News Command & Conquer Remastered Collection (EA+Petroglyph) - releasing June 5

prudis

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Command & Conquer and Red Alert defined the RTS genre 25 years ago and are now both fully remastered in 4K by the former Westwood Studios team members at Petroglyph. Includes all 3 expansion packs, rebuilt multiplayer, a modernized UI, Map Editor, bonus gallery of unreleased FMV footage, and over 7 hours of legendary remastered music by Frank Klepacki. Welcome back, Commander.

Includes: Command & Conquer, Red Alert 1, and all expansions

 
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Alexandros

Every game should be turn based
Nov 4, 2018
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At some point I will probably toss EA a few euros for a month of Origin Access so that I can play the campaigns again. I haven't bought a single EA game ever since they left Steam so Origin Access is a pretty cheap way of playing any worthwhile singleplayer content without a bigger monetary commitment.
 
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lashman

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At some point I will probably toss EA a few euros for a month of Origin Access so that I can play the campaigns again. I haven't bought a single EA game ever since they left Steam so Origin Access is a pretty cheap way of playing any worthwhile singleplayer content without a bigger monetary commitment.
yeah, that's true ... and probably a good idea :)

but yeah, i wish they'd come back to steam ... at least for stuff like this ... or Burnout remaster ... or Saboteur (which they released on GoG but never on steam, even though it does have a steamDB entry all ready to go)
 
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MegaApple

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Sucks that this will be released on Origin and they'll put a pathetic regional pricing on it.

Anyways, speaking of Petroglyph, anyone played their other games? How are they.
 
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prudis

prudis

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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
 

Wildebeet

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This is great. I think this would be the first Day 1 buy on Origin ever.

(although it would have been Titanfall 2 if I had known that it was actually really good)
 
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ISee

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Great, I'm excited.

The mobile variant didn't go well I suppose? Hope the remaster sells enough so they can make a true, sp successor without stupid "improvements"
 
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prudis

prudis

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Fellow Command & Conquer fans,

Crazy to believe it’s nearly been one year since we formally announced the C&C Remaster and began development with Petroglyph Games and Lemon Sky Studios. To celebrate this milestone, today we’re excited to showcase one of our biggest reveals on the journey so far - a first teaser of the game in action!

And with this teaser comes an answer to one of your key questions from the past year:

  • “Is the Remaster going to be in 2D or 3D?”
We’re ready to share the Remaster has been developed in the classic 2D visual style, unlocking our ability to stay as authentic as possible to the original games. Below we’d like to provide more details on how we’re approaching these visuals, and why we felt the 2D style was the best fit for the project.

As you may remember from one of the first posts, our plan is to remaster (not remake) the classic games. Creatively, this means our guiding light has always been to remain authentic to the original feel, and we’re constantly on the lookout for ways to achieve that goal. When we recovered the source code to C&C Tiberian Dawn and C&C Red Alert, this gave us a viable avenue to accurately match the core gameplay, feel, and signature look of the legacy titles. We felt the 2D style was the best way to bring all these elements together, and ultimately achieve the authenticity we were looking for.

It’s been wonderful to see the passionate, artistic care taken by Lemon Sky and the team with this creative approach. Lemon Sky has re-concepted, re-modeled, and re-animated every gameplay asset from scratch - examples of which you’ve seen with the Construction Yard and Tesla Tank. Once it reaches the final stage as seen in those previews, we render and export the assets in 2D so they lineup frame for frame with the original visuals. In some cases like the Grenadier, this can mean over 600 frames for a single unit. This creative process has allowed us to modernize the game assets as you originally imagined them, and stay true to the gameplay you’ve known and loved for 25 years.

In addition to the authenticity, we’re excited to reveal an extra benefit of this 2D approach is that Petroglyph has been able to utilize their deep familiarity with the source code to enable the real-time switching of Legacy / Remastered graphics in Campaign missions. This means at any time when playing a Campaign mission, you can tap a single key to smoothly toggle between the original assets at 320 x 200, to the Remastered assets up to 3840 x 2160. Playing with this toggle over the past several months has been a true joy, and we believe will be one of your favorite features in the Remaster. Along with the real-time toggling, you’ll have the ability to zoom the camera to take in all the high definition detail, with an effective zoom distance between the DOS and C&C Gold camera heights.

You can see an example of these features in action in the associated video above (just in case you made it this far and haven’t watched it already). To get an even better feel for the visual difference, we encourage you to visit our new website site at:

www.ea.com/games/command-and-conquer/command-and-conquer-remastered

Here you can use an interactive component to see the Legacy / Remastered visuals playing side by side. Keep in mind some of the assets you’re seeing in these videos are still in progress (I’m looking at you, Tiberium Silo), as we’re continuing to fix bugs and polish items based on feedback from our colleagues, the Community Council, and all of you.

We’re eager to hear your thoughts on everything you’re seeing in this post, so please share your comments in the thread below. Thanks for your support and participation, and looking forward to sharing more game assets in the months ahead.

