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RTS Command & Conquer Remastered Collection from Petroglyph

Dayyālu

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In b4re it's another Battlezone1998 and they kill all the fan projects they can place their claws on (while promising that they will "respect the work of the fans") then release a poorly-optimized remaster, burn&salt the communities just because they can.

Plus seriously, Petroglyph's output in the last years has been legit worse than pretty much a good 70% of the C&C mods I've tried. Should we trust them not to fuck this up?

FFS.

Yeah, they are puzzles because Tiberian Dawn had no skirmish AI to begin with.

Trying to play the NOD missions with some kind of AI put into place (as some fanpatch tried) is borderline insanity. It's like they planned for the game to be abused to be finished properly (sandbags bug, enemy Air targeting bug).
 

Space Satan

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|To compete with Starcraft you will need:
1. Setting
Because to amass some initial playerbase, who will at least stick with thegame long enough to at least go to multiplayer once. C&C and RA are ideal ones, but we have lots of forgotten RTS: Earth 2150, Ground Control, Beasts & Bumpkins, Dark Reign, KKND, Warzome 2100, Empire Earth, Rise of Nations etc. etc. etc.
2. Cheap price or even F2P
Sadly, it is a must. To get significant playersbase you have to be appealing, given Blizzard now employs F2P and you'll have to compete with them. 60$ RTS will not be appealing to accumulate enough.
3. Long-term Multiplayer support
About 10-20% of players will go to multiplayer so initial playerbase should be vast. But then after some time those 20% will start to attract more players in turn. But multiplayer should be supported, with devs involvement and community interactions.
 

Trithne

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|To compete with Starcraft you will need:
1. Setting
Because to amass some initial playerbase, who will at least stick with thegame long enough to at least go to multiplayer once. C&C and RA are ideal ones, but we have lots of forgotten RTS: Earth 2150, Ground Control, Beasts & Bumpkins, Dark Reign, KKND, Warzome 2100, Empire Earth, Rise of Nations etc. etc. etc.
2. Cheap price or even F2P
Sadly, it is a must. To get significant playersbase you have to be appealing, given Blizzard now employs F2P and you'll have to compete with them. 60$ RTS will not be appealing to accumulate enough.
3. Long-term Multiplayer support
About 10-20% of players will go to multiplayer so initial playerbase should be vast. But then after some time those 20% will start to attract more players in turn. But multiplayer should be supported, with devs involvement and community interactions.

I don't think the problem is competing with StarCraft anymore (sc2 is on life support thru co-op and bw just is), but it's more that rts is just too niche for the modern games industry. This project is already 100% a nostalgia grab as is; they don't expect to compete with anyone, they just want us to buy a game we bought 25 years ago again.

They're even farming the spritework out to the same company Blizzard used for the StarCraft remaster.
 

Removal

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Yup, they're trying to make you forget that Tiberian Dawn through Sun were freeware so you better install Origin and cough up $30-$40
It'll probably also look completely off in the same manner that Starcraft Remastered does
 

Space Satan

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but it's more that rts is just too niche for the modern games industry
People are still playing Age of Empires and C&C games. But with HUGE problems with connectivity. Everyone is using some rag-tag programs to arragnge a match. Making even one of old classic RTS games working on STEAM will be a huge breakthroug on its own that will spike the demand.
 

LESS T_T

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Codex 2014
Latest video from Ars Techinca's War Stories is Louis Castle talking about Command & Conquer: Tiberian Sun's development challenges:



Video: How Command & Conquer: Tiberian Sun punished the computers of the day
War Stories sets its sights on Command & Conquer's CD-ROM and pathfinding challenges.

When I was working at Babbage's in the mid-'90s, I recall there being three specific PC games that sat in the "coming soon" column seemingly forever—like, for years—and generated ridiculous amounts of pre-orders and buzz: Mechwarrior 2, the original Diablo, and the original Command & Conquer. As fate would have it, I worked the launches of all three of those games, and although they all were special, Command & Conquer was to me the most surprising to play.

I wasn't really big into the nascent real-time strategy genre at the time—perhaps unsurprising, since the "genre" prior to C&C's release consisted basically of Dune 2 and Warcraft, but C&C blew me away. I was never any good at it, but I was fascinated by it—the strategy game genre was undergoing somewhat of a renaissance in the early-to-mid-'90s, and adding real-time decision-making into the mix was a wild twist on what had become an established formula.

