Follow TV Tropes

Following

History VideoGame / CommandAndConquerTiberianDawn

Go To

OR

Is there an issue? Send a MessageReason:
None


** The EVA is also missing a handful of lines from later games, perhaps most notably in that it refers to training infantry as "building" just like all other production, another thing which even ''Red Alert'' fixed - this one being so memetic that even the ''Remastered Collection'' didn't fix it. "Establishing battlefield control, standby" at the beginning of a mission would also not be implemented until ''Tiberian Sun''.

to:

** The EVA is also missing a handful of lines from later games, perhaps most notably in that it refers to training infantry as "building" just like all other production, another thing which even ''Red Alert'' fixed - this one being so memetic that even the ''Remastered Collection'' didn't fix it.it, despite bringing back EVA's actress to rerecord all her lines. "Establishing battlefield control, standby" at the beginning of a mission would also not be implemented until ''Tiberian Sun''.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


* DespairEventHorizon: At the beginning of GDI mission 12, you're treated to some disturbing imagery of the effects and death toll of tiberium in the world. The real icing on the cake, though, is Dr. Mobius's grim press conference revealing the danger that tiberium poses to humanity:

to:

* DespairEventHorizon: At the beginning of GDI mission 12, you're treated to some disturbing imagery of the effects and death toll of tiberium Tiberium in the world. The real icing on the cake, though, is Dr. Mobius's grim press conference revealing the danger that tiberium Tiberium poses to humanity:
Is there an issue? Send a MessageReason:


** Another cheap tactic is to use the "wall trick" which involves building sandbags all the way to the enemy's base and then closing it off with Concrete Walls. AI Harvesters won't be able to get by (even sandbags will block them) so they will quickly be starved of resources. This became so well known that it was intentionally left in for the remaster.

to:

** Another cheap tactic is to use the "wall trick" which involves building sandbags all the way to the enemy's base and then closing it off with Concrete Walls. AI Harvesters won't be able to get by (even sandbags will block them) so they will quickly be starved of resources. This became so well known that [[AscendedGlitch it was intentionally left in for the remaster.remaster]].
Is there an issue? Send a MessageReason:
None


Shortly before the release of the ''Remastered Collection'', EA released the source code for this game and ''Red Alert'' under [[UsefulNotes/FreeLibreOpenSourceSoftware GPL 3.0]].

to:

Shortly before the release of the ''Remastered Collection'', EA released the source code for this game and ''Red Alert'' under [[UsefulNotes/FreeLibreOpenSourceSoftware [[MediaNotes/FreeLibreOpenSourceSoftware GPL 3.0]].
Is there an issue? Send a MessageReason:
like I just said, Nod is not an acronym, it is not all-caps


** NOD has the Apache, an anti-infantry gunship than can only be built in skirmish and multiplayer modes.

to:

** NOD Nod has the Apache, an anti-infantry gunship than can only be built in skirmish and multiplayer modes.

Added: 297

Changed: 189

Is there an issue? Send a MessageReason:
None


* DeathFromAbove: GDI has the [[KillSat Ion Cannon]], can call A-10 airstrikes, and build Orca VTOL attack fighters. Several Nod missions are meant to counter, steal or reverse this hardly-checked advantage.

to:

* DeathFromAbove: DeathFromAbove:
**
GDI has the [[KillSat Ion Cannon]], can call A-10 airstrikes, and build Orca VTOL attack fighters. Several Nod missions are meant to counter, steal or reverse this hardly-checked advantage.advantage.
** NOD has the Apache, an anti-infantry gunship than can only be built in skirmish and multiplayer modes.
Is there an issue? Send a MessageReason:
None


