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Command & Conquer Yuri's Revenge

 Game Trailer:

Game Story:

Plot

In Command and Conquer: Yuri's Revenge, the true story starts off assuming the Allies won in Red Alert 2. The plot is based around Yuri, the former head of the Soviet Psychic Corps, coming out of hiding to take over the world by using his Psychic Dominators. These devices have the power to mind control everyone in the world.
The game begins with a presidential briefing in the White House concerning Yuri and how he has begun his take over of the world through mind control. Yuri interrupts the briefing to explain how he plans to take over the world, telling the American President Michael Dugan that he has a network of Psychic Dominators around the world, which he is now beginning to reveal. One of Yuri's Psychic Dominators is on Alcatraz Island in San Francisco, which Yuri activates just before ending his transmission to the White House. The President immediately calls in an airstrike on the device, but all the attacking aircraft were shot down, although one crashes into the nuclear reactor on the island, causing the device to lose power and to not function. Despite this, Yuri activates his other Psychic Dominators around the world and the majority of the planet quickly succumbs to Yuri's mind-control.

Allies

The Allied story begins with the player being sent to San Francisco to protect Albert Einstein's Time Machine, which the Allies plan to use to go back in time and prevent Yuri’s Psychic Dominators from ever coming online. The player must capture power plants in the city to power up the Time machine. Once enough power plants have been captured, the player successfully goes back in time, but arrives at the time that Soviet forces are first invading San Francisco. The Soviets are caught by surprise by Allied reinforcements from the future and the Psychic Dominator under construction on Alcatraz island is destroyed.The player is informed that Los Angeles has fallen under Yuri’s control, and Yuri is using his Grinders to slaughter the city's population for raw materials. The Grinders and the rest of Yuri’s forces in the city are destroyed, liberating Los Angeles. With this vital loss, Yuri is forced to look for a new source of income, and finds the chairman of the Massivesoft Corporation (parodies of Bill Gates and the Microsoft Corporation, respectively) in Seattle. After receiving a plea from the CEO, General Carville, who is still alive in this alternate timeline, orders the player to free the Massivesoft Corporation and its CEO and to destroy the nuclear missile silo that Yuri had constructed in the city. The nuclear missile silo is quickly destroyed and the Massivesoft Campus is freed. No longer being forced to fund Yuri’s war effort, the CEO of the Massivesoft Corporation makes a "healthy donation” to the Allied war effort as thanks.In the midst of these great victories, Yuri has captured Professor Albert Einstein and is forcing him to work on the Psychic Dominator at a base near the Great Pyramid (called the "Large Pyramid" ingame) so it can come online sooner. The Commander quickly goes to Egypt and frees Einstein before destroying Yuri’s Psychic Dominator and base there. Now in a very desperate situation, Yuri plans to kidnap several world leaders and replace them with mindless clones loyal to Yuri. By orders from General Carville, the player goes to Sydney, Australia, where Yuri’s cloning facility is located, and promptly destroys Yuri’s cloning facility and the rest of his forces.After a long war on two fronts the Soviets are defeated and Yuri's armies are now beginning to fall back. Wishing to bring the war against Yuri to a quick conclusion, the Allies and Soviets consider joining forces. The two superpowers schedule a meeting to ratify a treaty in a top secret location. While informing the player of this, Lieutenant Lee falls under Yuri’s mind-control and reveals the location, Parliament Building in London, England, to Yuri. With this critical information now known to the enemy, General Carville bluntly orders the Commander to go to London and defend the Parliament Building at all costs. With the Commander’s protection, the treaty is ratified and signed and Soviet forces soon join the battle, destroying Yuri's London base. Lieutenant Lee is about to resign because of her failure to resist Yuri's mind control, but is interrupted by Carville who reminds her that many world leaders have been controlled by Yuri as well.
The Allies locate Yuri's last Psychic Dominator on Antarctic Peninsula, and promptly send in forces to eliminate this threat. They begin the operation at Tierra del Fuego by taking over an abandoned Soviet base. With the radar facilities there, a small Allied force is teleported into Antarctica by Chronosphere. An Allied base is set up in Antarctica and Yuri’s base and remaining forces are destroyed.
With Yuri now defeated, he is locked away in a specially designed cell that Albert Einstein created, a Psychic Isolation Chamber, where he "won't be able to mind-control a fly". At that moment, the timelines of Red Alert 2 and Yuri's Revenge begin to merge. As Professor Einstein explains, "One series of events must take precedence over the other." The alternate timeline becomes the new reality; General Carville is alive and Yuri's plans remain foiled.