The original C&C was successful, but the sequels established a bona fide gaming dynasty. For this episode of War Stories, we've arranged a nicely technical chat with Westwood co-founder Louis Castle (who also worked on the studio's noir Blade Runner adventure) to dish on the challenges and issues the studio faced with developing Command & Conquer: Tiberian Sun, the direct sequel to C&C and one of the most well-regarded games in the entire series.

A path! A path!
And challenges there were. One of the goals with "TibSun" (as one calls the game when one is cool and in-the-know) was to have no limit or cap on the number of units players were allowed to build and control, and that goal had a huge string attached to it. More units on the screen meant more units for the computer to keep track of and control, and that meant lots and lots of pathfinding—that is, figuring out how to get those units from point A to point B. In spite of how simple it might appear to the human eye ("Just go from here to there!") pathfinding is actually a murderously complex programming challenge—one that, depending on the path, might be NP-complete.

The "eureka!" moment came when Castle and team realized they didn't have to build perfect—or even really great—pathfinding. Rather, they had to build pathfinding that didn't look stupid to the player. This meant that instead of having to solve an effectively unsolvable NP-complete problem, they could instead apply several layers of edge-case mitigation and modifications over their basic algorithm. Eventually, after much iteration, they reached a point where units acted (mostly) sane and did (mostly) what the player expected (most of the time).

The most interesting thing, at least to me, is that pathfinding is still a difficult problem even for modern games, and simply throwing more CPU power at the problem doesn't really help that much—such is the curse of NP-complete problems. The fixes developed by the Westwood devs are still applicable today—and will continue to be applicable, right up until the point when someone proves P=NP.

And if that ever happens… well, pathfinding algorithms will be the least of our worries.
 

LESS T_T

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Codex 2014
Likely coincide with this remaster, Louis Castle will do a postmortem talk on C&C at next year's GDC: https://schedule.gdconf.com/session/classic-game-postmortem-command-conquer/863731

https://www.usgamer.net/articles/st...ersonators-hilariously-low-tech-sets-and-more

Stories From Making Command and Conquer: Blues Brothers Impersonators, Hilariously Low-Tech Sets, and More
Command and Conquer's cinema scenes were never destined to be Oscar material, but putting them together was a ton of fun.


When the development of Command and Conquer was in full swing in the early 90s, Westwood Studios receptionist Kia Montgomery was invited to read some lines by the audio team. The janitor's closet, which would later become Westwood Studios' server farm, was hastily converted into a recording studio, and Montgomery read some lines. The next thing she knew, she was being cast as EVA, the familiar contralto that serves as the voice of Command and Conquer's AI.

"I was just tickled pink that they had liked it and wanted even more," Montgomery said.

Montgomery wasn't the only staff member to suddenly find herself with a speaking role in Westwood's groundbreaking real-time strategy game. Joe Kucan, who was in charge of casting, became Kane, the game's iconic villain. Eric Gooch, who worked on the video, was cast as Seth, the hapless Brotherhood of Nod lieutenant who is killed during one of the game's briefings.

It was all part of the broader DIY spirit that pervaded Command and Conquer's development. Former Westwood developers Louis Castle, Erik Yeo, Frank Klepacki, and Steve Wetherill were all on hand to share their stories at GDC 2019, and so were a half dozen other developers, who shared their stories via video clips. They talked about making the game's iconic briefings, its familiar live-action video, and its multiplayer, which felt avante garde in the mid-90s, but were mostly hacked together.



Command and Conquer's cinema scenes are as cheesy as heck, but that's what makes them amazing. | MobyGames


Command and Conquer wasn't the first real-time strategy game, but it was one of the first to popularize the genre. Along with WarCraft 2 and DOOM, it helped to popularize online multiplayer, and it made Westwood one of the era's most popular studios. It was also one of the few games to be lauded for its charmingly cheesy FMV cutscenes, mostly because they were far more than a bunch of D-grade actors on a soundstage. Command and Conquer played with the form, using unique overlays and cut-ins to make players feel as if they were actually a commander for The Brotherhood of Nod or GDI.

Here are a few more stories of how it all came together.
Making the briefings
The games industry suffers tremendously from developers working themselves to death. Nevertheless, many of the best features arise from developers working on passion projects over their lunch hour or during the weekend.