* CosmeticallyDifferentSides: Zigzagged. While basic units (Minigunners, Engineers, Harvesters...) are identical and almost all unique buildings have functional equivalents, FactionCalculus is present, in a stark contrast with its main rival of the time, ''Videogame/WarCraft I'' and ''II'' - more advanced infantry and armored vehicles are side-dependent, though gaining access to the enemy's units requires only a single Engineer. It's also a rare example of the good guys being the Powerhouse and the villains being Subversive, as GDI relies on heavy, conventional platforms to steamroll the enemy in a straight-up fight, while Nod relies on light skirmishers and experimental weapons for hit-and-run tactics and taking out targets of opportunity before the enemy can react.

to:

* CosmeticallyDifferentSides: Zigzagged. While basic units (Minigunners, Engineers, Harvesters...) are identical and almost all unique buildings have functional equivalents, FactionCalculus is present, in a stark contrast with its main rival of the time, ''Videogame/WarCraft I'' and ''II'' - more advanced infantry and almost all armored vehicles are side-dependent, often functioning noticeably different from their equivalents (e.g. GDI grenadiers versus Nod flame troops), though gaining access all you need to the enemy's start producing enemy units requires only is a single Engineer. It's also Engineer into the requisite building. Also, in stark contrast to its main rival of the time, ''VideoGame/WarCraft I'' and ''II'', FactionCalculus is present, complete with a rare example of the good guys being the Powerhouse and the villains being Subversive, as GDI (GDI relies on heavy, conventional weapons platforms to steamroll the enemy in a straight-up fight, while Nod fight) and the villains being the Subversive (Nod relies on light skirmishers and experimental weapons for hit-and-run tactics and taking out targets of opportunity before the enemy can react.react).
Is there an issue? Send a MessageReason:
Nod is not an acronym


* RiskStyleMap: The Commander can choose the missions in two separate continents depending on your side, Africa for NOD, Europe for GDI. The map is simply an artificial facade of a CampaignTree, but you can see other areas on the map being contested or conquered by the factions.

to:

* RiskStyleMap: The Commander can choose the missions in two separate continents depending on your side, Africa for NOD, Nod, Europe for GDI. The map is simply an artificial facade of a CampaignTree, but you can see other areas on the map being contested or conquered by the factions.



* VersionExclusiveContent: Both the Playstation 1 and the Nintendo 64 versions of the game came with sets of unique missions - the Special Operations - that could be activated from the main menu of each respective version: the [=PS1=] version came with six of them (3 for the GDI, 2 for Nod + the SecretLevel [=PATSUX=] - aka the one where you start with a dozen Commandos and Laser Orcas) while the Nintendo 64 version came with 4 of them (2 for GDI and 2 for Nod). These were eventually recreated for the PC version of the game and included in the unofficial patch 1.06, before the ''Remastered Collection'' included them officially. For ''Remastered Collection'' players: [=PS1=] Spec Ops = '97 Spec Ops; [=N64=] Spec Ops = '99 Spec Ops; [=PATSUX=] = [[L33tL1ng0 S3cr3t M1ss1on]]
* VideoGameFlamethrowersSuck: While individual flamethrower infantry can be useful, they do not work well in groups. Their attack is small short-range attack, which can hit friendly targets within the same group of five infantry simply by being on the back ranks.

to:

* VersionExclusiveContent: Both the Playstation 1 and the Nintendo 64 versions of the game came with sets of unique missions - the Special Operations - that could be activated from the main menu of each respective version: the [=PS1=] version came with six of them (3 for the GDI, 2 for Nod + and the SecretLevel [=PATSUX=] - aka the one where you start with a dozen Commandos and Laser Orcas) while the Nintendo 64 version came with 4 of them (2 for GDI and 2 for Nod). These were eventually recreated for the PC version of the game and included in the unofficial patch 1.06, before the ''Remastered Collection'' included them officially. For ''Remastered Collection'' players: officially, the [=PS1=] Spec Ops = missions as '97 Spec Ops; Ops, the [=N64=] Spec Ops = ones as '99 Spec Ops; [=PATSUX=] = [[L33tL1ng0 Ops, and PATSUX as the "[[L33tL1ng0 S3cr3t M1ss1on]]
M1ss1on]]".
* VideoGameFlamethrowersSuck: While individual flamethrower infantry can be useful, they do not work well in groups. Their attack is a small short-range attack, which can hit friendly targets within the same group of five infantry simply by being on the back ranks.