Soviet

The Soviet story begins with the remnants of the Soviets discovering the Allied plan to go back in time. The opportunity to capture the Allied Time Machine, would allow the Soviet Union to regain its former power. A Soviet strike team goes into San Francisco and manages to capture the Allied Time machine, which unfortunately has insufficient power, so the player must capture four power plants in the city. Once enough power plants are under Soviet control, the player goes back in time, but due to the over efficiency of Soviet engineers the machine travels back in time too much, to the time of the dinosaurs. The player defends the Time Machine from attacking Tyrannosaurus Rexes until it recharges. Once the Time Machine is recharged, the player arrives at the time that Soviet forces are first invading San Francisco. The player quickly assumes command of the Soviet base in the city and then destroys Yuri's Psychic Dominator, while it is still under construction on Alcatraz Island.
With the successful time shift, the Soviet forces from the future take special papers back to Moscow to inform the Soviet leadership of how the Soviets lost the war and of the threat Yuri poses. Premier Alexander Romanov tells the Commander to go to the Black Forest in Germany and destroy Einstein’s laboratory and prototype Chronosphere, a device with that can transport troops anywhere in the world (At Red Alert 2, there is an Allied campaign that requires the player to defend the laboratory and Chronosphere from Soviet assault). The Commander promptly destroys this potential Allied threat before it can become a real problem, causing the Allies to retreat on all fronts.
Meanwhile, Soviet intelligence has discovered that Yuri has built a Psychic Beacon in London, England and, as a result, the Allied forces there now fight for Yuri. To stop this, the player goes to London and frees the Allies from Yuri’s mind-control. However Yuri has created a base and Psychic Dominator in London, but the player soon destroys Yuri’s forces in the area. The Soviets do not consider the Allied forces their allies, though the Allied forces do.
Soon after this victory, Premier Romanov’s plane is shot down over Casablanca, Morocco. The "Comrade General" is sent to the city to find and rescue Romanov before Yuri's forces do. Romanov is found and appears to be having a great time. He is transported to the only airport in the area after it is brought under Soviet control. With Romanov rescued, the Commander then proceeds to an uncharted island in the Pacific Ocean where Yuri has set up a submarine base. After landing on the island, the Commander destroys Yuri’s submarine base and all his remaining forces.
After the battle is over, it is revealed that Yuri also had a launch facility on the island, which still has a rocket ready for launch that is programmed to go to the Moon. The Soviets use this rocket to send forces with a limited amount of credits, led by the player, to the Moon where they destroy Yuri’s base, which he planned to go to after he was in control of the world. In this battle the forces the Commander can recruit are limited but compensated by the new Kosmonaut units.
Losing ground on all theatres of operation, Yuri takes refuge in a castle located in his ancestral home of Transylvania. Romanov orders the player to Yuri’s hideout and to "crush him beneath the stones". Once in Transylvania, it is discovered that Yuri has built two Psychic Beacons, used to control an Allied and a Soviet presence in the area. The player then sets up a base and launches a massive attack on Yuri’s forces. The castle is successfully destroyed and Yuri is assumed to have been defeated once and for all.
However, Yuri had survived the destruction of his castle in the dungeon. A special transmission from Yuri shows that he had stolen the Time Machine from San Francisco, to travel back in time so that "the world and all its history is Yuri’s to command and conquer". But this is thwarted by Lieutenant Zofia, who quickly changes the destination of the Time Machine to the early Cretaceous and depleting all the power reserves of the Time Machine. Yuri is stranded in time and is implied that he is eaten by a Tyrannosaurus Rex. With Yuri's destruction assured, the Soviets take complete control of the world and begin to expand communism into the far reaches of space.