Producer Ed Del Castillo remembers, "My favorite memory revolved around the things we did that as unasked for and unexpected that pushed the product above and beyond. For me, it was the mission briefings. We were going to do briefings that were just straight teletype, but the team was so enthused about the game that it didn't just seem like enough. So we hit on the idea to take the television graphics and put them on top of the briefing to create something people hadn't seen before."



Using Lightwave, Del Castillo and other developers worked to build an extremely "bootleggy demo." They produced maps and graphics that turned the screen into an interactive portal into the game's world. "We spent the whole weekend barely sleeping to put graphics on the briefing," Del Castillo remembers.

The result was FMV cutscenes that stood out dramatically when put up against competitors like WarCraft 2, which featured a simple text scroll. The story was related through these briefings. At one point, Seth tries to bring you in on a rebellion against Kane, only for a gun to come in from out of the frame and fire at point blank range—a moment that serves to drive home how dangerous Kane could be. All of this was extremely cool at the time, and it added to the experience in a way that simple teletype briefings never could.

General Sheppard was a Blues Brothers impersonator in Las Vegas
Joe Kucan was tasked with finding performers for Command and Conquer. Kucan had a theatrical background, meaning that he had access to plenty of actors. But many of them were "community theater people," meaning they weren't professional actors.

"I talked to the talent agencies in town," Kucan remembers. "We were getting access to performers from the [Las Vegas Strip] who were looking to expand what they did."



Command and Conquer made clever use of FMV, e.g. by having the player "flip" through TV channels at the start of the game. | MobyGames

General Sheppard, who leads the GDI faction, was one such actor. According to Kucan, he got his start as a Blues Brother impersonator on the Strip.

Kucan also found himself pulling in numerous people from the studio itself. Kucan himself became Kane. Montgomery, who as a receptionist was responsible for most of the studio's automated voice messages, became EVA.

Eric Gooch remembers being recruited to play Seth. "[Joe Kucan] looked at me and said, 'Oh crap, we forgot to cast Seth. You can be Seth. You want to be Seth?' And that's how Seth was created."

And sometimes that's how a new character is born.

Command and Conquer didn't even have proper green screens
Command and Conquer had pretty strong production values for the early 90s, but its setup was hilariously low-tech by today's standards. Gooch remembers, "It was so seat of the pants it was hilarious. We had rented this big empty warehouse. We didn't even have chroma key paint. I went to the hardware store and bought some green paint, and that was our first green screen."

Kucan remembers, "Everything was shot on stage with a dead-on camera. We were sort of bouncing on a suspended floor. It feels very primitive in hindsight. I didn't think it felt like that at the time. It felt very brave and new and avant garde."



His name is Kane, but he looks more a Steve Austin. | MobyGames

Command and Conquer mostly hid its low-budget production behind clever editing and graphical tricks. The first cutscene is incredibly clever: an unseen TV watcher rapidly clicks through channels, which serve to establish the world. Jazzercise channels are interspersed with news updates and explanations of Tiberian, the Nod sometimes appearing the background. It was an approach that served to define Command and Conquer's look and feel years after FMV fell out of style.

Command and Conquer of course went on to become a huge success, and Westwood subsequently had a much larger budgets. But in some ways, higher production values only served to further drive home the inherent cheesiness of Command and Conquer's approach. The original game was endlessly clever in the way that it told its story, and that's why it holds up so well today.

Sadly, it's been a long time since we've had a new Command and Conquer game. But there are signs that EA is coming around on the series. A Command and Conquer Remaster is currently underway, and will reportedly have input from fans. It's been almost 25 years since the first game, but hopefully it retain that distinctive spirit of DIY that made the original so memorable.
 
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LESS T_T

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Codex 2014
Video of the talk: https://www.gdcvault.com/play/1025777/Classic-Game-Postmortem-Command-Conquer

Session Name: Classic Game Postmortem: 'Command & Conquer'

Speaker(s): Louis Castle, Eric Yeo, Frank Klepacki, Steve Wetherill

Company Name(s): Amazon Games, Independent, Independent, MobilityWare

Track / Format: Design

Overview: Louis Castle, a game industry veteran known best for co-founding (with fellow luminary Brett Sperry) the trailblazing Westwood Studios, will be coming to GDC 2019 to deliver a Classic Game Postmortem on the landmark real-time strategy game 'Command & Conquer'! Louis will be joined by Erik Yeo, lead designer for C&C and Frank Klepacki, Composer for C&C, and Steve Wetherill, C&C's VP of product development. It promises to be a fascinating hour-long deep dive into the conception, development, and design of 'Command & Conquer', a game that inspired a generation of game designers and helped popularize the real-time strategy game genre. As Westwood's co-founder, Castle was involved from the start, and at GDC 2019 in March he'll take the stage to share his experience and the lessons he took from it. He'll also share insights and anecdotes from key 'Command & Conquer' team members, so this is something you won't want to miss!
 

