Video Game: Command & Conquer 3: Tiberium Wars
C&C 3: Tiberium Wars
(EA LA, 2007) is the third installment of the Command & Conquer: Tiberian Series
Set seventeen years after its predecessor, Tiberian Sun
in a starkly stratified world. GDI has succeeded in containing Tiberium in areas dubbed Blue Zones, which are bastions of civilization and relative paradises compared to the rest of the planet. Yellow Zones are lawless wastelands where daily life is a struggle and Nod is seen as the last hope of the common man. Red Zones, meanwhile, have been wholly xenoformed by Tiberium and are stormwracked hells lethal to humans. Kane reemerges once more to launch a surprise attack on a complacent GDI, whose retaliation has an unintended side effect - an alien race called the Scrin suddenly invades, seeking to harvest Earth's Tiberium bounty. The aliens are narrowly driven off, while Kane succeeds in his plan to acquire their technology.
An Expansion Pack
, Kane's Wrath, introduced sub-factions to the three sides and had a Nod-centric campaign telling the story between Firestorm and Tiberium Wars, and what came after. It also details Kane's reacquisition of the Tacitus artifact from GDI, who had taken possession of it in Tiberian Sun.Please note that this page is for tropes that feature in this game and its expansion only. Please add tropes relating to other games as well on the main Tiberian Series page.
This game contains examples of:
- Action Bomb: Fanatics - suicide bombers used by Nod.
- Airstrip One: The world, since it's been divided into "Blue", "Yellow" and "Red" zones.
- Alien Invasion: Invoked by Kane with the Scrin. Except it's not really an invasion, but they try to make it look like one, to divert attention from their mining operations. Kane is aware of this, and they are not aware that they have been brought to earth earlier than they planned.
- Aliens Steal Cable: The Scrin use a satellite news broadcast to learn English; it takes them less than 10 seconds. It comes in mighty handy when they come across a classified transmission by Kane, explaining his scheme.
- Arbitrary Headcount Limit: The Xbox port has a command point limit. The only example in the whole series until Command and Conquer 4.
- Attack Drone/Mecha-Mooks: The Scrin "army" (actually an escort for the mining fleet) seems to be composed of automated troops commanded by Scrin Foremen in spaceborne Motherships. All of their units and even their buildings immediately shutdown and decompose once their Relay Node is destroyed.
- Attention Deficit... Ooh, Shiny!: GDI Harvesters, although equipped with machine guns, will abandon all offensive commands when faced with even a small deposit of shiny tiberium crystals
- Awesome, yet Impractical: The Titan and Wolverine Mechs and Powered Armor, which is why GDI went back to tanks and jeeps in this game.
- Book Ends: In his introduction, Ajay states how much he envies your position. In his final scene, he states he does not envy you anymore.
- Bread and Circuses: Nod for the people in the yellow zones in Tiberium Wars. Overlaps with Villain with Good Publicity.
- Bittersweet Ending: If GDI deploys the Liquid Tiberium bomb they end up repelling the Scrin but twenty five million people are killed by the chain reaction.
- Bug War: The Scrin are the bug race of the three factions in the game, since their army is made of robotic/biological insectoid units. They came here not to consume us but to turn the planet to a source of Tiberium, which is vital for them. It is the Tiberium itself that would have consumed us. They didn't see Kane coming, though...
- Continuity Nod: GDI's mechas from Tiberian Sun make a return in the expansion, now fielded by one of the subfactions. This is justified by the timeline, as Kane's Wrath first act is chronologically a prequel to Tiberian Wars.
- "A TITAN?! I haven't seen one of those since Tib War 2!" - Kane's Wrath, Nod Militant
- Crapsack World: Tiberium's effect on the Earth are so damaging that by 2047, 20% of Earth surface is uninhabitable to humans, and most of it remains dangerous to humans. However, the game actually plays quite a bit with this trope. The Yellow Zones, comprising 50% of the Earth's surface, play this pretty straight, being heavily contaminated with Tiberium. However, the few Nod cities, all in the Yellow Zones, seem to be full-one Crystal Spires and Togas, with lots of knee-high fog, ominous red lighting, and polished black surfaces. The Red Zones actually avert this, since those areas are outright death worlds. The Blue Zones completely avert it, being almost utopic, having the crystal spires but not the togas. In Blue Zones, people have life expectancies over 100 years, incredibly high standards of living, full employment, virtually no crime, spotless cities, pristine forests and other wildlands, routine spaceflight, and quantum computers, all powered by Tiberium.
- Didn't See That Coming: In Kane's Wrath, Kane's reaction when Alexa says she set up Kilian Qatar is genuine surprise.
- Et Tu, Brute?: In the Nod campaign mission "The Defense of Temple Prime", the Nod Commander was betrayed by the Nod dissidents.
- Family-Friendly Firearms: As a result of continuity error in the novelization: suddenly, Nod grunts are using laser rifles!
- The Hypnotoad: Scrin Masterminds and their advanced Traveler-59 cousins, the Prodigies.
- Hollywood Science: in the novelization of Tiberium Wars, radioactive rainwater kills plants and trees within minutes while leaving the rest of the landscape, including the people who live in the area, unaffected. Radiation does not work that way.
- Humans Are Warriors: Why the harvesting operation goes bad for the Scrin in Wars. While it's true that the Scrin's "invasion" was actually just a mining operation that harvests Tiberium-infested planets when all the inhabitants are dead, they still view humanity as "warlike to the extreme" and a major threat to the survival of their entire race.
- Humongous Mecha: GDI's Juggernaut, Nod's Avatar and Scrin's Tripod, straight out of The War of the Worlds. The base game explains Tiberian Suns' mechas were too vulnerable to commando's sabotages and were discontinued (some return in the expansion). These sabotages are possible in-game , and an engineer can recover fallen units.