Added: 714

Changed: 932

Removed: 164

Is there an issue? Send a MessageReason:
None


* BehindTheBlack: Mission 1 involves you establishing a base along a shoreline and wiping out all nearby Nod forces. Mission 2 promptly has that base be nearly wiped out by more Nod troops pouring out of a hidden Tiberium-refining outpost that was ''just'' beyond the northernmost edge of the previous mission's map. Lampshaded by the briefing, where Sheppard's attempt to give you background on Kane is cut off by Carter calling to note that intel had "somehow missed" the refinery.



* BoringButPractical: Both sides have units that may not be much to look at, but they get the job done. The Medium Tank and Light Tank are not very fancy, especially compared to the Mammoth and Stealth Tanks respectively, but they're cheaper, available sooner, and will have no issues crushing your opponent in large enough numbers.

to:

* BoringButPractical: Both sides have units that may not be much to look at, but they get the job done. done.
**
The Medium Tank and Light Tank are not very fancy, especially compared to the Mammoth and Stealth Tanks respectively, but they're cheaper, available sooner, and will have no issues crushing your opponent in large enough numbers.



* CosmeticallyDifferentSides: Zigzagged. While basic units (Minigunners, Engineers, Harvesters...) are identical, FactionCalculus is present, in a stark contrast with its main rival of the time, ''Videogame/WarCraft I'' and ''II''. And of course, gaining access to the enemy's units requires only a single Engineer.
** GDI relies on heavy, conventional platforms while Nod relies on light skirmishers and experimental weapons. A rare example of the good guys being the Powerhouse.

to:

* CosmeticallyDifferentSides: Zigzagged. While basic units (Minigunners, Engineers, Harvesters...) are identical, identical and almost all unique buildings have functional equivalents, FactionCalculus is present, in a stark contrast with its main rival of the time, ''Videogame/WarCraft I'' and ''II''. And of course, ''II'' - more advanced infantry and armored vehicles are side-dependent, though gaining access to the enemy's units requires only a single Engineer.
**
Engineer. It's also a rare example of the good guys being the Powerhouse and the villains being Subversive, as GDI relies on heavy, conventional platforms to steamroll the enemy in a straight-up fight, while Nod relies on light skirmishers and experimental weapons. A rare example weapons for hit-and-run tactics and taking out targets of opportunity before the good guys being the Powerhouse.enemy can react.



** In the final GDI campaign mission, General Sheppard informs you that Kane is surrounded by his own "crack militia". In hindsight, this is implied to be the Black Hand, an elite subfaction of Nod that plays a much bigger role the storylines of later games like ''Tiberian Sun'', ''Renegade'', ''Tiberium Wars'', and ''Kane's Wrath''. Here, they're just a standard Nod army like all other missions but ''Kane's Wrath'' would later see them as a playable subfaction with unique units and abilities.
** [[https://youtu.be/O0nA-19EnMg A rather creepy cutscene]] shows a military helicopter flying over and observing a Tiberium-infested valley. If you look closely, you can see what appear to be spaghetti-like weeds growing from holes in the ground. These are likely the [[https://cnc.fandom.com/wiki/Veinhole Veinholes]] and veins that would later appear in ''VideoGame/CommandAndConquerTiberianSun''. The veins in particular would serve as an damaging obstacle for vehicles/buildings and as a resource for Nod's Chemical Missile superweapon.

to:

