


In a lot of the matches I played, my team lost because our enemy maintained control over mid-map Tiberium silos which provided them with extra boosts and put them ahead of us in the economic arms race.

Both team's economy, then, is a meta-layer fight happening alongside the shootery-gunnery. Credits can ultimately be used to unlock especially powerful bombardment weapons, like air strikes, ion cannons and nuclear bombs the sorts of tools which can turn the tide of a battle or end a fight early. Therefore, if you want to take out the enemy team, a good place to start is by attacking and destroying their Harvester or refinery. The credits gained are then shared equally among your players. Every couple of minutes, a Harvester will dimly trundle out to the nearest Tiberium field, gobble up as many of the poisonous green crystals as it can, and then poop them into your refinery. You can earn those credits by killing enemies, and destroying enemy equipment or repairing your own, but the larger bulk of it comes from the machinery at your team's base. So when you spawn, you always start as a generic soldier, and then use computer terminals around your base to spend credits and outfit yourself with a different class, weapons and items, and to spawn vehicles like Orcas and so on. There is no commander to place buildings or drop vehicles - despite what idiots like me sleepily write in news posts - but strategy lies in how your team approaches defeating those enemy buildings, and how that hinders the functionality of your opponent's base.įor example, there's an in-game credits economy underpinning player actions in the game. This, theoretically, is what makes Renegade-X a shooter/strategy hybrid. The C&C game mode is ultimately about destroying all your enemy's buildings while protecting your own. In Renegade-X, both sides begin with a base of equivalent buildings, each familiarly modelled after the RTS originals: a Hand of Nod, a refinery, a power station and so on. Time has dulled my interest in the C&C universe, but I've still enough leftover love to still get a kick out of fighting as the GDI and Nod.
#COMMAND AND CONQUER RENEGADE X SERIES#
If you were a fan of the Command & Conquer series - and I was and am - it was also exciting to interact with its distinct units and buildings in a first-person world. It had large scale combat with infantry and vehicles, which almost no one else was doing at the time.

That doesn't mean there wasn't a compelling experience at its core. The original Renegade was a clunky, ugly thing, hamstrung by 2002's slow internet connections and Westwood's inexperience at making first-person shooters. Now let's talk about why I haven't had any fun with it in those hours I've spent playing. It's a delightful thing that it was all made by a group of volunteers, as an expression of love for a nearly forgotten game from twelve years ago. I've spent a few hours fighting for the GDI and Nod, and it's crazy how much game is here.
#COMMAND AND CONQUER RENEGADE X MOD#
It was released first as an Unreal Tournament 3 mod in 2009, and on Wednesday it was re-born as a free, standalone, open beta, made with the blessing of Electronic Arts. It's a fan-made re-make and successor to Command & Conquer: Renegade, the short-lived first-person spin-off from Westwood's real-time strategy series. Let's take a moment to appreciate the mere existence of Renegade-X.
