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* TauntingTheTransformed: In the midst of another attempt to rescue the kidnapped scientists, [[spoiler:Petrova reveals she's TheMole and unveils a mutated Raveshaw]]. Nick is characteristically unimpressed.
-->'''Nick:''' [[spoiler:Raveshaw?]]\\
'''[[spoiler:Petrova]]''': A new and improved version.\\
'''Nick:''' Eh, at least he's taller.\\
...\\
'''[[spoiler:Petrova]]''': Look at you, the ultimate assassin: loyal, strong, and mindless. You are living proof that Project [=ReGenesis=] is a success. Kane will be pleased.\\
'''Nick:''' Sure, [[spoiler:Raveshaw]]'s a walking turnip, some success.

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* CosmeticallyAdvancedPrequel: Downplayed. While the game is relatively consistent with ''Tiberian Dawn'', being set during the First Tiberium War, their's a bit more in the way of futuristic tech present. Meanwhile Nod uniforms, while still incorporating modern military gear, are also redesigned to resemble what they'd evolve into by ''Tiberian Sun''.

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* CosmeticallyAdvancedPrequel: Downplayed. While the game is relatively consistent with ''Tiberian Dawn'', being set during the First Tiberium War, their's a bit more in the way of futuristic tech present. Meanwhile Nod uniforms, while still incorporating somewhat reminiscent of modern military gear, are also redesigned to resemble what they'd evolve into by ''Tiberian Sun''.

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** The song Act on Instinct from Tiberian Dawn is remixed and is the boss theme for [[spoiler:Awakened Raveshaw]].

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** The song Act on Instinct from Tiberian Dawn ''Tiberian Dawn'' is remixed and is the boss theme for [[spoiler:Awakened Raveshaw]].



** The Temple of Nod where the final level takes place contains the green screen studio where Greg Burdette made his fake news reports in the first game, the hacker bay used to take control of GDI's ion cannon network, the preserved corpse of Seth, and other temple locations taken from cutscenes in Tiberium Dawn. Also, after the ion cannon strike, you hear the Temple's AI mention damage to a [[VideoGame/CommandAndConquerTiberianSun "Computer Assisted Biologically Augmented Lifeform."]]

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** The Temple of Nod where the final level takes place contains the green screen studio where Greg Burdette made his fake news reports in the first game, the hacker bay used to take control of GDI's ion cannon network, the preserved corpse of Seth, and other temple locations taken from cutscenes in Tiberium Dawn.''Tiberian Dawn''. Also, after the ion cannon strike, you hear the Temple's AI mention damage to a [[VideoGame/CommandAndConquerTiberianSun "Computer Assisted Biologically Augmented Lifeform."]]"]]
* CosmeticallyAdvancedPrequel: Downplayed. While the game is relatively consistent with ''Tiberian Dawn'', being set during the First Tiberium War, their's a bit more in the way of futuristic tech present. Meanwhile Nod uniforms, while still incorporating modern military gear, are also redesigned to resemble what they'd evolve into by ''Tiberian Sun''.

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* NoOntologicalInertia: Ion Cannon/Nuclear Strike Beacons in multiplayer can always be defused, even when the ion beams are forming or the nuclear missile is visible. In-fact, diffusing a Nuclear Strike Beacon before impact simply has the missile hit the ground and disappear with no damage at all. This is averted in ''Renegade X'', where the game gives you forty seconds to clear the area, but only thirty seconds to defuse the beacon after it's set. Once the countdown timer hits ten, there's nothing you can do to stop it.

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* NoOntologicalInertia: Ion Cannon/Nuclear Strike Beacons in multiplayer can always be defused, even when the ion beams are forming or the nuclear missile is visible. In-fact, diffusing defusing a Nuclear Strike Beacon before impact simply has the missile hit the ground and disappear with no damage at all. This is averted in ''Renegade X'', where the game gives you forty seconds to clear the area, but only thirty seconds to defuse the beacon after it's set. Once the countdown timer hits ten, there's nothing you can do to stop it.


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* OneRiotOneRanger: Havoc's modus operandi - even the first mission is him being sent more or less on his own to rescue a larger recon force when they get hit by Nod forces. Many later levels have him working to take care of a problem on his own as well with only whatever local forces he happens to meet up with as support, whether by design (Missions 3 through 5 have him sent alone to track the kidnapped scientists, 11 and 12 have him sent as support for a large GDI assault) or because he forces it, which usually bites him in the ass (Mission 2 he ignores orders to wait six hours for backup because [[BerserkButton Nod angered him]] by torturing civvies, which works but gets him thrown in the brig when he gets back; Mission 7, after being forced to work with his old team, has him basically order them to stay put while he moves ahead to rescue the scientists, which results in him only rescuing one of the three).
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* LoreCodex: Defeating enemies adds them to EVA. The same goes to meeting important NPCs.