Windows 95/98/NT/ME/2000/XP
266 MHz Processor
64 MB RAM
350 MB HDD space
4x CD-ROM Drive
2 MB video card
DirectSound-compatible soundcard
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Command & Conquer Red Alert 2

 Game Trailer:

Game Story: 

Plot

Like all other Command & Conquer real-time strategy games, Command & Conquer: Red Alert 2 contains two distinct story lines depending on which faction the player wishes to play as. Both of the story lines differ in several distinct ways. However, the Allied story line is canon due to the way in which the expansion pack continues.

Synopsis

After the attempted conquest of Europe, the Soviet Union is in utter ruin. Joseph Stalin is dead, and the Soviet military has been all but destroyed. The Allies determine that a regime change would cause mass unrest in the Soviet Union, and in order to gain both support and stability in the region, the victorious Allies name Alexander Romanov, a distant relative of Czar Nicholas II, as the puppet Soviet Premier. Romanov acquiesces to the Allies' demands at first, though he builds up the Soviet military for "defense purposes" – a cover for an intended invasion of the United States of America.
The game's story line starts off with the American military being caught completely off guard by the sudden massive Soviet invasion of the USA, with Soviet aircraft, naval vessels, amphibious forces, and paratroopers coming in on both the East Coast and West Coast and with the majority of Soviet ground forces coming in through Mexico, which had recently voted in a communist government. The USA attempts to retaliate with the use of nuclear missiles, but Yuri, leader of the Soviet Psychic Corps and Premier Romanov's top advisor, uses his mind control to manipulate the personnel charged with launching the warheads and leaves them to explode in their silos. Within hours, the USA is overrun with Red Army troops. In response, the US President Michael Dugan establishes an emergency response team headed by General Carville and the Commander known as "The Ghost" (the player) to the Soviet army later in the game.

Cast and characters

Main article: Allied characters of Command & Conquer
Main article: Soviet characters of Command & Conquer
  • Ray Wise as President Dugan
  • Udo Kier as Yuri
  • Barry Corbin as General Carvill
  • Kari Wührer as Agent Tanya
  • Nicholas Worth as Premier Romanov
  • Athena Massey as Lieutenant Eva
  • Aleksandra Kaniak as Lieutenant Zofia
  • Adam Greggor as General Vladimir
  • Larry Gelman as Dr. Einstein
  • Richard Narita as Unknown South Korean Naval Officer
  • Frank Bruynbroek as General Rene Lyon

Single-player

In single-player mode, the player can either compete in one of three campaigns or compete in Skirmish mode where the battle rules and settings can be customized.
Red Alert 2 contains three campaigns. Boot Camp, Allied, and Soviet. Each campaign is distinct in its own way. Boot Camp is simply a tutorial campaign consisting of two missions in which the player is introduced to the fundamentals of the game with the use of Allied forces. If played, Boot Camp leads into Allied Campaign chronologically. Allied and Soviet campaigns are the two main campaigns of the game, each consisting of twelve missions in which the player faces off against one or more computer-controlled opponents. In some missions, the objective is simply to defeat all opposing forces in the area; other missions have more specific objectives, such as capturing or destroying a particular enemy structure or defending a particular structure of the player's own from enemy attacks. While fundamentally different in story and units, both Campaigns are structured similarly. Both begin with the player operating a limited base or otherwise a Mobile Construction Unit to start from scratch plus a platoon of certain units, but in few missions construction is not required.
Skirmish mode is essentially the free-for-all multiplayer mode played against computer-controlled opponents. The player chooses a map against as many players the map supports. The player can also change settings such as the number of starting units, the monetary levels at the beginning, game speeds and the availability of superweapons. There are no special objectives, just eliminate all enemies units and structures.

