This is an interim review as I haven't had a chance to play Co-Op or multiplayer yet unfortunately.
C&C 4 isn't like any other C&C. Some hardcore fans hate the new way of things. I thought I would, but I'll get to that. C&C 4 plays like a semi-MMO, with features like:
- Persistent Global Levels (with unlocks)
- 3 Classes (Offensive, Defensive, and Support)
- Persistent Global Achievements
- Co-Op (group up)
- Vs. (PVP)
Granted some of these aren't new ideas on the "MMO list", but they are improved for it. For instance the Vs. is augmented by strong stats that stay with you (same for all game types actually).
Here are some things that are further different from the series:
- No resource gathering
- No power plants
- A lot more upgrades to units
I didn't think I'd like the new mechanics. I knew I wouldn't mind the leveling or unlocks and such, but not doing resource gathering? Not having choice, because I can only pick one class at a time (you can change classes a set amount of times during a mission/map, more on that later)? A smaller cap limit (generally C&C fans wanted larger caps)? And no race to build a super weapon??
You see these things are scary to a C&C fan. I know some hardcore fans have been crying all over the internet about how EA screwed the series (and possibly the last one in the series apparently), but I'm liking it anyway. They did a good job!
First, you start a map/mission and you are greeted with a selection of the 3 classes of MCV (Mobile Construction Vehicles, like in every C&C game), but each of the three do totally different things, and get this: they are meant to be pretty mobile and fluid as well.
Let me explain the points systems before going any further though. The only points available to you for spending are Command Points, Upgrade Points and Electric Power (?) Points/Build Points and Power Points. The Upgrade points upgrade units or everyone and are passive or active depending on what they are for all MCV's. Command Points are also available to all MCV's and these are used to build units. It essentially acts as a population cap and all units cost different Command Points. Once a unit is destroyed by you or your opponent(s), the Command Points costs are given back to you. It is possible to go above the set points, but it can happen if for instance when an engineer takes over a husk of one of the big vehicles/robots. Build Points are used to build structures and are only available to the Defensive MCV. These allow you to build structures and do not cost Command Points that I've seen. The structures range from bunkers to strictly ground defense to hybrids. And Power Points, which only the Support MCV has. The Power Points constantly build up/recharge. These can range from remote area of effect repair to calling in air strikes.
You can glean what these MCV's can be used for based on what sort of points they have, but also it should be noted that the MCV's themselves are different in important ways. The Offensive MCV can buy an upgrade to make a huge double-barreled gun for itself and it works great. This seems to be my favorite MCV as well. It walks slowly, but it does an area of effect repairs when packed. The Defensive MCV also walks similar to the Offensive MCV. It does not have a area of effect repair ring from what I remember, but it does have an upgrade to have a shield around it while mobile, or while packed. The NOD's Defensive MCV has upgrades to be stealthed instead I think. And lastly, the Support MCV has a repair ring and does not walk, but it does hover. It is by far the quickest MCV, because it ignores terrain and I believe it is just a little bit faster anyway. The support MCV is special, because it is essentially the caster, but it does build units, it is the Air Force of the MCV's. And if you've ever played C&C after the original, then you'll know air support can not be underestimated. It also has some support units as well. The powers vary from airstrikes to earthquakes to making a mega obelisk come out of the ground wherever you choose.
I usually have my MCV walk around with the main army, but the AI seems to vary whether it does depending on what it wants to do, sort of like a real person would do. You do have to be careful though. Even though you can lose your MCV and deploy another of a different class, you are limited to how many times you can do that, even if it is you that destroys it to switch classes. You are also limited to where you can deploy them on the map.
The AI is refreshing. It still isn't super hard, but it does pick objectives to do. For instance, if it is to defend an area, it will defend that area, even if its units chase you away for a bit, they will break off and go back so you can't just lead them away. They will also pack their MCV in defensive areas, but will also move them around and only plop down when you attack them if it knows that you can catch if it runs. Missions are also capped to a max XP gain so you can't just camp the AI on a certain map in one sitting.
Not having a super weapon race is also refreshing. Because in C&C it is usually build to super weapon if you aren't going to rush. Get their first so that you can cost an opponent as much resource loss in one shot as possible, because if you don't then you'll just be aiming it at their super weapon and sending in suicide squads. Then once there's is done, you simply blow their MCV/Construction Yard up so they can't build any structures anymore. Then you can just sit back and pick them off whenever you want. Any structures that blow up at that point severely injure the opponent and you've probably won.
Now, even if someone builds a super weapon or saves up for a super power blast of something, it isn't a huge deal usually, because you are constantly moving. You aren't a sitting duck and so what if all your units are obliterated? Just build some more.
Build times are pretty quick now to compensate for no real base building options. You can turtle some-what with the defensive MCV and build a base, which in this case would be a bunch of defensive structures to garrison or different turrets. And that's fine, but not moving around gives your opponent the opportunity to pick when to fight you and no need to waste any troops on defense or scouting.
If your units die, it also isn't a big deal because the build times are pretty quick, but they drop rank power-ups, so your remaining units can rank up. Ranking up units helps, but it isn't nearly as game changing as the C&C games before it. A hero Mammoth Tank or two isn't going to be able to take on an entire army by itself anymore.
When I said there is no resource gathering, there is an exception. It is the Upgrade Points. You must find the Upgrade Crystals which are limited it seems and do not respawn that I've seen. The upgrades are worth it, but even if there are 16 laying around, just getting 4 and letting the other guy get 12 doesn't mean they automatically will win. Same if you aren't the same level by the way. Granted in both instances the other play would have a greater advantage and it'd be a little easier for them to win, it isn't an automatic. If someone can build big bad units and you can't, then that just means that you can build a lot of the smaller units for a nice swarm whenever. When you start out you'll have units that a balanced Vs. everything (except structures I think). You get those pretty quick though.
Even though I still love the old C&C mechanics, I actually am enjoying the newest changes still. I'm not sure if a compromise would work between the two. But certainly now I'll miss either when playing another style. Though I know Battleforge (the MMO) does this mechanic now, C&C 4 still sets itself apart.
If you like the C&C series and were disappointed with the highly anticipated release of Red Alert 3, then you should try this out. Though be warned, be prepared that it is different.
Otherwise, there's always C&C 3 and Generals.