
The terrain has rich, deep hues of colour and has more of a 3D feel to it - units can drive under bridges and the voxel-based vehicles tilt as they traverse slopes. Ion storms and lightning spice things up a little, and are often used to fulfil plot functions as well. Enemy bases now have searchlights which look pretty enough but don't really seem to make that much of a difference to the gameplay. Much has been made of the new dynamic lighting features. If you're used to the more refined interfaces of Total Annihilation or Starcraft, the Tiberian Sun offering may seem a little stark. Also, when moving groups of troops, the default is that they won't attack enemies en route to their destination - you have to force that behaviour by CTRL-clicking the target location. One disappointment is the omission of an option to wall your base in all at once small blocks of wall can still only be built and placed one at a time. You can set rally points for new units fresh from barracks and war factories. You set the waypoints and assign units to them, rather than being able to SHIFT-click waypoints on the fly. A basic, if slightly awkward, waypoint system has been added for movement. Build orders can now be stacked (although only up to a maximum of 5), but you can't queue the building of buildings (because Tiberian Sun has retained its predecessor's quaint system of being forced to place the building only after it's been "built"). Clicking on one of the unit pictures on the right-hand side of the screen starts its construction. Perhaps rather too familiar - the mechanics of controlling your base have only been marginally improved. Tiberian Sun will feel very familiar to anyone who has played the other games in the series. Your task is to use any means necessary to defeat the enemy. A similarly equipped opposing faction is doing the same thing elsewhere in the area. The game is similar in concept to many others, tracing its ancestry back to Dune: you mine naturally- occurring minerals - in this case Tiberium crystals - take them back to your refinery, convert them to money, then spend it on units and buildings to improve your army. As fans will know, the good guys are the Global Defense Initiative (GDI) and the cultists are known as the Brotherhood of Nod. It's a straight up fight, good NATO types versus the religious fanatics with the mad and sadistic frontman. Through the ruined cities and vast tiberium fields, two forces fight for the planet. Tiberium, a strange and mysterious mineral which sprouts from the ground, has covered much of the planet, killing or mutating most of the human race with its deadly emissions.

Follow-up to the popular Command and Conquer: Red Alert, the new game brings the concept forward a decade or seven, to a post-apocalyptic-style future world. It was originally due in 1997, but was held up after Electronic Artsbought Westwood, the game's developers, from Virgin last summer. How long has it been? Surely one of the most eagerly awaited (and most delayed) sequels in recent times, Command & Conquer: Tiberian Sun has finally made it to release. Your infantry squad lies dead or wounded on the ground, and as the enemy turns its fire on the now useless factory, you sit back in satisfaction. One manages to crawl his way through the defensive fire to enter the nearby factory. Two engineers jump out before it returns to the ground.

As the enemy garrison begins to slaughter your infantry, the APC emerges unchallenged on the now unmanned quiet side of the base. They set about laying waste to the enemy power facilities as you switch your attention to the subterranean APC you have lurking undetected beneath the base. A small part of the laser defense network fencing in the base is down, creating a gap large enough for your elite squad to enter. Then an explosion fills your field of vision. The first two fall to the waiting SAM sites. As your squad approaches, your helicopter squadron arrows over the enemy's heads.

Leaning forward in your chair, your breathing grows shallow and silent, as if any noise you might make could alert them to your presence. Your squad creeps closer and closer to the enemy defenses.