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* LoreCodex: Defeating enemies adds them to EVA. The same goes to meeting important NPCs.[=NPCs=].
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* LoreCodex: Defeating enemies adds them to EVA. The same goes to meeting important NPCs.
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* HeKnowsAboutTimedHits: In the tutorial, Logan explains in-game controls to Havoc, including mentioning jump and action buttons.
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dewicking disambiguated trope


* FakeBalance: The multiplayer was balanced in that GDI and Nod each had an approximately equal chance of winning a given match. Other than that, you had infantry which were only worth a damn fighting other infantry, matches that devolved into neverending reverse tug-of-war tank battles due to the repair mechanics, {{hitscan}} snipers who could kill with 1-3 bodyshots, and so on. It even fails at the most basic form of game balance, in that the basic rifle does two more points of damage in the hands of GDI characters than it does for Nod ones, which isn't much per-bullet (the GDI rifle only does 7 damage per shot) but makes a difference across the entire magazine. Ironically, it's been observed that this actually translated the RTS series quite well, given that tank rushes have been at the heart of it for years.
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Per thread, Cool Guns are being moved to Guns Of Fiction


** A couple of weapons seem to have had their models abruptly changed late into development, made apparent by pre-rendered cutscenes occasionally featuring completely different armaments from what's available to the player - the pistol is slimmer and longer (highly resembling the [[CoolGuns/SubmachineGuns H&K MP7]]), the sniper rifle is even more boxy with a noticeably longer barrel, and Nod soldiers are seen carrying M16s with attached grenade launchers like they were noted as using in the original game instead of the pulse rifle copy everyone uses in gameplay.

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** A couple of weapons seem to have had their models abruptly changed late into development, made apparent by pre-rendered cutscenes occasionally featuring completely different armaments from what's available to the player - the pistol is slimmer and longer (highly resembling the [[CoolGuns/SubmachineGuns [[GunsOfFiction/SubmachineGuns H&K MP7]]), the sniper rifle is even more boxy with a noticeably longer barrel, and Nod soldiers are seen carrying M16s with attached grenade launchers like they were noted as using in the original game instead of the pulse rifle copy everyone uses in gameplay.
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* MilitaryMaverick: The player character, best demonstrated when he straight-up ignores orders to wait for reinforcements in the second mission.

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* MilitaryMaverick: The player character, best demonstrated when he straight-up ignores orders to wait for reinforcements in the second mission. Brigadier General Locke is a bit exasperated with this, but recognizes Havok's talents. His maverick behavior does get Havok thrown in the brig at the end of one mission.
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''Command & Conquer: Renegade'' is an 2002 FPS spin off from the popular VideoGame/CommandAndConquerTiberianSeries of video games. Taking place during the events of the [[Videogame/CommandAndConquerTiberianDawn first game]], you play the role of a [[LoveableRogue loose cannon]] commando named Havoc. As such, you get to have fun shooting plenty of Nod soldiers and blowing up buildings with C4.

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''Command & Conquer: Renegade'' is an 2002 FPS spin off from the popular VideoGame/CommandAndConquerTiberianSeries ''VideoGame/CommandAndConquerTiberianSeries'' of video games. Taking place during the events of the [[Videogame/CommandAndConquerTiberianDawn first game]], you play the role of a [[LoveableRogue loose cannon]] commando named Havoc. As such, you get to have fun shooting plenty of Nod soldiers and blowing up buildings with C4.
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** Some early weapons retain far more usefulness than their early appearances suggest, however. The supposedly weak pistol is still [[BoomHeadshot an instant kill with a headshot]], so if you're good at nailing those it can carry you through half the game. The flamethrower melts through enemies just as quickly and efficiently in the last level as it does when it's introduced in the second one, as does the chemical sprayer. The sniper rifle never stops being your most effective option against enemies past medium range, and you'll run out of C4 and rockets sooner than you'll run out of things you can (and should) blow up with them.
** Conversely, the series' ReviveKillsZombie rules regarding exposure to and mutation from Tiberium make the wide variety of weapons that use the stuff as their ammo - except for the chem sprayer, which doesn't come much later than the flamethrower - almost entirely useless, since your most abundant ammo source for them are mutants who get healed if you try to shoot them with their own guns.

