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Command & Conquer: Tiberian Sun (1999)

Command & Conquer: Tiberian Sun (1999)

Command & Conquer: Tiberian Sun (1999)

Command & Conquer: Tiberian Sun is a 1999 real time strategy (rts) video game made by Westwood Studios.

Decades on, the alien crystal called tiberium has poisoned much of the planet, leaving whole regions dead and mutated. Into that ruin the Brotherhood of NOD stirs from dormancy and opens a surprise war on the Global Defense Initiative. Tiberian Sun is the long-awaited sequel to the 1995 game that helped define real-time strategy, and it looks the part: walking mech titans, ion storms that scramble the battlefield, deformable terrain. You pick GDI order or NOD zealotry, harvest the very poison choking the world, and grind toward the other side's collapse.

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A few thoughts on Command & Conquer: Tiberian Sun

For the same clash of two uneven armies fighting over a scarred map, StarCraft runs the tactics tighter and faster while keeping the base-building bones. And the brash military-industrial mood traces straight back to the alternate-war soundtrack of Command & Conquer: Red Alert.

Real-time war, base by base

Tiberian Sun pits GDI against the Brotherhood of NOD in a poisoned future, and these strategy games share its build-and-conquer core. Rush across StarCraft and its sequel, drill your hero units in Warcraft III, or grow an economy into an army in the Age of Empires titles. Command the war room, mission after mission.

Turn-based grand strategy

Swap the frantic clock for measured, turn-based planning. Steer a civilization across the centuries in Sid Meier's Civilization V and VI, conquer the map castle by castle in Heroes of Might and Magic III, or run tactical party combat in Baldur's Gate III. The same drive to dominate, with time to think between moves.