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The year is 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning of the Third Tiberium War and the long-awaited return of the most groundbreaking Real-Time Strategy franchise of all time.
Release Date: Mar 28, 2007
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About the Game

The year is 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning of the Third Tiberium War and the long-awaited return of the most groundbreaking Real-Time Strategy franchise of all time. Command & Conquer 3 Tiberium Wars unveils the future of RTS gaming by bringing you back to where it all began: the Tiberium Universe. With the corrupt substance Tiberium blanketing most of the Earth, the infamous Kane is back to lead his Brotherhood of Nod in a massive global assault on the Global Defense Initiative (GDI) and the few remaining livable Blue Zones left on the planet. Only you can stop him. Featuring state-of-the-art next-generation graphics, an epic story, and truly innovative features such as the ability to transform online battles into a spectator sport, Command & Conquer is about to reinvent RTS gaming … again. Welcome back, Commander.

  • Fast, Fluid, Fun — The ultra-responsive, smooth-as-silk gameplay C&C invented is now better than ever, intuitively placing your entire arsenal at your fingertips.
  • 35+ Single Player Missions — In a vast open-world theater of war where each decision you make matters, you’ll experience one cohesive, epic story told from the unique perspective of all three warring factions.
  • RTS as a Sport — Play an RTS game as a sport for the first time! Observe, broadcast, and compete in thrilling online battles with innovations including all-new interactive spectator modes, VoIP communication, player commentary, and more.
  • Story Like You’ve Never Seen — High-definition, live action video sequences that seamlessly tie the game’s epic story together feature an unparalleled, diverse Hollywood cast, including talent from Star Wars, Starship Troopers, Battlestar Galactica, LOST, and House and the return of Joe Kucan as Kane.
  • AI with Distinct Styles of Play — The game AI matches your style of play—choose from play styles such as ‘rushing’, ‘turtling’, and more, or level the battlefield and let the AI use its own tactics to give you the highest level of challenge.
  • New Ways to Attack — Keep your opponent guessing by building flying battleships, wielding the power of terrifying Ion Storms, and combining units to form powerful, never-before-seen super-units.
  • Technology Makes the World Come Alive — Lose yourself in reflected sunlight and scream in sheer joy as you blow chunks off of enemy tanks, structures, and anything else you can launch a rocket at. The game world gains a new dimension and the battlefield comes to life as the atmosphere fills with smoke, fire, haze, tracers, explosions, and state-of-the-art weather effects.
  • Intuitive and Evolved Interface — A fully evolved side-bar interface allows you to completely manage your base operations while never leaving the action.

System Requirements

    • OS: Windows XP/Vista
    • Processor: 2GHz AMD Athlon™ processor or equivalent
    • Memory: 512MB RAM
    • Graphics: ATI Radeon 8500 or Nvidia GeForce 4 or higher video card
    • Hard Drive: 8GB
    • Sound: DirectX 9.0c-compatible sound card
    • Other Requirements: Internet service required to access online features, Broadband modem required for 3 to 8 players and voice support
Helpful customer reviews
105 of 117 people (90%) found this review helpful
754 products in account
28 reviews
50.7 hrs on record
Command and Conquer 3 has to be one of the greatest in the series since the very first installment. If you aren't familiar with the series, pick this up. It's my all time favorite. Play as GDI, NOD, and god damn aliens. Evil god damn aliens.
Posted: November 27th, 2013
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37 of 45 people (82%) found this review helpful
129 products in account
16 reviews
0.1 hrs on record
I have long been a Command & Conquer fan, starting with Command & Conquer: Red Alert as one of the first PC games I experienced and have since loved to this day. I will side with many others in appreciation of what Command & Conquer 3 accomplished; a return to its roots from the brief transitional period of Generals and stupendous execution of it, at that.

Command & Conquer 3, as such, uses a far different method of base construction and economy as compared to traditional real-time strategy games; rather than workers, it relies on the construction yard as both the player's nerve center and primary construction unit. Buildings can be placed in control zones after they have been fully purchased, and are instantly constructed when placed. The player's economy functions through tiberium harvesters, which comb through a field of radioactive crystals rather than attaching themselves to a resource node. For 2007, even though it recalled much of older times in the RTS genre, it was quite a unique game.