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** Some early weapons retain far more usefulness than their early appearances suggest, however. The supposedly weak pistol is still [[BoomHeadshot an instant kill with a headshot]], headshot]] on non-[[EliteMooks Black Hand]] mooks, so if you're good at nailing those it can carry you through half the game. The flamethrower melts and chemical sprayer show up two and three missions in respectively, and both melt through enemies just as quickly and efficiently in the last level as it does they do when it's introduced in the second one, as does the chemical sprayer. they're introduced. The sniper rifle never stops being your most effective option against enemies past medium range, and C4 and rockets are introduced early because they're some of your most versatile tools - you'll run out of C4 and rockets them both sooner than you'll run out of things you can (and should) blow up with them.
** Conversely, the series' ReviveKillsZombie rules regarding exposure to and mutation from Tiberium make the wide variety of weapons that use the stuff as their ammo - except for the chem sprayer, which doesn't come much later than the flamethrower - almost entirely useless, useless despite their incredible power, since your most abundant ammo source except for them are the chemical sprayer they only show up once you start fighting mutants who get healed if you try to shoot them with their own guns.
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Merged per TRS


* UnwinnableByMistake: The mission on the Nod cargo ship, like most levels in the game, requires you to find a number of color-coded keycards to proceed through certain doors. One of these doors regularly spits out enemy reinforcements, which allows the player to slip through without the keycard if timed right, usually followed by killing everything behind the door. The problem is that one of the enemies behind this door is the ship's captain, who becomes a mandatory mission target once you pick up the keycard, but since he's already dead if you used the door glitch, it becomes impossible to continue the mission.

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* UnwinnableByMistake: UnintentionallyUnwinnable: The mission on the Nod cargo ship, like most levels in the game, requires you to find a number of color-coded keycards to proceed through certain doors. One of these doors regularly spits out enemy reinforcements, which allows the player to slip through without the keycard if timed right, usually followed by killing everything behind the door. The problem is that one of the enemies behind this door is the ship's captain, who becomes a mandatory mission target once you pick up the keycard, but since he's already dead if you used the door glitch, it becomes impossible to continue the mission.

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* AttackBackfire: Flamethrower Troopers and Chem Warriors NoSell flame and Tiberium weapons, respectively. While they are virtually invulnerable to their own weapons, they are ''extremely'' vulnerable to each others.

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* AttackBackfire: AttackBackfire:
**
Flamethrower Troopers and Chem Warriors NoSell flame and Tiberium weapons, respectively. While they are virtually invulnerable to their own weapons, they are ''extremely'' vulnerable to each others.



* BodyHorror: Tiberium has a tendency to do this to humans. Assuming you survive exposure to Tiberium at all, the best case scenario is you spend the rest of your life as a deformed mutant. In the worst case, you become a horrible blob of flesh and mouths, called a visceroid.

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* BodyHorror: BodyHorror:
**
Tiberium has a tendency to do this to humans. Assuming you survive exposure to Tiberium at all, the best case scenario is you spend the rest of your life as a deformed mutant. In the worst case, you become a horrible blob of flesh and mouths, called a visceroid.



* BondOneLiner: Havoc drops one after emerging from a Nod minisub he stowed away on.
-->'''Nod Soldier''': ''[looking at the sub]'' Impressive. Are they armed?\\

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* BondOneLiner: BondOneLiner:
**
Havoc drops one after emerging from a Nod minisub he stowed away on.
-->'''Nod --->'''Nod Soldier''': ''[looking at the sub]'' Impressive. Are they armed?\\



* DeadlyGas: The Chemical Sprayer used by Chem Warriors and the player. It loads three canisters of toxic waste into a huge squirtgun. Since it uses Tiberium, it's effective against vehicles as well as footsoldiers; the latter of which [[AttackBackfire occasionally mutate into]] [[BlobMonster Visceroids]], [[AttackBackfire who also attack by spraying Tiberium gas.]] Nod Supersoldiers (Initiates, Acolytes, and Templars) also [[FeedItWithFire heal when shot with the weapon.]]