LESS T_T

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Codex 2014
https://www.reddit.com/r/commandandconquer/comments/bea82f/remaster_update_and_first_art_preview/



Fellow Command & Conquer fans,

We are approaching the conclusion of our pre-production phase, having achieved several of our key milestones since our last Reddit post. During March we delivered our first playable campaign mission (GDI Mission 1), which included multiple samples of the remastered art running at 4k. This was accompanied by a more complete Visual Target image, which helps the dev team align around our goals for the artistic fidelity. We are now in the middle of getting Multiplayer up and running for the first time, along with dozens of art assets iterating towards their finalized look. Last week we showed many of these items to the Community Council, and continue to receive fantastic feedback via their contributions.

With that in mind, today we wanted to share a glimpse of the pre-production work with all of you here in the C&C community. And this is the first time anyone outside of EA or the Community Council has seen work from the Remaster. In this spirit, we felt it appropriate to start with one of the first assets you see in Command & Conquer - the classic Construction Yard.

Now, if you’ve been reading our previous posts, our primary goal with the visual approach is to maintain the authenticity of the original in-game asset. It’s worth calling out that if there’s a conflict between the in-game asset, cinematic asset, or UI portrait, we’re always going to side with the in-game asset. That being said, if there are opportunities to pull in details from the cinematic footage to enhance an asset, we’ll do our best to incorporate those details. A good example here would be the blue pattern / texturing on the Con Yard door (Inspired by the classic Con Yard unpacking cinematic).

As always, we are eager to hear your thoughts in the comments, and looking forward to sharing more details about the visual approach down the line.

Cheers,

Jim Vessella

Jimtern
 
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Hellraiser

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It looks rather nice, but art is the one thing I do not expect them to fuck up. I just hope they do reimagine the missions and add some mechanics from later games in the series such as tech structures or unit veterancy.
 

DDZ

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
It'll probably also look completely off in the same manner that Starcraft Remastered does

How does the Starcraft remaster look off? I have been playing it this week and it looks pretty ok for what it is, when you switch back and forth between old and it's pretty faithful.

I just don't like the new unit portraits.
 

LESS T_T

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Codex 2014
https://www.reddit.com/r/commandand...ym/remaster_update_and_first_sidebar_preview/



Remaster Update and First Sidebar Preview

Fellow Command & Conquer fans,

We have concluded our Pre-production phase and are now formally into Production. The art team at Lemon Sky is in full swing creating 4k content, and Petroglyph is continuing to stand up more features every week. Multiplayer is now playable for Tiberian Dawn, and we even had a chance to show the software to the Community Council a few weeks ago. Overall this transition into Production is a big milestone for any project, and we’ve been humbled by all the support thus far.

For this post, we wanted to share our approach to the in-game UI, and provide a sneak peek to our current in-progress version. Back when we announced the game in November, the UI was one of the key areas many of you in the community had passionate discussions about. As such, we listened to your videos, read comments from across the sites, and brainstormed with the Community Council. The trend we heard is that you still wanted the classic C&C Sidebar UI, but would welcome updates to the legacy UI to help the usability experience.

So with that in mind, one of the most requested improvements was to reduce the need for scrolling the Sidebar as much as possible. A key suggestion on how to accomplish this was to introduce the build tabs from Red Alert 2 and Tiberium Wars into the classic UI. We have thus decided to embrace this suggestion, and you can see the build tabs present in the associated preview image. However, because of the construction queue rules of the original games, we wanted to keep all buildings under a single tab, with associated tabs for Infantry, Vehicles (Air, Land, Naval), and Support Powers. To further support the goal of reduced scrolling, we have then designed the Sidebar to fit 18 build buttons. The combination of these elements means you’ll need to scroll much less, and along the way will benefit from many of the modern feedback elements of more recent C&C titles.

