Taking Control of Command & Conquer 3
EA tells Kikizo more about its eagerly awaited third C&C title, and how it's going to change strategy games.
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Lord of the Rings has the One Ring, Star Wars has the Force, and, as EA's Mike Verdu tells Kikizo, Command & Conquer has Tiberium. "It's the thing that ties everything together," Verdu explains about the life-blood at the heart of his new project, Command & Conquer 3: Tiberium Wars.
In his role as executive producer on the game, due later this year on PC and Xbox 360, Verdu works alongside people who have obsessed over this self-renewing alien resource for years.
Before the first line was coded for this, the first full instalment in the popular real-time strategy series in four years, there were already people on the team working on bringing the game to life, crafting the canon of the world, like what sort of radiation Tiberium emits or visualising the environments through illustrations.
"Really this is not intended for distribution to gamers or for public consumption," Verdu says of the design bible. "It's something that we created for the team - it's the foundation, and what allows us to make the story so believable and a world that feels like it's real and entirely consistent."
That's particularly important this time around, because EA is giving due emphasis to the story in Command & Conquer 3: Tiberium Wars, which sees previous star bad guy Kane return to join the Brotherhood Of Nod in battle against the Global Defense Initiative.
"I think we've been known for really great multiplayer gameplay," says Verdu, "but we're delivering on singleplayer - really knuckling down and focussing so that we have great multiplayer, but so that we really do both well."
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