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* DeadlyGas: DeadlyGas:
**
The Chemical Sprayer used by Chem Warriors and the player. It loads three canisters of toxic waste into a huge squirtgun. Since it uses Tiberium, it's effective against vehicles as well as footsoldiers; the latter of which [[AttackBackfire occasionally mutate into]] [[BlobMonster Visceroids]], [[AttackBackfire who also attack by spraying Tiberium gas.]] Nod Supersoldiers (Initiates, Acolytes, and Templars) also [[FeedItWithFire heal when shot with the weapon.]]



* NintendoHard: The game is utterly unforgiving. Even on "Soldier" difficulty (the equivalent of "Normal") the campaign will put you up against hordes of lethally-accurate, heavily-armored enemies. Rocket troopers can one-shot you if they get a direct hit, flamethrower and chemical troops can kill you almost as quick if they get close, and of course vehicles can [[CarFu splatter you if they catch you in the open]]. What's more, the basic enemies can respawn indefinitely as long as there are officers still alive.

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* NintendoHard: NintendoHard:
**
The game is utterly unforgiving. Even on "Soldier" difficulty (the equivalent of "Normal") the campaign will put you up against hordes of lethally-accurate, heavily-armored enemies. Rocket troopers can one-shot you if they get a direct hit, flamethrower and chemical troops can kill you almost as quick if they get close, and of course vehicles can [[CarFu splatter you if they catch you in the open]]. What's more, the basic enemies can respawn indefinitely as long as there are officers still alive.



* YouHaveFailedMe: Raveshaw uses this word-for-word against Sakura when she not only fails to kill Havoc, but is taken hostage by him. He promptly orders Mendoza to "Torch them both".

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* YouHaveFailedMe: YouHaveFailedMe:
**
Raveshaw uses this word-for-word against Sakura when she not only fails to kill Havoc, but is taken hostage by him. He promptly orders Mendoza to "Torch them both".
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* YouHaveFailedMe: Raveshaw uses this word-for-word against Sakura when she not only fails to kill Havoc, but is taken hostage by him. He promptly orders Mendoza to shoot them both.

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* YouHaveFailedMe: Raveshaw uses this word-for-word against Sakura when she not only fails to kill Havoc, but is taken hostage by him. He promptly orders Mendoza to shoot "Torch them both.both".
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* GatlingGood: The bullet-firing ''Condor'' and the [[FrickinLaserBeams laser-firing]] ''Tarantula''.

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* GatlingGood: The bullet-firing ''Condor'' and the [[FrickinLaserBeams [[EnergyWeapon laser-firing]] ''Tarantula''.
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* SimultaneousArcs: All but outright stated to take place during ''VideoGame/CommandAndConquerTiberianDawn''; for one thing, the second level is lifted straight out of ''TD''. The game also climaxes with the Ion Cannon strike of Temple Prime, even though [[SeriesContinuityError that's supposed to be a different temple]].

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* SimultaneousArcs: All but outright stated to take place during ''VideoGame/CommandAndConquerTiberianDawn''; for one thing, the second level is lifted straight out of ''TD''. The game also climaxes with assault on Nod's Cairo base, the Ion Cannon strike infiltration of the Temple Prime, even though [[SeriesContinuityError that's supposed and the presence of both [[spoiler:Seth's preserved corpse and the chamber the netwarriors used to be a different temple]].gain access to GDI's defense network]] implies that the Nod campaign of the original is canon to some degree.
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* DoubleMeaningTitle: [[spoiler:The "Act On Inctinct Remix" refers to that it's a remix of "Act On Instinct" for Raveshaw's fight and that the the Tiberium-based augments done on him has rendered him nothing more than a mindless animal, leaving him to literally act on instinct]].

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* DoubleMeaningTitle: [[spoiler:The [[spoiler:Not officially but many fans listing the soundtrack often retitle the "Act On Inctinct Instinct Remix" refers to that it's a remix of "Act as "Raveshaw's Act On Instinct" for Raveshaw's fight and that the the Tiberium-based augments done on to refer to his mutations rendering him has rendered him nothing more than a mindless animal, brute, leaving him to literally act on instinct]].

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* KillItWithFire: Lighting enemies up is by far the most effective combat strategy in the game: it stunlocks them and deals damage over time (the exception are flame troopers, but with the converse bonus that you get more ammo for your flamethrower from them). Double whammy since both the flamethrower and the laser weapons (the two types of weapons which cause burning) are not bad at all.
** It is especially effective against higher-tier Tiberium mutants carrying the Tiberium Auto-Rifle due to the fact that shooting them with ordinary weapons causes them to flinch and "accidentally" fire the weapon into the ground at their feet, which heals them. However, if they're set on fire, the "on fire" animation causes them to be unable to attack.

