More Gameplay
Choices choices
Renegade features 11 total missions, and each has multiple paths or ways in which you can pass them. The choices you make can affect gameplay within the mission you're in, and also in later missions. One mission begins with you tailing an enemy operative - your aircraft gets shot down and you parachute into the midst of a GDI beach landing on a NOD stronghold. As Orcas scream overhead, Chinooks drop supplies, and GDI gunboats shell NOD shore batteries, your orders are changed to assist with the assault and take over the NOD base. You're advised to take out some nearby SAM launchers to pave the way for more reinforcements to parachute in. However, if you opt not to, you'll be able to assault the base yourself with the element of surprise, allowing for a less run & gun, and more stealthy mission.
![C&C: Renegade Preview [ Too long for a shotgun @ 1280 x 1024 ] > View Full-Size in another window.](images/03-s.jpg) Too long for a shotgun
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You'll be presented with choices like this throughout the game. Should you spend time eliminating that NOD barracks, or pass it up and continue with the primary mission? Taking it out could affect the strength and concentration of enemies you'll face in the subsequent mission. Another level involves running through a Bavarian village in search of four captured GDI commandos. You'll be able to talk to local villagers to get hints on how to break them out, or you could use your sniper rifle's built-in long range microphone to eavesdrop on distant NOD soldiers to get clues as well.
AI
Renegade's AI is based a lot around the awareness of each enemy soldier. Based on what they see or hear (footsteps, gun fire, bullet ricochet, other AI characters calling out, etc.), they will react and attack the player. There are different levels of troops in Renegade, from regular foot soldier, to officer, special forces, and boss characters. Not only are the higher ranking soldiers more lethal, but they have more control and a greater calling radius that they will use to summon help. Westwood also claims that AI soldiers will use environment features like doorways and corners for cover, and change positions when necessary. This would be quite an accomplishment - thus far, the only game we've played where we've noticed such behavior from AI is Monolith's No One Lives Forever.