Gameplay-wise, Command & Conquer 3 is a frantic game of hard counters. Anti-tank troops will rarely be able to take on rifle squads alone, and machine gun turrets will lose handily to main battle tanks. Units can vanish in the blink of an eye without warning, be it from high-potency artillery or sniper ambushes on isolated units. Economy plays a central role, as well; the player who establishes a powerful economy quickly and staunchly will often be the victor, as Command & Conquer games have never featured a supply cap or need for supply structures.

For some, this can be a headache. The leading role of economy, knowing troops will often die even with your keenest intervention, and the balancing act of fending off enemy counters in such a fast-paced environment leaves little room for the overly thorough in high-stakes games. Even a strong commander will find themselves in an unenviable position should they lose the economy war, as the frustration of losing harvesters on a stressed budget and watching one's veteran units dwindle with each skirmish can hardly be called a calming state of affairs. Some consider the workerless method of base construction to be backwards and that the over-reliance on economy to decide games is detrimental to the skill involved in playing the game.

In terms of storyline, Command & Conquer has always managed to captivate me. It may be nostalgia ballooning the series' writing and acting beyond what it should be, but the plot surrounding the intricate game of cat-and-mouse between GDI and Kane, the corruption of the planet by tiberium (most pointedly, the chilling depictions of red zones), and the live action cutscenes have all served to inspire me on many different levels. Command & Conquer 3's introduction of the Visitors and Kane's prophecy of their arrival have all served to bolster my apprecation of the storyline - C&C4 kept firmly out of mind.

While it is unfortunate that Frank Klepacki did not return to grant C&C3 a score similar to the stupendous soundtracks of Red Alert 2 and prior, Steve Jablonsky and Trevor Morris lived up to his quality - if not necessarily style - and brought quality music to the title. Voice acting is more a toss-up, however; while most units offer fitting and well-acted lines, some - most notably Nod's two early scouting vehicles - are overacted to the verge of ridiculousness. Acting, while somewhat overdone in some areas, is enjoyable and mostly believable, and Joseph Kucan's applaudable return as Kane once more can hardly go without notice.

Graphics and general sound quality are another toss-up, however. The SAGE engine - used originally for Generals in 2004 - was dated by 2007 standards, especially compared with the Essence engine used by Relic Entertainment in Company of Heroes a year prior. While effects and asset quality are undoubtedly good for their time, the SAGE engine often struggles to keep up, and some oddities can occur from certain situations. Notably, infantry cycling through "take cover" shouts on death and strangeness surrounding some explosion effects, such as the ion cannon strike. Audio, on the other hand, sports some noticeable stock sound effects, but is otherwise well-delivered and masterfully crafted for the various atmospheres in the game.

Overall, a dedicated real-time strategy gamer could easily find joy in Tiberium Wars, and a dedicated Command & Conquer follower would be mental to let it slip from their library. With mod support aplenty (if not necessarily as accessible as previous C&C titles) and an official map editor freely available, it is hard to say that minor slights could prevent this game from earning its price and thensome.
Posted: December 7th, 2013
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15 of 15 people (100%) found this review helpful
61 products in account
5 reviews
26.3 hrs on record
If you're a fan of the Command & Conquer series, three small words are bound to get you excited: Kane is back. Indeed, so are a good number of beloved series hallmarks, like a huge amount of full-motion video and intense strategic combat. But Tiberium Wars is a lot more than just lip service to franchise enthusiasts, and you don't need the rose-hued glasses of nostalgia to appreciate its polish and intensity. It's simply a superb game that's fun and exciting to play both online and off.

The missions themselves are incredibly varied and involve a lot more than destroying an enemy base or defending a particular structure. You'll have to do these things, of course, but you have both primary and secondary objectives to complete, which include using engineers to capture certain buildings, amassing beam cannons to take out defenses, or teaming up with your sworn enemy to defend against alien attack. You'll be doing it all in a variety of real-world theaters, such as Washington, DC, downtown Sydney, and the eerily dry Amazon basin. The near-future take on familiar locales makes the intense battles feel even more thrilling, because the settings are recognizable and meaningful.