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* KillItWithFire: Lighting enemies up is by far the most effective combat strategy in the game: it stunlocks them and deals damage over time (the exception are flame troopers, but with the converse bonus that you get more ammo for your flamethrower from them). Double whammy since both the flamethrower and the laser weapons (the two types of weapons which cause burning) are not bad at all.
**
all. It is especially effective against higher-tier Tiberium mutants carrying the Tiberium Auto-Rifle due to the fact that shooting them with ordinary weapons causes them to flinch and "accidentally" fire the weapon into the ground at their feet, which heals them. However, if they're set on fire, the "on fire" animation causes them to be unable to attack.
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* UnwinnableByMistake: The mission on the Nod cargo ship, like most levels in the game, requires you to find a number of color-coded keycards to proceed through certain doors. One of these doors regularly spits out enemy reinforcements, which allows the player to slip through without the keycard if timed right, usually followed by killing everything behind the door. The problem is that one of the enemies behind this door is the ship's captain, who becomes a mandatory mission target once you pick up the keycard, but since he's already dead if you used the door glitch, it becomes impossible to continue the mission.
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Changed vulnerable to invulnerable.


* AttackBackfire: Flamethrower Troopers and Chem Warriors NoSell flame and Tiberium weapons, respectively. While they are virtually vulnerable to their own weapons, they are ''extremely'' vulnerable to each others.

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* AttackBackfire: Flamethrower Troopers and Chem Warriors NoSell flame and Tiberium weapons, respectively. While they are virtually vulnerable invulnerable to their own weapons, they are ''extremely'' vulnerable to each others.
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** Your character will deliver one upon an infantry kill in ''Renegade X'' depending on who you're playing as.

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** This works the same in ''Renegade X'' but now each character can have several different types of armor that take reduced damage from one type of attack while taking more damage from others. Kevlar reduces bullet damage but is more vulnerable to explosives, Flak armor works vice versa and Lazarus armor, for Stealth Black Hand characters, provides no specific protection, aside from cloaking, and takes the worst damage from electrical attacks like Mobius' Volt Auto-Rifle. Deadeye, Black Hand Snipers, Havoc and Sakura have no specialized armor, instead simply taking slightly reduced damage from all sources. Vehicles now have just one health bar but buildings now have both an armor and health bar, and only the armor can be repaired.

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** This works the same in ''Renegade X'' but now each character can have several different types of armor that take reduced damage from one type of attack while taking more damage from others. Kevlar reduces bullet damage but is more vulnerable to explosives, Flak armor works vice versa and Lazarus armor, for Stealth Black Hand characters, provides no specific protection, aside from cloaking, and takes the worst damage from electrical attacks like Mobius' Volt Auto-Rifle. Auto-Rifle and the stealth generator shorts out when your armor is depleted. Deadeye, Black Hand Snipers, Havoc and Sakura have no specialized armor, instead simply taking slightly reduced damage from all sources.light, generic armor. Vehicles now have just one health bar but buildings now have both an armor and health bar, and only the armor can be repaired.



** Mendoza's fight theme is a remix of ''Fight, Win, Prevail''.
** Heck, even when you fight Sakura's Comanche chopper is a subtle remix of ''Full Stop''.

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** Mendoza's fight cut boss theme is a remix of ''Fight, Win, Prevail''.
** Heck, even when you The fight against Sakura's Comanche chopper is a subtle remix of ''Full Stop''.


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* VeteranUnit: ''Renegade X'' uses a promotion system not unlike the RTS games for each player, offering overall boosts to their stats as they rank up (health, armor, speed, firepower, magazine size and even repair speed with a HealingFactor once you reach Elite and Heroic) and it will apply to vehicles when you drive them. Destruction of enemy structures and harvesters will award veterancy points to the whole team and, much like in the RTS games, crates can also contain random promotions. Finally, players joining the game during the later stages can start as high as Elite depending on how the match is going.
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* DualModeUnit: If you're lucky enough when picking up bonus crates in ''Renegade X'', they might contain three of either side's respective vehicles in ''VideoGame/CommandAndConquerTiberianSun'', One of them being the Nod Tick Tank that, like it's parent game, can deploy with the space bar to burrow itself partway into the ground for additional defense.