Multiplayer

Red Alert 2 includes two different multi-player modes. One, LAN allows the player to play alongside friends and others without the use of an internet connection. The other, Online Play allows the player to play across the internet and against players from across the globe. LAN play allows for only Skirmish Mode that is available in single-player. Online play allows for tournaments, private games, public games, ladder ranking games and also contains a chat system. In 2005, control of online play for Red Alert 2 and a number of older C&C games was passed over from EA to XWIS, a community-run server.
Windows 95/98/NT/ME/2000/XP
266 MHzProcessor
64 MBRAM
350 MB HDD space
4x CD-ROM Drive
2 MB video card
DirectSound-compatible soundcard
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Command & Conquer Red Alert

 Game Trailer:

Game Story:

Gameplay

Red Alert was praised for its user interface, which claimed to be more developed than the competing games of its time. Players could queue commands, create unit groups that could be selected by a number key, and control numerous units at a time. The game was known to be easy to control, simple to learn and responsive to users' commands. It also featured two factions that had differing styles of play. Red Alert is also hailed as one of the first games to feature competitive online play. The single player campaign also received high praise for its detailed story line and missions, which often required the player to defeat the enemy with various sets of circumstances before continuing. Like Tiberian Dawn, the game has split routes for most missions. The objective stays the same but only the map layout differs. The single player campaign was also complemented by live action cinematic sequences that are a feature of all Command & Conquer RTS games since the original, except for Command and Conquer: Generals.

Game balancing

The game balance between the forces of the Allied and Soviet armies differed from other games at its time. Like the 'rock-paper-scissors' balancing of modern games, Red Alert required each player to use their side's strengths in order to compensate for their weaknesses. This stood in contrast to games such as Total Annihilation or Warcraft II: Tides of Darkness, in which both sides had units with similar abilities and relied instead on outnumbering or possessing a better balanced force than their opponent.
Players acquire credits to purchase structures and equipment by mining for ores and minerals (as the valuable, yet hazardous Tiberium in the regular C&C series has not yet been discovered in this timeline). Rare gems generate more credits and are faster to mine, but unlike ores, do not regenerate within the map. Players can gain more credits and increase their buying power by building more ore factories and ore trucks.
The Soviets' vehicles tend to be more durable and powerful than Allied vehicles, but are often slower moving and more expensive. The Soviets also have superior defensive capabilities against both ground attacks (Tesla Coil) and air attacks (Surface to Air Missiles), but are at a disadvantage on the sea. The only offensive naval unit the Soviets have is the submarine, which cannot attack land-based targets or aircraft, so it is useless unless the opponent builds any sea units, and while it is normally invisible except when surfacing to attack, it can be detected by destroyers and gunboats. When heavily damaged, it is not able to submerge. The Soviets' secret weapon is the Iron Curtain, a device that renders a selected unit invulnerable to attacks for a short period of time. In online play and computer skirmish, they have access to two of the Allied side's infantry: the Rocket Soldier and Tanya, a commando capable of easily killing infantry and destroying structures. They also have a wide selection of air units for assault (MiG-27, Yak-7 and Mi-24 Hind) and map revelation through spy planes, and could deploy infantry by air through paratroops or by the Chinook transport helicopter (the latter only present in multiplayer). The Soviet "tank rush" was a popular strategy online, involving building many heavy tanks and overwhelming the opponent with sheer numbers.
The Allies' forces are generally cheaper, faster to build and more agile. Their minelayers can destroy enemy armor and their infantry can survive longer with good use of their Medic unit. They are at a disadvantage on land, as the Allies' strongest tank (the Medium Tank) is still weaker than the Soviets' starting tank (the Heavy Tank) and has the same speed. The Allies have only one air unit (AH-64D Apache Longbow) compared to three Soviet units and their defences against a ground assault are much weaker. On the sea, the Allies possess an advantage in naval power thanks to the Cruiser, which has the longest-ranged and most powerful surface-to-surface attack in the game, and the Destroyer, which is capable of adeptly taking on any type of unit type in the game - land, sea or air. The Allies' secret weapon is the Chronosphere, which temporarily relocates a selected unit to another part of the map. They also possess several other tools, such as stealing enemy resources, hiding their own units and structures, or revealing the game map with satellite technology. In online play and computer skirmish, Allied forces have access to the nuclear Missile Silo, an exclusive in the Soviets' single-player mode.