In terms of cosmetic design, we wanted the UI to follow our overall project direction of keeping elements authentic to the legacy version. We’ve done our best to capture the visual spirit of Tiberian Dawn, and or course would embrace a similar approach for Red Alert. We are recreating the build buttons in the spirit of the Gold Edition style, and again aiming to keep these as authentic as possible to the original design while preparing them for a 4k experience. Other updates include replacing the Repair, Sell, and Map buttons for icons to support our eventual localization efforts. And we’ve also shifted the Money and Options sections to above the radar map to ensure optimal screen allocation for the battlefield. All of these changes are done in the aspiration of keeping the spirit of the legacy Sidebar, while optimizing for a modern RTS gameplay experience.

Given the ongoing amount of passion around this UI topic, we are certainly eager to hear your thoughts in the comments, and looking forward to making the best UI experience possible for C&C Remastered.

Cheers,

Jim Vessella

Jimtern
 
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Mazisky

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I would prefere a remake with a modern engine tbh. No point in playing the same old game i've played 1000 times with the same graphics.
 

Infinitron

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https://www.reddit.com/r/commandandconquer/comments/cdjlh1/remaster_update_and_red_alert_preview/



Fellow Command & Conquer fans,

Positive momentum continues and earlier this month we completed our first production milestone. This milestone included several key improvements to Tiberian Dawn, most notably delivering our first Campaign mission to full Alpha quality. This means all the mission visuals are now showcasing the 4k assets from Lemon Sky, and the mission can be completed with all the core gameplay mechanics. I’ll admit when playing this full mission experience, the game started to transport me back to when I first played C&C, and I hope it does the same for all of you when the game is released.

However, one of the more exciting accomplishments of this milestone actually had nothing to do with Tiberian Dawn. That’s because we were able to get Red Alert playable for the first time. We are now able to load Red Alert missions, and the game is already being populated with several of the remastered visual assets. That’s because even though Red Alert just became playable in the software, Lemon Sky has actually been creating assets for Red Alert over the past several months. So to celebrate this first step for Red Alert, we thought it would be fun to share a preview for one of the most iconic Red Alert units - the Tesla Tank.

In the same fashion as our approach of the structures, our primary goal for units has been to maintain the authenticity of the original in-game asset. In an effort to take advantage of the 4k resolution, many of our earlier unit concepts included extra widgets and details, but we often found this compromised the unit’s readability at camera game height. So we continued to iterate, and over the months we’ve begun to hone in on these elements, and feel like the Tesla Tank here strikes a good balance between readability and those added details. Of note, we only interpreted one Tesla ring from the legacy in-game asset, but there’s already been a healthy debate with the Community Council whether the Tesla ball should have two rings to match the cinematic reference. Perhaps we can get feedback here from the greater community to help decide this unit’s final look : )

Thanks for your ongoing support and participation, and looking forward to sharing more details as both games now become more playable.

Cheers,

Jim Vessella

Jimtern
 

Space Satan

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display

Chad Tesla Tank
latest
 

Terra

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Hmmmm... There was also an original prototype tesla tank design from one of the Counterstrike expansion missions. It only showed up for one mission iirc (it may even have just been a tweaked version of another unit). Wonder if that'll make it into the final game.
 

Terra

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It was either that or the Radar Jammer vehicle I think. I don't recall if there were any visual tweaks or not though.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.reddit.com/r/commandand...emaster_update_and_mission_selection_preview/



Fellow Command & Conquer fans,

We’re nearing the completion of our second production milestone, and significant progress has been made over the past several weeks. The entire GDI Campaign is getting close to Alpha quality, including the ability to play through the campaign in succession with all the proper transitions. Items like the European Mission Map are currently getting remastered in 4k, which is giving the campaign a truly rich high definition experience. With the topic of campaign progression in mind, we wanted to share a preview of a new screen we’re introducing into the remasters - the Mission Selection screen.