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* DualModeUnit: If you're lucky enough when picking up bonus crates in ''Renegade X'', they might contain three of either side's respective vehicles in ''VideoGame/CommandAndConquerTiberianSun'', One of them being the Nod Tick Tank that, like it's its parent game, can deploy with the space bar to burrow itself partway into the ground for additional defense.
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* AttackBackfire: Flamethrower Troopers and Chem Warriors NoSell flame and Tiberium weapons, respectively.

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* AttackBackfire: Flamethrower Troopers and Chem Warriors NoSell flame and Tiberium weapons, respectively. While they are virtually vulnerable to their own weapons, they are ''extremely'' vulnerable to each others.

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As Armor Meter Points has been split, as said in the TLP Crash Rescue thread. Fixing wicks.


* ArmorMeterPoints: The game used a gauge and number for both life (with a hollow gauge filled with a bar that went from green through yellow and to red depending on how high or low your health was) and armor (with a growing row of shields and the exact armor points number on the last one).

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* ArmorMeterPoints: The game used ArmorMeter: There's a gauge and number for both life (with a hollow gauge filled with a bar that went from green through yellow and to red depending on how high or low your health was) and representing armor (with of a growing row of shields and shields, with the exact armor points number of ArmorPoints on the last one).shield.
* ArmorPoints: The ArmorMeter is a set of shield icons, with the precise armor value being numbered on the last one.
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* ArmorMeterPoints: The game used a gauge and number for both life (with a hollow gauge filled with a bar that changed ) and armor (with a growing row of shields and the exact armor points number on the last one).

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* ArmorMeterPoints: The game used a gauge and number for both life (with a hollow gauge filled with a bar that changed ) went from green through yellow and to red depending on how high or low your health was) and armor (with a growing row of shields and the exact armor points number on the last one).

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* AntiFrustrationFeatures: The game has a pretty innovative system where the items enemies drop is determined by your character's status. If you're low on health, they tend to drop health, if you're low on armor, they tend to drop armor, and if you're low on ammo they tend to drop ammo.

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* AntiFrustrationFeatures: The game has a pretty innovative an innovative-for-its-day system where the items enemies drop is determined by your character's status. If status: if you're low on health, they tend to drop health, if you're low on armor, they tend to drop armor, and if you're low on ammo they tend to drop ammo.their gun.



* ArmorMeterPoints: The game used a gauge and number for both life (with a hollow gauge filling with green) and armor (with a growing row of shields and the exact armor points number on the last one).

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* ArmorMeterPoints: The game used a gauge and number for both life (with a hollow gauge filling filled with green) a bar that changed ) and armor (with a growing row of shields and the exact armor points number on the last one).



** In Raveshaw's mansion, two Nod soldiers can be overheard talking about Raveshaw's [[MagneticWeapons Railgun Rifle]], a weapon which was since removed from the level (it only appears in multiplayer for players who choose to play as Raveshaw). When the player gets to the spot they were talking about (it's also hinted at on the loading screen[[note]]The key to knowledge can be found in books.[[/note]]) they will find four laser rifles instead.

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** In Raveshaw's mansion, two Nod soldiers can be overheard talking about Raveshaw's [[MagneticWeapons Railgun Rifle]], a weapon which was since removed from the level (it only appears in multiplayer for players who choose to play as Raveshaw). When the player gets to the spot they were talking about (it's also hinted at on the loading screen[[note]]The screen[[note]]"The key to knowledge can be found in books.[[/note]]) "[[/note]]) they will find four laser rifles instead.



* ArtisticLicenseMilitary: Locke says he's a brigadier general, but he has four stars (Brigadiers have one)

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* ArtisticLicenseMilitary: Locke says he's a brigadier general, but he has four stars (Brigadiers have one)stars, which should make him just a general (brigadier generals are one-star).



** Tiberium weapons occasionally mutate enemies into Visceroids.
*** They also heal said mutant; and the SuperSoldiers Nod is working on.

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** Tiberium weapons occasionally mutate enemies into Visceroids.
***
Visceroids. They also heal said mutant; mutant, and the SuperSoldiers Nod is working on.