Setting and story

Command & Conquer: Red Alert takes place during an unspecified period in the 1950s of a parallel universe, which was inadvertently created by Albert Einstein as a result of preventing the horrors of World War II.
Starting off in 1946, at the Trinity site in New Mexico, the opening to Red Alert shows Albert Einstein as he is preparing to travel backwards through space and time. After his experimental "Chronosphere" device is activated, he finds himself in Landsberg, Germany, in the year 1924, where he meets a young Adolf Hitler just after the latter's release from Landsberg Prison. Following a brief conversation between the two, Einstein shakes Hitler's hand, and this somehow eliminates Hitler's existence from time - or at least, stops him from becoming the genocidal dictator known to our history - and Einstein is returned to his point of origin.
With the threat of Nazi Germany having been successfully removed from history, the Soviet Union began to grow increasingly powerful under the rule of Joseph Stalin. Had Adolf Hitler risen to power, Nazi Germany would have emerged as a force standing in the way of Stalin's own ambitions of conquest. Instead, left unweakened, the USSR proceeds by seizing lands from China and then begins invading Eastern Europe, in order to achieve Joseph Stalin's vision of a Soviet Union stretching across the entire Eurasian landmass. In response, the nations of Europe form into the Alliance, and start a grim and desperate guerrilla war against the invading Soviet army. Over the course of the game's story, the Allies and Soviets fight out a devastating conflict for control over the European mainland, in what has become an alternate World War II.

Allied ending

Following the destruction of the Soviet stronghold, an Allied platoon discovers Stalin buried alive in the rubble. Before they begin to remove the debris from the fallen leader, General Stavros stops them. He convinces them that they saw nothing and orders them to leave the premises. Stavros then stuffs a handkerchief down Stalin's mouth before covering his head with a large stone and walking away. This outcome forces Kane - who was using the Soviet Union to get to power - and his Brotherhood underground, leading to the events of the first Command & Conquer. Alternatively, this ending paves the way to the sequel Red Alert 2.

Soviet ending

As the Soviets celebrate their victory in the newly-captured Buckingham Palace, Stalin commends the Commander for a job well done but then cynically says "You will be well taken care of" (implying he will have him/her disposed of), while drinking a cup of tea, only to suddenly realize the tea has been poisoned by Nadia. A disgruntled Nadia proceeds to gun him down as the poison overcomes his body. Following Stalin's death, Nadia tells the Commander that the Soviet Union is now under the rule of the Brotherhood of Nod, who plan to return to the shadows again and re-emerge in the 1990s, leaving the player as the puppet ruler of the USSR, ready to do the Brotherhood's bidding for "the foreseeable future". She is betrayed and shot in the back by Kane, who reveals himself to be the true mastermind.