- Look on My Works, Ye Mighty, and Despair!: GDI soldiers' lamentations while the Scrin raze Munich to the ground.
GDI Soldier: And we thought we were alone in the universe! Oh, the hubris!
- Mythology Gag: The GDI campaign has many homages to the Soviet Campaign from Red Alert 2, including a first mission involving the Pentagon and a virtually identical opening to the second mission.
- Monumental Damage: The Scrin mission in London has the destruction of The Big Ben and of The Houses of Parliament, precisely because they are significant to the humans. After all, the Scrin campaign mentions that the Foreman needs to distract the human factions so that at least ONE Scrin Tower can be completed.
- Never My Fault: A particularly amusing example in the beginning of the Tiberium Wars Nod campaign, where Killian goes on and on about how wonderful the Brotherhood is for spreading Tiberium to those who needed it most... before bitching out GDI for leaving them with all the Tiberium-infected territory. Someone never took lessons on cause and effect, it seems.
- Nice Job Breaking It, Hero:
- Boyle ordering the use of the ion cannon on Temple Prime, which was exactly what Kane was goading him into doing.
- The player character, if he decides to use the liquid tiberium bomb at the end of the game.
- The Scrin Foreman's rather ill-judged attacks.
- No Campaign for the Wicked: Averted; both GDI and Nod have playable campaigns. No Canon for the Wicked is similarly averted, as both campaigns are canon and occur within the relatively same timeframe. There's also an unlockable Scrin campaign for when you've finished those two. Inverted in Kane's Wrath: The bad guys are the only campaign available.
- Novelization: There is one , but it's full of Hollywood Tactics and other artistic license. Thankfully, there is one Fan Fic author trying to fix that.
- Peace Through Superior Firepower:
- GDI just prior to Tiberium Wars. They have dozens, if not hundreds, of ion cannons orbiting the Earth, ready to blow any baddies off the face of the planet. And that's not counting their nigh-indestructible railgun-armed Mammoth tanks.
- Also, this is one of Nod's Badass Creeds since the series started...
- Renegade Splinter Faction: Following the events of Firestorm, the Brotherhood is broken into various factions (again). In Kane's Wrath, we see the Marcion-led Black Hand, who turns takes the Church Militant aspects of the group to the forefront.
- Starfish Aliens: The Scrin. So alien in fact, that we don't even know how they look like. All we get is the shimmering, cephalopoidal avatar of the Supervisor during his Warp-Link transmissions.
- Sufficiently Advanced Technology: Lampshaded by one GDI soldier during the Berne mission, when the Scrin's defenses are first seen.
GDI Soldier 1: What the hell is that?!
GDI Soldier 2: Looks like some kind of localized ion storm.
GDI Soldier 1: But that's impossible!
GDI Soldier 2: Tell that to the aliens!
- Suicide Attack: Nod Fanatics are suicide bombers hopped up on Tiberium infusions and religious zeal.
- The Dev Team Thinks of Everything: Every single infantry unit keeps using the same quotes no matter how many men they loose, except for the sniper team. If the sniper dies, the spotter has an entire unique set of quotes.
- Third Is 3D: Tiberium Wars makes the Video Game 3D Leap for the RTS saga, evolving the Game Engine (Westwood3D aka SAGE) created for Emperor: Battle for Dune.
- Title Drop: Kane's Wrath has Kane title dropping two of the missions, "Persuade Him" and "A Grand Gesture".
- Tomato Surprise: The person Kane was talking to in Kane's Wrath is a computer AI.
- Tuckerization: One of the maps, "Black's Big Battle", is likely named for multiplayer designer Greg Black. Ingame art shows a soldier with the nametag "Vessella", a reference to associate producer Jim Vessella.
- Useless Useful Spell: The Nod Avatar's scavenge ability, which destroys a friendly or enemy unit to get an upgrade, too bad the upgrades are woefully underpowered.
- Villainous Breakdown: Kane after Sarajevo - "How could my own brothers believe that what transpired at the Temple Prime did not unfold exactly as I had planned. Of course I could not have planned for an ambush BY MY OWN FORCES!"
- Villain with Good Publicity: Nod, in the yellow zones at least.
- Washington D.C. Invasion: The first act of the GDI campaign is kicking the Nod invasion back out of the city, starting with the Siege of the Pentagon.
- Best part? The first act of the Nod campaign (unlocked by beating Act I of GDI's campaign) is the Nod invasion of DC!
- We Have Reserves: After that it was clear that the Scrin were fooled by Kane to attack Earth, Their leader Overlord wanted more information about him, at the expense of the portals of the Scrin towers for the invading forces. When the Scrin AI pointed this out, The Supervisor, Overlord's representative, tells her that the invading forces was "expendable" and commands Foreman to spend more time on finding researches about Kane and less time on defending the towers.
- What Could Have Been: The game that ultimately became Tiberium Wars was originally started by Westwood Studios before EA dissolved it. The original plans included The Forgotten (humans mutated by Tiberium) and CABAL (the Big Bad from Tiberian Sun) as playable factions, and was directly connected to the Command & Conquer: Red Alert Series, in that there were plans for a mission to take place at Area 52 which would have included a Chrono Sphere and and Yuri in Stasis. As a result of the attack, Yuri would have been sent back in time and was to be the cause of Red Alert 2.
- What the Hell, Hero?: If you use the liquid Tiberium bomb in the last GDI mission in Tiberium Wars, you end up killing over twenty million people. Granger immediately calls you out on it and accuses you of being a war criminal.