Cheers,

Jim Vessella

Jimtern
 
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prudis

prudis

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Fellow Command & Conquer fans,

We hope everyone had a great holiday season and their New Year is off to a positive start. For those of us on the Remaster project, we’ve been hard at work over the past two months since our last update. In terms of development progress, we just completed our Content Alpha milestone. This is a huge moment for the project, as it means there are no longer any legacy / placeholder pieces of content in the game. Every frame of animation, every tile of terrain, every second of audio, and every piece of UI has received a remastered pass. This allows us to play both games in a completely remastered fashion, and identify areas we’d like to continue polishing based on feedback from the team, colleagues, and the community.

Now, since the announcement of the project, many of you have been asking how Multiplayer will function in the Remaster. So for this update, we wanted to take a deep dive into the components of Multiplayer and describe how we’re approaching this beloved part of the game.

At a high level, Multiplayer has effectively been rebuilt for the Remaster. Starting with the backend, Multiplayer now runs on dedicated servers based on Petroglyph’s architecture, with a goal of providing reliable connections and prevent misbehavior. We’ve been playing multiplayer games for several months with our QA teams around the world, and feeling confident about the stability the architecture is providing. Now let’s jump into the actual modes and features.

When navigating to the Online portion of the menus, players will first have the ability to host or join custom multiplayer games. Once players join a game lobby, they can choose their team setup, select maps, and set game rules. In terms of rules, we’re aiming to support the most relevant multiplayer options, from starting resources and units to flagging Crates or Visceroids. (Yes, the Visceroid has also been remastered and is as weird as ever) We’re then looking into some additional options based on guidance from the Community Council. You can also chat with other players in the game lobby, and ensure you get the perfect setup for your custom game.

Alongside custom games is the introduction of 1v1 Quickmatch for Tiberian Dawn and Red Alert™. Quickmatch will focus on competitive play and utilize an Elo-based matchmaking algorithm. Games will pull from a filtered map pool with set game rules to reduce luck and randomness (For example, no Crates in Quickmatch). To highlight the results, 1v1 Quickmatch will be supported by an in-game leaderboard to track a player’s wins, losses, and points. We’re looking forward to watching the most competitive players go head-to-head and see who can become the top ranking commander in each game. I fondly remember being one of the best C&C3 players in the world for about 2 hours when the game launched, only to be quickly humiliated when competitive players began to learn the game, haha.

In a further effort to help modernize the online play experience, we’re also introducing replays into the Remaster. Players will be able to watch replays from their custom and quickmatch games, and we’re currently iterating on the available controls within the replay system itself. In conjunction with the replay system is the addition of Observer mode into both games. Through the Observer mode, players can spectate on live games in-progress (with a small time delay), which we hope will be a valuable tool for shoutcasters and viewers alike.

There are then several other multiplayer oriented features which have been requested by the community over the past year. We’re in the process of evaluating these features and will aim to share more in the months ahead. As always, please continue to provide your comments in the thread below.

As you all know, 2020 is the 25th year anniversary of Command & Conquer. We expect this to be an exciting year for C&C, and we’re looking forward to celebrating this anniversary with all of you.

Cheers,

Jim Vessella

Jimtern
 

Acidote

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Command & Conquer is the first Windows game (since it was the Windows version) that I remember buying (with my brother) at a games store.

I pretty much just paid for half of the game to watch my brother play it because I was so little ._.
 

Parsnip

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well given the age - this is what High Fidelity was back then
Well sure, but any analog source of the original recordings would have been better than the highly compressed videos they had to work from now.
It's a little surprising considering just how many archive tapes he showed there, but I guess they were largely for the later Westwood games.
 
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Digoman

Lurking in the Shadows
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It's such a pity that the gaming industry is so bad about preserving it's history... even with simple things like keeping those damn original video tapes :p . Seeing those cheesy FMVs in all their HD SD resolution would have been great. At least we will have the b-roll extras.

This team appear to be doing a good job given the restrictions... really looking forward to the game.
 
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prudis

prudis

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It’s time for your first in-depth look at the Command & Conquer™ Remastered Collection, featuring both Tiberian Dawn and Red Alert along with their three expansion packs!

Find out how the experts at Petroglyph Games (including some of the key members of the original Westwood Studios team) and Lemon Sky Studios worked closely with the community to create the ultimate C&C experience for original and new fans alike.

Not only are these genre-defining games back, but they’re also better than ever – and beautiful 4k resolution is only the tip of the Tiberium crystal. From improvements to UI and controls to bringing back the original composer, Frank Klepacki, to remaster seven hours of music (including hidden and unreleased tracks), the C&C Remastered Collection’s got it all.

Welcome back, Commander. Your mission begins on June 5, 2020.

See the full features list here: Command & Conquer Remastered - EA Official Site
 
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Durante

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This actually looks significantly better than what I expected when it was announced.
 

Phoenix RISING

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Some people are calling this the rebirth of RTS.

Hold your horses, now. I wouldn't call a remake or a remaster a rebirth. This is classic RTS with updated graphics and UI. Nothing more, nothing less.

If this inspires developers to make more (quality) RTS games, great! But I’m not holding my breath.
 

ISee

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Did they make any changes to the AI?
Because if harvesters are going to be as stupid as in the original game, and you can still block the enemy with cheap sandbag barriers reviews might not be very favourable.