Characters

Allies
  • Grand Marshal Günther von Esling, German Army officer, Commander-in-Chief of European forces, and apparent leader of the military governing Europe. Played by Arthur Roberts.
  • General Nikos Stavros, Greek officer, Second-in-Command to General von Esling. Played by Barry Kramer.
  • Tanya Adams, a special ops. Commando. Played by Tanya Brassie.
  • Professor Albert Einstein, German-American physicist. Played by John Milford.
  • General Ben Carville, USA officer. The player's commanding officer in Red Alert: Retaliation. Played by Barry Corbin.
Soviet
  • Joseph Stalin, General Secretary of the Soviet Union. Played by Eugene Dynarski.
  • Nadia, Chief of the NKVD. Played by Andrea C. Robinson.
  • General Gradenko, Russian commander. Played by Alan Terry.
  • Marshal Georgi Kukov, commander of the Red Army. Played by Craig Cavanah.
  • General Topolov. High ranked Soviet military mastermind and mentor to the player in Red Alert: Retaliation. Played by Alan Charof.
  • Kane, obscure advisor to Joseph Stalin. Played by Joseph D. Kucan.

Internet gameplay

Westwood Chat was supported up until 1996, when Mplayer.com was the dominant Multiplayer gaming platform. Mplayer handled online multiplayer until 2001 when Gamespy replaced it. It was then eventually replaced by the XWIS community server.

Windows 95/98
75 MHz Pentium Processor (120 MHz recommended)
8 MB RAM (32 MB recommended)
4x CD-ROM
1 MB video card
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Command & Conquer 4 Tiberian Twilight

Game Trailer:

Game Story:

Gameplay

The gameplay in Command & Conquer 4 no longer follows the same resource-gathering dynamic as previous games in the series. In the main game mode, the player must capture control nodes scattered across a map, and retain more nodes than the enemy player, gaining enough points over time to win the match. Command & Conquer 4 utilizes class-based gameplay as well as some RPG elements.
There are two playable factions: the Global Defense Initiative (GDI) and the Brotherhood of Nod. The storyline begins with the world being consumed by the rampant growth of Tiberium, which is threatening to render the earth uninhabitable. Each faction is split into three upgradeable classes: offense, defense and support, each with their own specialized focus. The classes consist mostly of their own unique units, with the only shared unit among classes being the engineer. The offense class is focused on tank-based, front-line combat, relying less on any kind of fortified emplacements or bases. The defense class is focused on infantry-based combat as well as utilization of rudimentary base defenses, and are also the only class to have access to superweapons. It is the only class that allows the player to construct buildings in order to develop their base (analogous with the previous games). The support class is focused on air-combat and specialized vehicles to traverse the environment, and is also equipped with special support powers that are used to assist teammates. As it relies on air support, the support MCVs of both factions are able to lift off in the air. Command & Conquer 4 contains two non-playable factions from previous games in the Tiberium Universe: The Scrin (C&C3) and the Forgotten (Tiberian Sun), the latter of which returning as a minor part of the story as well as a neutral class on the map. Command & Conquer 4 includes a total of about 90 units, including many new units and updated versions of previous Command & Conquer units.
In Command and Conquer 4: Tiberian Twilight, each faction features its own campaign with the story told and played out from their perspective, each resulting in an ultimate conclusion to the Kane saga. In addition to the two brief single player campaigns, Command & Conquer 4: Tiberian Twilight features a cooperative campaign mode, which will allow multi-class play and integrated player progression. The difficulty in co-op campaign mode varies depending on the player's level, and objectives will be shared. Campaigns for both factions take place simultaneously.

