine and
exploit Tiberium.

The powerful oppress the weak in the hollow name of freedom - and the only
counter to GDI's power is the Brotherhood. Nod meets strength with strength in
the name of peace and progress. Nod is the only hope against GDI tyranny.
Brotherhood ... Unity ... Peace.
 
I think one of the coolest things about this is that not only are we getting these great C&C enhanced remakes with tons of replay value, but the OpenRA engine allows you to create your own custom RTSes entirely and there are several original full game projects that haven't even been SEEN yet. The possibilities are basically endless and this is like the ultimate RTS
 
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