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The campaigns, which run at a total of 37 missions (18 for GDI and 19 for Nod), are a very noticeable step up from earlier games.
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For their charismatic leader Tratos is in possession of the Tacitus, an alien device with vast knowledge that could change the Earth. All the while, the Forgotten (a loose collective of mutated survivors) find themselves in the middle. This time around fought with new, powerful weapons to match a similarly lethal world. Solomon to call on a maverick GDI field commander named Michael McNeil, into action. Then one day, Kane reemerges no worse for wear, at once galvanizing Nod (through Slavik and his loyalists) into a global assault and forcing Gen. Anton Slavik, leader of the influential Black Hand, believes himself more than capable and with aid from an intelligent AI called CABAL seizes power from the inept (and GDI collaborating) General Hassan. Even then, it has evolved into a potential threat that could still lead mankind to a new age if given the right guidance. Meanwhile, Nod has become a shadow of its former self, fractured by infighting in Kane’s seeming absence. From the space station GDSS Philadelphia, it’s also taken it upon itself to not just keep the peace but also contain (and control) the crystalline substance before it is too late.
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Having all but absorbed the United Nations along with its member states, and under the command of US General James Solomon (the man responsible for winning the First Tiberium War), GDI has since become the premier force defending the civilized world, or rather what’s left of it. As time went on, the strange substance known as Tiberium had not only spread far and wide – whether because of Nod’s efforts to spread it, reckless exploitation by various groups before the true dangers became known, or both – but had undergone a mutation that made it even more rampant to the point of potentially bringing about human extinction. After much bloodshed (culminating in a pivotal confrontation in Sarajevo) the Global Defense Initiative had triumphed over the Brotherhood of Nod in 2002, but it proved to be a pyrrhic victory. Tiberian Sun fast-forwards to the year 2030. What gamers actually got could be described as a diamond in the rough, though it doesn’t quite give the game justice as a proper entry into the Tiberium universe, and not just because of nostalgia either. In spite of delays, expectations were unsurprisingly high from both critics and consumers although the franchise had an established track record by then, the RTS landscape had also grown significantly in the late 1990s, with competitors having launched titles like Cavedog’s Total Annihilation, Ensemble Studios’ Age of Empires and Blizzard’s Starcraft. The result was Command and Conquer: Tiberian Sun, released on August 1999 for PC. Mounting troubles over the course of development, however, led to further delays and growing pressure to have the end product out the door. Not even the sale of the company and its assets to Electronic Arts on August 1998 (a consequence of Virgin Interactive’s declining fortunes) really hindered progress on said sequel, though they were unable to meet the planned deadline of November that year. Indeed, as months dragged on, more features and ideas were added, or at the very least considered. One that would be far more ambitious and expansive than what they had done before. Work began on a sequel set in the Tiberium universe. Almost immediately following the release of Command and Conquer: Red Alert in 1996. But even with the solid successes of the first two games in the saga, Westwood Studios wasn’t one to stay satisfied for long. By the late 1990s, the Command and Conquer franchise had already become a distinguished presence in the real time strategy genre.