That's not to say the combat isn't gripping on its own. If you're usually content to turtle up in real-time strategy games, you're in for a surprise: Battles are intense and focused, and they give you little time to prepare. Like any RTS, you still need to build up resources, but it's a quick process of plopping down a bunch of tiberium refineries and power generators and finding the action, because if you don't, the action will quickly find you. Once you get past the first two acts of each campaign, you'll discover that Tiberium Wars' artificial intelligence is aggressive and resourceful, and it will take advantage of your strategic flaws. Don't expect to put your trust in one or two favored units, because even the most powerful units have noticeable weaknesses.

It's a rusher's paradise, but you shouldn't take it to mean that technological advancement and thoughtful strategy don't have their places. You won't need to deal with long, complex tech trees, and it makes Tiberium Wars feel somewhat limited in this aspect next to advancement-focused strategy games like Supreme Commander. However, you do have multiple powers and upgrades to earn by building various structures. The powers run the gamut from GDI's powerful ion strike to Nod's vapor bomb, and they fit each faction perfectly. As you use units they level up, making them more effective in battle, and in some cases you improve units by more unconventional means. For example, you can use a Nod warmech to destroy your own flame tank, and the mech will then spew fire in addition to its own native attack.

How differently each faction plays is impressive, especially with the new Scrin faction added to the mix. GDI units tend to be straightforward and powerful, and a huge force of mammoth tanks and juggernauts is a challenge to counter. Nod relies on sneakiness and smart use of unique abilities, and a small force of stealth tanks and viper bombers can cripple an enemy's economy. But playing as the Scrin is Tiberium Wars' greatest delight and challenge, since the alien faction is so different from the others. Your first encounters with the Scrin in the campaign are breathtaking, since even low-level units like buzzers look interesting and intimidating. In fact, the most threatening sight within the game is a fleet of Scrin assault carriers and their accompanying fighters. Yet while the Scrin have some potent units and other advantages, such as the ability to collect endless tiberium without building silos, they require a lot of micromanagement and intimate knowledge of each unit and structure.

Regardless of your history with Kane and his cohorts, Command & Conquer 3: Tiberium Wars is one of the finest real-time strategy games in years. It's also a triumphant return to form for the series, because it's more than just a graphical update--it's an exciting, well-tuned experience with enough that's old and enough that's new to thrill old-timers and newcomers alike.

Suffice it to say, you should play this game, and expect to be playing it for a long time to come.
Posted: December 26th, 2013
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12 of 12 people (100%) found this review helpful
628 products in account
2 reviews
0.6 hrs on record
"That was left-handed!" - The Commando

Although not as stylish as its Westwood-developed predecessors, C&C3 hold up pretty well and is arguably the last C&C title that wasn't horribly bungled up by Electronic Arts. Although it has its share of quirks, it's not a horrible mess of gimmicks like Red Alert 3, or a complete mess of everything like C&C4.

Although the unit control is somewhat fiddly, especially compared to both older entries in the series and other strategy titles, the game is largely quite functional and fun, and the base building in particular works quite well. Both C&C3 and its expansion Kane's Wrath are distinct and fun despite being half a decade old by now, and I believe they will hold up quite well. The graphics are pretty as well, and I don't think they will reach a state of obsolescence any time soon. The textures might not be as pretty, but the coloration and lighting are good, and mostly cover up any minor issues there might be.

Overall I think C&C3 is under-appreciated, it is reasonably well-balanced on an inter-faction scale and has several options for each side. The only drawback would be the outdated multiplayer component, which requires a lot of fiddling to get working.
Posted: December 25th, 2013
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18 of 25 people (72%) found this review helpful
51 products in account
10 reviews
8.1 hrs on record
Great Strategy Game. Get this instead of C&C4 unless like a strategy game without typical base building. Eaach 3 factions have their strengths and weakness'. Hints: If Nod your more gureilla warfarish in a way. GDI is actually very balanced and can specialize in any play style, good for starters. Scrin is... complicated, they have a nice mix air superiority while being able to take down infantry fast and easily. If versing Scrin keep your Infantry out and buildings and as more of a backup force to deal with other vehicles, fighters, and AT infantry.
Posted: November 25th, 2013
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