The Mission Selection screen is a quality-of-life feature we wanted to add to the remasters, allowing players to more easily track their campaign progression and access all the remastered mission content. The screen serves as a hub for the progress you’ve made across both campaigns, highlighting which missions you’ve completed and the ones you still have yet to tackle. This is especially valuable for missions with alternate paths, such as GDI Mission 4 where there are three possible map variants. The screen will enable players to replay missions at ease, compared to the legacy titles which required players to remember manually saving their game during each mission. When campaign mission entries are selected, the screen will reinforce the world map progression, showcase the mission briefing, and provide an opportunity to watch the cinematics. In addition to campaign missions, the screen will also provide quick access to any expansion missions, and perhaps a few bonus missions players may be familiar with :)

In terms of cosmetic design, the visual style is inspired by the classic Main Menu from the Gold edition, and shares similar elements as our remastered Sidebar. As with all the remastered content, our goal is to maintain an authentic approach to the menus, while of course enhancing them to take full advantage of higher resolution displays. You can expect this style to permeate throughout all the menu screens in Tiberian Dawn.

We’re eager to hear your feedback on both the functionality and cosmetic design of this screen, and thanks for your ongoing support and participation.

Cheers,

Jim Vessella

Jimtern
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


Fellow Command & Conquer fans,

I wanted to start this post by saying I’ve seen all the comments with the desire to see in-game footage, and thought it would be helpful to provide some context on the timing here. Essentially, we want to make sure we have all the supporting assets in place (like an updated C&C website) before revealing the in-game content. This will allow us to utilize some more flexible media components for the reveal, and ultimately help our awareness so we can get more gamers excited about C&C and the Remaster (which is beneficial for all of us). And while I cannot provide an exact date, getting all this in place is one of my top priorities and I’m crossing my fingers it can happen soon. But overall, our gameplay implementation is right on schedule, with Petroglyph currently focusing on getting the Nod campaign all stitched together.

In the meantime, we wanted to share some special content with you for this post. If you remember, earlier this year we asked the community to provide input on our approach for the soundtrack, including what versions of the tracks you wanted to see in the Remaster. All of us on the team listened intently, and we heard a general consensus for having the most variety possible. So with that request in hand, we pushed hard to include all the versions of the tracks. This means the classic low fidelity versions (without voices), the original soundtrack versions now remastered (with voices), and then of course the Remastered versions of all classic tracks. This will also include many of the rare / unreleased tracks, several of which have never been heard before in higher fidelity. But getting there wasn’t always easy, and here’s an overview from Frank describing the remastering experience:

“The process of going through every single piece of music and bringing it to a higher quality standard has been quite a journey back in time for me, and I’m really glad that all of these tracks will finally be heard in full high quality for the remastered game experience. After combing all possible archives, a handful of tracks were just nowhere to be found – this included ‘Snake’ and ‘Fogger’ from C&C Red Alert. One thing that I did back in the Westwood era, was mirror my home studio with the same gear I had at work, and fortunately I had kept much of it all these years. So I started there, and I went to painstaking detail and trial and error to track down and match as much of the exact original sounds and instrumentation I could find, to recreate these songs from scratch in order to have the best high quality versions once again for the remaster. Hearing these new versions, especially in stereo now, is a whole new experience.”

To add it all up, between the classic and remastered versions of the tracks, we’re clocking in at over 10 hours worth of music across 175 tracks!

Now, with that much music and variety, we figured players would need a way to organize all the music content. So we are excited to share that the Jukebox will be making a full comeback in the Remaster, and be more enhanced than ever before. The Jukebox will allow players to create their own playlist utilizing any combination of music to their desire. Easy to use filters help the sorting process, and for the first time you can listen to Red Alert music in Tiberian Dawn or vice versa. This feature was a labor of love for Frank and some of the original Westwood engineers on the project, who wanted to deliver the best music experience possible for the community. Overall we just can’t wait to put the Jukebox in your hands, and see all the unique playlists the community puts together.

As a special treat to celebrate this post about the soundtrack, Frank has put together a compilation of several Remastered tracks for your enjoyment. You’ll be hearing a sample of the Remastered versions of Act on Instinct (without voices), Demolition (which was never included on the OST), and Fogger (which Frank described above as being recreated from scratch in high fidelity). To help provide a comparison, each track also includes a short intro of the classic low fidelity version as heard in the original game.

And finally, you may notice there’s an unchecked box called “Bonus” in the Jukebox. Well, we haven’t forgotten about the voting you did earlier this year on your favorite tracks, and as such we’ll have a special surprise to reveal at a later date : )

As always thanks for your ongoing patience and support, and we’re looking forward to hearing your feedback on the soundtrack details, Jukebox, and the music itself.

Cheers,

Jim Vessella

Jimtern
 

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