** In the final GDI campaign mission, General Sheppard informs you that Kane is surrounded by his own "crack militia". In hindsight, this is They're just a standard Nod army here like in every other mission, but in hindsight it's implied to be the Black Hand, an elite subfaction of Nod that plays a much bigger role in the storylines of later games like ''Tiberian Sun'', ''Renegade'', ''Tiberium Wars'', Wars'' and ''Kane's Wrath''. Here, they're just a standard Nod army like all other missions but ''Kane's Wrath'' would later see them as Wrath'', the latter wherein they became a playable subfaction with unique units and abilities.
** [[https://youtu.be/O0nA-19EnMg A rather creepy cutscene]] shows a military helicopter flying over and observing a Tiberium-infested valley. If you look closely, you can see what appear to be spaghetti-like weeds growing from holes in the ground. These are likely the [[https://cnc.fandom.com/wiki/Veinhole Veinholes]] and veins that would later appear in ''VideoGame/CommandAndConquerTiberianSun''. The veins in particular would serve as an a damaging obstacle for vehicles/buildings and as a resource for Nod's Chemical Missile superweapon.



** This game had a lot of gameplay mechanics that were either ditched or were not present in later installments, such as being only able to build right next to another building and not differentiating between defensive buildings (which could be built farther away but do not generate "build" areas or allow building of new things) and normal/production ones. This specifically led to the "Sand bag wall" exploit. Speaking of sand bags, this is the only game where sand bags and chain-link fences pose an obstacle to vehicles whereas in all following titles, vehicles could simply flatten them by driving over them.

to:

** This game had a lot of gameplay mechanics that were either ditched or were not present in later installments, such as being only able to build right next to another building and not differentiating between defensive buildings (which could in later games can be built farther away but do not generate "build" areas or allow building of new things) and normal/production ones. This specifically led to the "Sand bag wall" exploit. Speaking of sand bags, this is the only game where sand bags and chain-link fences pose an obstacle to vehicles whereas in all following titles, vehicles could simply flatten them by driving over them.

Added: 714

Changed: 932

Removed: 164

Is there an issue? Send a MessageReason:
None


* BehindTheBlack: Mission 1 involves you establishing a base along a shoreline and wiping out all nearby Nod forces. Mission 2 promptly has that base be nearly wiped out by more Nod troops pouring out of a hidden Tiberium-refining outpost that was ''just'' beyond the northernmost edge of the previous mission's map. Lampshaded by the briefing, where Sheppard's attempt to give you background on Kane is cut off by Carter calling to note that intel had "somehow missed" the refinery.



* BoringButPractical: Both sides have units that may not be much to look at, but they get the job done. The Medium Tank and Light Tank are not very fancy, especially compared to the Mammoth and Stealth Tanks respectively, but they're cheaper, available sooner, and will have no issues crushing your opponent in large enough numbers.

to:

* BoringButPractical: Both sides have units that may not be much to look at, but they get the job done. done.
**
The Medium Tank and Light Tank are not very fancy, especially compared to the Mammoth and Stealth Tanks respectively, but they're cheaper, available sooner, and will have no issues crushing your opponent in large enough numbers.



* CosmeticallyDifferentSides: Zigzagged. While basic units (Minigunners, Engineers, Harvesters...) are identical, FactionCalculus is present, in a stark contrast with its main rival of the time, ''Videogame/WarCraft I'' and ''II''. And of course, gaining access to the enemy's units requires only a single Engineer.
** GDI relies on heavy, conventional platforms while Nod relies on light skirmishers and experimental weapons. A rare example of the good guys being the Powerhouse.

to:

* CosmeticallyDifferentSides: Zigzagged. While basic units (Minigunners, Engineers, Harvesters...) are identical, identical and almost all unique buildings have functional equivalents, FactionCalculus is present, in a stark contrast with its main rival of the time, ''Videogame/WarCraft I'' and ''II''. And of course, ''II'' - more advanced infantry and armored vehicles are side-dependent, though gaining access to the enemy's units requires only a single Engineer.
**
Engineer. It's also a rare example of the good guys being the Powerhouse and the villains being Subversive, as GDI relies on heavy, conventional platforms to steamroll the enemy in a straight-up fight, while Nod relies on light skirmishers and experimental weapons. A rare example weapons for hit-and-run tactics and taking out targets of opportunity before the good guys being the Powerhouse.enemy can react.



