Command and Conquer: Generals and Zero Hour

Released in 2003, Command & Conquer: Generals and its expansion pack Zero Hour marked a significant departure from the established norms of the Command & Conquer franchise. Known for its innovative gameplay, realistic graphics, and unique factions, Generals redefined what players expected from real-time strategy games and brought fresh elements to the C&C series. This retrospective explores the impact of Generals and Zero Hour on the C&C franchise, examining the gameplay mechanics, storyline, and lasting legacy.

Background and Development

Command & Conquer Series Overview

Before diving into Generals, it’s crucial to understand the state of the C&C franchise up to that point. Westwood Studios’ Command & Conquer series, launched in 1995 with Command & Conquer, quickly became a seminal RTS series. Known for its compelling storylines, full-motion video (FMV) cutscenes, and innovative gameplay, the series had already seen significant success with titles like Red Alert and Tiberian Sun.

Shift to Generals

Developed by EA Pacific, Generals was a radical shift from the C&C formula. It abandoned the series’ traditional FMV sequences and sci-fi themes in favour of a more contemporary, real-world setting. This change was partly due to Westwood Studios’ closure in 2003, with many of its staff moving to EA Pacific. The new team aimed to refresh the series by focusing on modern warfare and cutting-edge graphics, utilizing the SAGE (Strategy Action Game Engine) to deliver a more immersive experience.

Gameplay Innovations

Factions and Units

One of the most notable innovations in Generals was the introduction of three distinct factions: the United States, China, and the Global Liberation Army (GLA). Each faction had its unique units, structures, and abilities, offering varied gameplay experiences:

  • United States: Focused on advanced technology and air superiority, featuring powerful units like the Crusader Tank and the Aurora Bomber.
  • China: Emphasized strength in numbers and nuclear technology, with units like the Overlord Tank and the Nuke Cannon.
  • GLA: Relied on guerrilla tactics and stealth, using units such as the Scorpion Tank and the Bomb Truck.

This diversity in factions introduced a level of strategic depth and replayability previously unseen in the series.

Graphics and Audio

Generals was the first C&C game to fully utilize 3D graphics, offering a significant visual upgrade over its predecessors. The SAGE engine allowed for detailed environments, realistic animations, and dynamic lighting effects, setting a new standard for RTS visuals. The audio design also contributed to the immersive experience, with distinct unit responses, environmental sounds, and a memorable soundtrack composed by Bill Brown.

Base Building and Resource Management

While maintaining the core mechanics of base building and resource management, Generals introduced new dynamics. The traditional Tiberium harvesting was replaced with more conventional resources: Supply Docks and Supply Piles. Players could also capture and control Oil Derricks for additional income, adding a strategic layer to resource management.

Special Abilities and Upgrades

Each faction in Generals had access to unique special abilities and upgrades, further enhancing their strategic options. For example, the U.S. could deploy a Particle Cannon, China had access to a Nuclear Missile, and the GLA could launch a Scud Storm. These superweapons were not just powerful but required careful timing and strategy to use effectively.

Zero Hour Expansion

New Generals

Zero Hour, released in late 2003, expanded on the foundation laid by Generals by introducing nine new generals, each with specialized skills and units. This “Generals’ Challenge” mode allowed players to face off against these unique commanders, each offering different strategies and challenges.

Additional Content

Zero Hour brought new units, buildings, and upgrades for each faction, enhancing the game’s depth and replayability. The expansion also introduced new campaigns and missions, providing fresh content and extending the game’s lifespan.

Multiplayer Enhancements

The multiplayer component of Zero Hour saw significant improvements, with better matchmaking, more maps, and refined balance between factions. This focus on multiplayer helped foster a competitive community and kept the game relevant for years after its release.

Impact on the C&C Franchise

Departure from Traditional Storytelling

One of the most significant changes Generals introduced was the departure from the traditional FMV-driven narrative. Instead of using live-action cutscenes, the game relied on in-game briefings and mission narratives. This shift allowed for a more immersive and continuous gameplay experience but was met with mixed reactions from fans who cherished the series’ iconic FMV sequences.

Influence on Subsequent Titles

The innovations in Generals influenced subsequent C&C titles, notably Command & Conquer 3: Tiberium Wars and Red Alert 3. These games adopted the 3D graphics and enhanced gameplay mechanics introduced in Generals, although they returned to the series’ roots with FMV cutscenes and more traditional storylines.

Community and Modding

Generals and Zero Hour enjoyed a robust modding community, with numerous fan-made mods and total conversions that extended the game’s longevity. This community-driven content kept the game fresh and relevant, showcasing the flexibility and enduring appeal of the SAGE engine.

Legacy and Reception

Critical and Commercial Success

Generals and Zero Hour were well-received by critics and players alike, praised for their innovative gameplay, graphics, and strategic depth. The games sold millions of copies worldwide, solidifying their place in the RTS genre.

Controversies and Challenges

Despite its success, Generals was not without controversy. Its depiction of modern warfare and terrorist factions, particularly the GLA, drew criticism for potentially insensitive content. The game was even banned in some countries, including China, for its portrayal of their military.

Lasting Impact

The impact of Generals and Zero Hour on the C&C franchise is undeniable. They demonstrated the potential for innovation within the series, pushing the boundaries of what an RTS game could be. The games’ influence can be seen in later RTS titles, both within and outside the C&C franchise.

Conclusion

Command & Conquer: Generals and Zero Hour represent a pivotal moment in the history of the C&C franchise. By introducing modern warfare, unique factions, and cutting-edge graphics, these games revitalized the series and set new standards for the RTS genre. While not without controversy, their legacy endures through a dedicated fanbase and continued influence on game design. As we look back on these titles, it’s clear that they not only changed the C&C franchise but also left a lasting mark on the world of real-time strategy games.