

Command & Conquer 4: Tiberian Twilight brings the Tiberium saga to a close. It is the year 2062. The alien crystal behind decades of war between the Global Defense Initiative and the Brotherhood of Nod is close to making Earth uninhabitable. Then Kane, Nod’s prophetic leader, comes out of seclusion with a message for GDI: he has developed a system that could control Tiberium and harness its power. What follows is the final chapter of a story that began with the original Command & Conquer in 1995.
Tiberian Twilight is built to answer questions the series spent fifteen years raising. Kane is at the center of it. Joe Kucan plays him once again in the live-action cutscenes that have defined Command & Conquer from the start, and this time his long game plays out in full. You can follow the story from either side, with separate GDI and Nod campaigns that show how each faction faces the end of the Tiberium era and what Kane intends to do with it.
For this final entry, EA Los Angeles set aside traditional base building and resource harvesting. In their place is the Crawler, an all-in-one mobile base that produces your forces and can pack up and redeploy across the battlefield. Your headquarters moves with the fight instead of anchoring you to one corner of the map. Every Crawler you deploy for GDI or Nod belongs to one of three classes:
If your Crawler is destroyed, or you choose to self-destruct it, you can return as a different class. That lets you change your whole approach mid-battle as the fight develops.
Tiberian Twilight rewards aggression. The more enemies you destroy, the more experience points you earn, and that experience upgrades your faction and unlocks powerful new units and weapons. Progress belongs to your faction rather than to a single mission, so every battle adds to the army you bring into the next one, and each class’s roster grows as you rank up.
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