* BilingualBonus: In the 'Deadly Reunion' mission, one optional objective tasks you with rescuing the resistance leader, Babushka. Babushka is Russian for grandmother.
* BodyArmorAsHitPoints: Uses a dual-bar system, one for armor plates, the other for plain old HP. This system is for both Havoc on foot and for his vehicles.
** This works the same in ''Renegade X'' but now each character can have several different types of armor that take reduced damage from one type of attack while taking more damage from others. Kevlar reduces bullet damage but is more vulnerable to explosives, Flak armor works vice versa and Lazarus armor, for Stealth Black Hand characters, provides no specific protection, aside from cloaking, and takes the worst damage from electrical attacks like Mobius' Volt Auto-Rifle and while Deadeye, Black Hand Snipers, Havoc and Sakura have no specialized armor, they still have an armor meter. Vehicles now have just one health bar but buildings now have both an armor and health bar, only the armor can be repaired but not the health.

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* BilingualBonus: In the 'Deadly Reunion' mission, one optional objective tasks you with rescuing the resistance leader, Babushka. Babushka "Babushka" is Russian for grandmother.
* BodyArmorAsHitPoints: Uses BodyArmorAsHitPoints:
** The game uses
a dual-bar system, one for armor plates, the other for plain old HP.HP, and with very rare exceptions, until your armor is depleted nothing is touching your health. This system is for both Havoc on foot and for his vehicles.
** This works the same in ''Renegade X'' but now each character can have several different types of armor that take reduced damage from one type of attack while taking more damage from others. Kevlar reduces bullet damage but is more vulnerable to explosives, Flak armor works vice versa and Lazarus armor, for Stealth Black Hand characters, provides no specific protection, aside from cloaking, and takes the worst damage from electrical attacks like Mobius' Volt Auto-Rifle and while Auto-Rifle. Deadeye, Black Hand Snipers, Havoc and Sakura have no specialized armor, they still have an armor meter. instead simply taking slightly reduced damage from all sources. Vehicles now have just one health bar but buildings now have both an armor and health bar, and only the armor can be repaired but not the health.repaired.



-->'''Nod Soldier''': ''[looking at the sub]'' Impressive. Is it armed?\\

to:

-->'''Nod Soldier''': ''[looking at the sub]'' Impressive. Is it Are they armed?\\



** As much as a ZergRush counts as a boss, the finale for "Deadly Reunion" is set to a remix of ''In the Line of Fire''.

to:

** As much as a ZergRush of several infantry and vehicles counts as a boss, the finale for "Deadly Reunion" is set to a remix of ''In the Line of Fire''.



** The map "Crash Site" in ''Renegade X'' gives us the same ship from ''VideoGame/CommandAndConquerTiberianSun'' for indoor combat, complete with a blue Tiberium crystal on display or a hologram of the Tacitus. Thanks to the [=UnREAL=] engine, the ship has a rather unsettling atmosphere.

to:

** The map "Crash Site" in ''Renegade X'' gives us the same ship from ''VideoGame/CommandAndConquerTiberianSun'' for indoor combat, complete with a blue Tiberium crystal on display or a hologram of the Tacitus. Thanks to the [=UnREAL=] Unreal engine, the ship has a rather unsettling atmosphere.



* {{Expy}}: The standard assault rifle is basically the [[Film/{{Aliens}} M41A pulse rifle]], minus a working grenade launcher. It even has the same ridiculous 100-round magazine capacity.

to:

* {{Expy}}: The standard assault rifle is basically the [[Film/{{Aliens}} M41A pulse rifle]], minus a working grenade launcher. It even has the same ridiculous 100-round magazine capacity.capacity, though with a much-enlarged magazine.



* FakeBalance: The multiplayer was balanced in that GDI and Nod each had an approximately equal chance of winning a given match. Other than that, you had infantry which were only worth a damn fighting other infantry, matches that devolved into neverending reverse tug-of-war tank battles due to the repair mechanics, {{hitscan}} snipers who could kill with 1-3 bodyshots, and so on. Ironically, it's been observed that this actually translated the RTS series quite well, given that tank rushes have been at the heart of it for years.

to:

* FakeBalance: The multiplayer was balanced in that GDI and Nod each had an approximately equal chance of winning a given match. Other than that, you had infantry which were only worth a damn fighting other infantry, matches that devolved into neverending reverse tug-of-war tank battles due to the repair mechanics, {{hitscan}} snipers who could kill with 1-3 bodyshots, and so on. It even fails at the most basic form of game balance, in that the basic rifle does two more points of damage in the hands of GDI characters than it does for Nod ones, which isn't much per-bullet (the GDI rifle only does 7 damage per shot) but makes a difference across the entire magazine. Ironically, it's been observed that this actually translated the RTS series quite well, given that tank rushes have been at the heart of it for years.



