As serious gamers here at Atomic, we're typically running some decent hardware. Filling out my personal machine is an overclocked Core i7 920, 6GB of speedy RAM, an overclocked Gigabyte 5870 and a 24" LCD. Naturally, you'd assume that a rig like this could return some pretty nice performance. Well yes, to a point.
It seems that even with all the settings put to the highest we were getting a constant 30fps ingame, very smooth performance in any case. Unfortunately we hadn't actually checked the Vsync box - the game artificially limited itself to a maximum of 30fps regardless of what we had set. With all that horsepower not being seen, it felt a little restrictive, so we bumped up antialiasing a few notches to try and compensate.
From the main menu you can also access replays of cinematic videos, much the same way as in the preceding games, but you can also examine your Arsenal. This highlights one of the biggest changes to hit Command & Conquer - your progress with either NOD or GDI is tracked constantly both ingame and online by EA's servers. This also means that you can't access the entire tech tree when you start out, with units locked until you gain enough XP to hit the correct level.
Frustratingly, this segmentation and restriction continues even further - you've got the two sides that each need their own levels of XP, but you also have three classes within those sides to contend with. Here's the arsenal for each side, and each class:
So with all the classes out of the way (and for those who are still with us), we'll jump into an example skirmish match to show how the mechanics work.
Issue: 133 | February, 2012