Introduction
Short Story Summary
With the Red Alert era being almost a century before C&C2: Tiberian Sun, and C&C: Tiberian Dawn taking place over a decade before, Tiberian Sun takes place with the return of the notorious leader of the terrorist group of the Brotherhood of Nod. The Global Defense Initiative (GDI) has learned about the true nature of Tiberium. At one time it was thought to be an ideal source of energy. As it turns out, it seems to cause mutation to life when exposed to prolonged periods. Since most life won't survive past the initial mutation, GDI began evacuating life on the planet. Nod on the other hand has been mutating soldiers to become more enhanced with the Tiberium. Into this mix we throw the Forgotten, soldiers who mysteriously survived heavy exposure to Tiberium. They are a neutral force in the game.
First Impressions…
At first sight, CNC2 looks great! The graphics are a lot better than its predecessors, and many of its features are definitely improved from the original C&C and Red Alert. For example, now the game maps out the travel path of your troops. There's a new waypoint system that acts like a slide. You draw a series of lines using the waypoint tool, and now if you tell a unit to go on any point of this slide, it will automatically go to the end of the slide.
On top of this, control groups are now labeled which makes it easier to see which group you're attacking with. As said in most previews, the terrain will greatly affect the mobility of units. Rocky terrain, Tiberian and the new concept of weeds (oh boy, Westwood is going to get some media attention for the term, "weed") showed their game play impact immediately.