* SimultaneousArcs: Heavily implied to take place during ''VideoGame/CommandAndConquerTiberianDawn.'' For one thing, the second level is lifted straight out of ''TD''. The game also climaxes with the Ion Cannon strike of Temple Prime.

to:

* SimultaneousArcs: Heavily implied All but outright stated to take place during ''VideoGame/CommandAndConquerTiberianDawn.'' For ''VideoGame/CommandAndConquerTiberianDawn''; for one thing, the second level is lifted straight out of ''TD''. The game also climaxes with the Ion Cannon strike of Temple Prime.Prime, even though [[SeriesContinuityError that's supposed to be a different temple]].



** Some early weapons retain far more usefulness than their early appearances suggest, however. The supposedly weak pistol is still [[BoomHeadshot an instant kill with a headshot]], so if you're good at nailing those it can carry you through half the game. The flamethrower melts through enemies just as quickly and efficiently in the last level as it does when it's introduced in the second one, as does the chemical sprayer. The sniper rifle never stops being your most effective option against enemies past medium range, and you'll run out of C4 and rockets sooner than you'll run out of things you can blow up with them.

to:

** Some early weapons retain far more usefulness than their early appearances suggest, however. The supposedly weak pistol is still [[BoomHeadshot an instant kill with a headshot]], so if you're good at nailing those it can carry you through half the game. The flamethrower melts through enemies just as quickly and efficiently in the last level as it does when it's introduced in the second one, as does the chemical sprayer. The sniper rifle never stops being your most effective option against enemies past medium range, and you'll run out of C4 and rockets sooner than you'll run out of things you can (and should) blow up with them.



* ThisIsGonnaSuck: When Sakura appears in a RAH-66 Comanche helicopter after she got kicked out of a plane that Havoc is hijacking, blows him a kiss, then proceeds to shoot him down.

to:

* ThisIsGonnaSuck: When Sakura appears in a an RAH-66 Comanche helicopter after she got kicked out of a plane that Havoc is hijacking, blows him a kiss, then proceeds to shoot him down.



** Crossed with AwesomeButImpractical. You come across multiple [[KillSat Ion Cannon]] beacons and a single [[NukeEm Nod Nuclear Strike beacon]], but they're overkill (and inaccurate) against mobile targets and they lack the area of effect to take out more than a single building, most of which can easily be taken out from the inside. Getting close enough for an assured kill by the strike involves getting inside the building, at which point you are a relatively short walk away from the building's [[AttackItsWeakPoint Master Control Terminal, which means you can destroy it with a single C4 charge]]. To boot, you only come across the nuclear strike beacon near the end of the mission right before [[spoiler: you get captured and all your gear is taken away, so you have no reason not to use it]]. Unfortunately, the only real target left at that point is a Nod Obelisk, so getting close is nearly impossible.

to:

** Crossed with AwesomeButImpractical. You come across multiple [[KillSat Ion Cannon]] beacons and a single [[NukeEm Nod Nuclear Strike beacon]], but they're overkill (and inaccurate) against mobile targets and they lack the area of effect to take out more than a single building, most of which can easily be taken out from the inside. Getting close enough for an assured kill by the strike involves getting inside the building, at which point you are a relatively short walk away from the building's [[AttackItsWeakPoint Master Control Terminal, which means you can [[AttackItsWeakPoint destroy it with a single C4 charge]]. To boot, you only come across the nuclear strike beacon near the end of the mission right before [[spoiler: you [[spoiler:you get captured and all your gear is taken away, so you have no reason not to use it]]. Unfortunately, the only real target left at that point is a Nod Obelisk, so getting close is nearly impossible.



* VideoGameFlamethrowersSuck: Averted. The flamethrower in this game, while short-ranged, is quite ammo efficient, fairly ubiquitous due to the enemies that use them showing up early and decently often, powerful enough to even destroy tanks and light helicopters, and capable of stunlocking almost every infantry type in the game.

to:

* VideoGameFlamethrowersSuck: Averted. The flamethrower in this game, while short-ranged, is quite ammo efficient, fairly ubiquitous due to the enemies that use them showing up early and decently often, powerful enough to even destroy tanks and light helicopters, and capable of stunlocking almost every infantry type in the game. It's only outclassed ''much'' later in the game when laser weaponry shows up that does most of what it does (dealing high damage and stunlocking infantry) at longer ranges, and even then the flamethrower is still a good fallback for large groups (since you can wash the flames over several people at once).

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