Plot

The prologue takes place in the year 2062, 15 years after the Tiberium Wars (which led to the invasion and defeat of the Scrin), and 10 years after the end of Kane's Wrath (where the prophet regained possession of the Tacitus). Tiberium has evolved and is spreading at such a rate that the whole planet is expected to become uninhabitable by 2068. Humanity is on the brink of extinction.
At this time, the leader of the Brotherhood of Nod, Kane, heads directly to the headquarters of the Global Defense Initiative, in hopes of using the Tacitus and GDI's resources to construct a worldwide Tiberium Control Network. This network will allow the spread of Tiberium to be controlled and turn Tiberium into an inexpensive power source. Even though the idea of alliance has been met with hostility (which has sparked the brief Incursion War), the two factions have nevertheless united. The campaign itself starts 15 years after the formation of the alliance, as the Tiberium Control Network nears completion. The spread of Tiberium is finally stopped, bringing optimism to the world's remaining population. However, extremists from both factions start to cause unrest, which sparks the Fourth Tiberium War.
The player takes the role of Commander Parker, a GDI military officer who receives an optical implant after his battle wounds have caused him to lose his eyesight. The player is presented with the possibility to aid either Colonel Louise James' GDI extremists or Kane's Nod Loyalist forces in the Fourth Tiberium War. Both campaigns' events are considered canon, even though some details of the characters' interactions are different.
The game's missions chronicle Kane's attempt to activate the Threshold 19, a tower constructed by Scrin aliens during the Third Tiberium War that functions like an interstellar portal. According to canon, Kane is Cain from the story Cain and Abel. He explains how he has been around for thousands of years because he is punished to walk the Earth forever after killing his brother. He is very anxious to leave Earth so he can finally rest, and he plans to bring about "ascension" by using the tower. He claims to have used the Tacitus to help create both the Tiberium Control Network and the optical implants; these are, in fact, the keys to the activation of the tower. While the GDI and the Nod finally form an alliance, two groups of separatists desperately try to spark a war to stop (or punish) Kane. The madman Gideon leads the Nod separatists, while Colonel Louise James commands the GDI.
After the final battle for the Threshold 19, Kane is about to leave Earth using the Scrin tower. He convinces Commander Parker (the player) to activate it for him with the optical implant, as the four other implant recipients have been hunted down and killed by Gideon. The player is mortally wounded by Colonel James but nonetheless succeeds in activating the portal. In both campaigns, Kane promptly thanks the player before entering it. Commander Parker soon succumbs to his wounds and dies. The Tiberium growth recedes following the complete activation of Tiberium Control Network as Kane fulfills his "ascension". In the ending cut-scene, news channels announce that all the Nod followers have strangely disappeared as well after entering the Scrin tower, which shows that Kane's promise of ascension for all of the Brotherhood of Nod is, at least partially, real.

Mouse, keyboard
OS: Windows XP (SP3), Vista (SP1), 7:
CPU: Intel Core 2 or AMD 64 X1
RAM: 1.0 GB (XP) / 1.5 GB (Vista, 7)
Graphics card: 256 MB compatible with Shader Model 3 support (DirectX 9.0c)
10 GB HDD space
8× DVD-ROM drive
Internet connection for online playing
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Command & Conquer Tiberian Sun Firestorm

Game Trailer :
Game Story:
Firestorm
Command & Conquer: Tiberian Sun – Firestorm is an expansion pack to Tiberian Sun developed by Westwood and published by Electronic Arts on March 7, 2000. Firestorm also features single- and multiplayer modes.
Firestorm follows the events as they unfolded in the GDI campaign of Tiberian Sun. With Nod fractured into feuding warlords following Kane's death, Anton Slavik is determined to keep Kane's ideology alive through the resurrection of Nod's highly advanced artificial intelligence, CABAL (Computer Assisted Biologically Augmented Lifeform). The Global Defense Initiative continues its ongoing campaign to stop the spread of Tiberium and its monstrous mutations by retrieving the extraterrestrial Tacitus device. The two factions join forces to overcome Nod's previous vital assistant in tactical decisions and their current nemesis, CABAL, who intends to conquer the world through the systematic assimilation of human populations into cyborg armies with the means of Tiberium on a massive scale.

 Pentium 166 MHz
32 MiB RAM 
Windows 98 / NT 4.0 SP6a 
DirectX 6.1 
SVGA 2 MiB video card 
640×480 16-bit high-color monitor display 
16-bit sound card 
4× CD-ROM drive 
200 MiB hard disk space
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