Command and conquer renegade online has stopped working
We have added a simple strategic layer where the bases are tied to construction of advanced characters and vehicles as well as the economy. On the multiplayer side we have C&C Mode, which takes the experience to another level. The environments are huge and varied and we offer exploration, varied enemies, lots of weapons, and a large number of enemies on screen. Single player offers a high action element (Quake and Unreal players in Renegade tend to shoot first and figure out the objectives later but it still works). On the flipside, how are you appealing to the Quake and Unreal fans of the world?
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Imagine getting to drive those vehicles you ordered around the map or entering the Hand of Nod in order to plant explosives, very powerful reinforcement of familiar images.There is a bit of a learning curve getting used to the controls but we are supplying a tutorial, help with the beginning missions and other means to improve game play for the novice FPS player (auto-aim, for one example). It should feel like they’re down on the battlefield. Imagine getting to drive those vehicles you ordered around the map or entering the Hand of Nod in order to plant explosives, very powerful reinforcement of familiar images.There is a bit of a learning curve getting used to the controls but we are supplying a tutorial, help with the beginning missions and other means to improve. How do you think Renegade will appeal to a hardcore C&C fan that may not be a big fan of FPS games? This automatically changed the focus of the game to the war. Over time we moved to the C&C fan because we found that in order to portray C&C down on the ground, you had to create the ongoing struggle between GDI and Nod. It started out with the FPS fan because the game was more central character based. When this game was initially conceived, which group were you trying to target – C&C fans, FPS fans, or both? I don’t think you can shoehorn in a concept, Renegade was such a natural progression that it was under discussion right after the original Command & Conquer shipped.
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In our case, we have a huge and diverse universe to work with along with some very strong characters (Kane & the Commando). If a company can find a strong creative center for a game, they can make it work. Warcraft tried to expand into a different category but didn’t make it.
#COMMAND AND CONQUER RENEGADE ONLINE HAS STOPPED WORKING SERIES#
We have seen the FPS move to third-person with the Heretic/Hexen series being an obvious example but my question relates more to diverse gameplay styles such as RTS games to FPS or vice-versa.It’s all about getting the right hook. If you take out a Hand of Nod it impacts the infantry reinforcements, if you take out the refinery it affects overall reinforcements (and the harvester will come after you if it can).ĭo you think we’ll start to see more cases of established franchises crossing over to different types of gameplay? Part of that is bringing across the rules from the original game. We want the player to feel like he is one man in the middle of a war. We have worked very had at preserving the feel of a character in a bigger battle. C&C is about tank rushes and attacks across huge maps while trying to manage an economy at the same time. The biggest issue is capturing the scope of the RTS in a FPS game.
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What has been the biggest challenge in trying to faithfully transfer the RTS world of Command & Conquer to a FPS game? We’ve been looking forward to Dan’s feedback on Westwood’s jump into the world of FPS with the famed RTS franchise, Command & Conquer so let’s advance LoadedInc was fortunate enough to catch up with Dan Cermak, Producer of Westwood’s upcoming C&C based first-person shooter, Renegade.