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Command & Conquer 4 - Standard Edition

Platform : Windows Vista, Windows XP
Rated: Teen
2.6 out of 5 stars 8 customer reviews

List Price: CDN$ 19.99
Price: CDN$ 12.02
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  • Sign on for 5-on-5, online objective based battles which also features an all-new party system that lets you move with your party of friends from one online battle to the next.
  • Kane returns in the thrilling conclusion to one of gaming's longest running storylines, told through gritty live-action cinematics. Choose to take on the campaign solo or team up with a friend and play cooperatively.
  • An RPG-like experience point system based on the number and quality of units destroyed. This allows for leveling up to unlock new units, powers, and upgrades to make your army more powerful.
  • The massive, mobile, all-in-one base, The Crawler, that lets you pack up and move your base with your army for a new layer of strategic depth never experienced in a C&C game.
  • A class-based orientation within factions (offensive, defensive and support), each with its own specialized units and powers, allowing for more strategic and combative options that match your play style of choice.
11 new from CDN$ 12.02 2 used from CDN$ 9.95


Game Information

  • Platform:   Windows Vista / XP
  • ESRB Rating: Teen Teen
  • Media: Video Game
  • Item Quantity: 1

Product Details

  • ASIN: B002NIP6X8
  • Product Dimensions: 19 x 13.7 x 1.3 cm ; 136 g
  • Release Date: March 16 2010
  • Average Customer Review: 2.6 out of 5 stars 8 customer reviews
  • Amazon Bestsellers Rank: #9,229 in Computer and Video Games (See Top 100 in Computer and Video Games)
  • Discontinued by manufacturer: Yes
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Product Description

In the year 2062, humanity found itself on the brink of extinction. Tiberium, the mysterious, alien crystalline structure that infested Earth for decades and caused years of relentless conflict between the Global Defense Initiative (GDI) and the Brotherhood of Nod, was close to rendering the planet uninhabitable. In the midst of this crisis, Kane, Nod’s prophetic leader, emerged from seclusion to deliver GDI the message that he had developed a system that could control Tiberium and harness its power. But he could not build this “Tiberium Control Network” without GDI’s cooperation. Thus, the two opposing factions—GDI and Nod—found themselves in a desperate and unlikely alliance to stop Tiberium from extinguishing mankind. Now, after 15 years, the network is nearly complete. Tiberium is under strict control and our revitalized planet is on the cusp of a new age of prosperity and progress. It is only now that the world’s citizens begin to seriously ponder why Kane chose to help, and what he will want in return. These questions and more lead to the dramatic final act of the Tiberium saga.


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2.6 out of 5 stars
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By NeuroSplicer HALL OF FAMETOP 100 REVIEWER on March 16 2010
It is always sad when a great historic game franchise comes to the end of its road. But it is depressingly saddening to watch it do so in this condition.

KANE IN DISNEYLAND?
The graphics are laughable. True, EA has been steering the C&C franchise towards the ...cartoon direction ever since the RED ALERT 3 installment. But the RED ALERT series had always been more playful. Even so, what was barely palatable for a RED ALERT game is outright insulting for a TIBERIUM one.
If his tanks could still run-over infantry units, have no doubt, he would hunt down whoever did this to him.
Because, you cannot mock Kane and avoid having your lungs infused with Tiberium fumes!

MORE UNITS? PLEASE WAIT BEHIND THE YELLOW LINE. FOREVER.
One of the most annoying features of the new C&C4 is the units cap. You cannot produce more units above a (very low) number. Upgrading your tech-tree with such a unit cap in place means you have to kill and replace most of your units - and make painful decisions as some units are more equal than others. It feels like having to deal with a (small) Diablo-like inventory: whatever does not fit within the grid must be left behind to rot.
And to add insult to injury, extra units are bestowed with a dropper. A tiny one.
This cap reeks of one thing: an attempt to turn this series into a Massively Multiplayer Online Game (fewer units means less lag). And no one seems to care that this took away one of the most fun tactics in a C&C game: tank rushing.

SORRY, ALL OF OUR TIBERIUM-HARVESTERS HAVE BEEN RECALLED. WOULD YOU CARE FOR A SENSIBLE COMPACT?
A COMMAND & CONQUER game without harvesting? It could be an RTS game of any name (and there have been baseless RTS games before), why did it have to be a C&C game?
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This game has horrible DRM, it requires a constant internet connection. If anything interrupts your internet connection the game quits automatically and you loose all your progress in that map. Absolutely not worth it. Considering many consumer routers and ISP's are rather unreliable this makes the game almost impossible to play for many people.
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Command and Conquer has always been a big part of my life as a gamer. I started small - building armies and getting wrecked in C&C Tiberian Dawn on the Nintendo 64; unable to complete any single campaign yet managing to beat some of the most difficult Spec Ops level. Fast forward to 2000's; and a friend introduces me to Generals. I love it. I sink hundreds of house into the game; playing online constantly. Years later I continue to sink my teeth into installment after installment of C&C - even going back to play games in the franchise I missed and loving every minute of it. C&C3 and RA3 are two of the best RTS games I've ever played.

When you establish a series like Command and Conquer there's usually a defining trait to the game - something specific to the genre that brings you back to it. Call Of Duty has it's terrorists and World War 2's; Halo has it's shields; it's aliens and men suited up in combat suits. Imagine removing one of those defining traits from it and it's no longer the same. Which isn't bad - if you were buying continuations of that series for just exactly that: more of the same.

The biggest problem C&C4 suffers from is just that - they removed the key component to the game: base building. You now move around with a mobile CRAWLER that can be used defensively or offensively as needed. It produces all your units. The defense crawlers can build a handful of turrets. Not only that, they went further; they removed the previous combat system: men armed with rockets could easily dispatch tanks - from cover, or in mass. However the tanks could run them over and deliver heavy losses. Even anti-infantry vehicles would think twice about engaging a mass of infantry men - after all, replacing troops is expensive and time consuming.
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i bought this game, and after reading the reviews for it ( both consumer and game ) i took it back with out opening it.

EA should go back to the drawing board and redo this game.. i HOPE its the worst selling C&C game in the C&C universe.

" Considering many consumer routers and ISP's are rather unreliable "
this i don't agree with, my router and ISP are quite reliable, so this part doesn't worry me.. its the WHOLE game...

NO harvesters and NO base building ?? WHAT was EA thinking ?? thats the MAIN aspect of C&C..

nice job killing a franchise EA... whats next ? Need For speed ??
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