** In the final GDI campaign mission, General Sheppard informs you that Kane is surrounded by his own "crack militia". In hindsight, this is implied to be the Black Hand, an elite subfaction of Nod that plays a much bigger role the storylines of later games like ''Tiberian Sun'', ''Renegade'', ''Tiberium Wars'', and ''Kane's Wrath''. Here, they're just a standard Nod army like all other missions but ''Kane's Wrath'' would later see them as a playable subfaction with unique units and abilities.
** [[https://youtu.be/O0nA-19EnMg A rather creepy cutscene]] shows a military helicopter flying over and observing a Tiberium-infested valley. If you look closely, you can see what appear to be spaghetti-like weeds growing from holes in the ground. These are likely the [[https://cnc.fandom.com/wiki/Veinhole Veinholes]] and veins that would later appear in ''VideoGame/CommandAndConquerTiberianSun''. The veins in particular would serve as an damaging obstacle for vehicles/buildings and as a resource for Nod's Chemical Missile superweapon.

to:

** In the final GDI campaign mission, General Sheppard informs you that Kane is surrounded by his own "crack militia". In hindsight, this is They're just a standard Nod army here like in every other mission, but in hindsight it's implied to be the Black Hand, an elite subfaction of Nod that plays a much bigger role in the storylines of later games like ''Tiberian Sun'', ''Renegade'', ''Tiberium Wars'', Wars'' and ''Kane's Wrath''. Here, they're just a standard Nod army like all other missions but ''Kane's Wrath'' would later see them as Wrath'', the latter wherein they became a playable subfaction with unique units and abilities.
** [[https://youtu.be/O0nA-19EnMg A rather creepy cutscene]] shows a military helicopter flying over and observing a Tiberium-infested valley. If you look closely, you can see what appear to be spaghetti-like weeds growing from holes in the ground. These are likely the [[https://cnc.fandom.com/wiki/Veinhole Veinholes]] and veins that would later appear in ''VideoGame/CommandAndConquerTiberianSun''. The veins in particular would serve as an a damaging obstacle for vehicles/buildings and as a resource for Nod's Chemical Missile superweapon.



** This game had a lot of gameplay mechanics that were either ditched or were not present in later installments, such as being only able to build right next to another building and not differentiating between defensive buildings (which could be built farther away but do not generate "build" areas or allow building of new things) and normal/production ones. This specifically led to the "Sand bag wall" exploit. Speaking of sand bags, this is the only game where sand bags and chain-link fences pose an obstacle to vehicles whereas in all following titles, vehicles could simply flatten them by driving over them.

to:

** This game had a lot of gameplay mechanics that were either ditched or were not present in later installments, such as being only able to build right next to another building and not differentiating between defensive buildings (which could in later games can be built farther away but do not generate "build" areas or allow building of new things) and normal/production ones. This specifically led to the "Sand bag wall" exploit. Speaking of sand bags, this is the only game where sand bags and chain-link fences pose an obstacle to vehicles whereas in all following titles, vehicles could simply flatten them by driving over them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Railroading}}: You can order your heavier vehicles [[CarFu to run over enemy infantry]] but you ''cannot'' run over ''your own'' infantry at all, period. While this game rule goes on throughout the entire ''VideoGame/CommandAndConquer'' franchise, this game (obviously being the first) is the one that set the precedent.

Added: 1489

Changed: 495

Is there an issue? Send a MessageReason:
None


* EarlyBirdCameo: In the final GDI campaign mission, General Sheppard informs you that Kane is surrounded by his own "crack militia". In hindsight, this is implied to be the Black Hand, an elite subfaction of Nod that plays a much bigger role the storylines of later games like ''Tiberian Sun'', ''Renegade'', ''Tiberium Wars'', and ''Kane's Wrath''. Here, they're just a standard Nod army like all other missions but ''Kane's Wrath'' would later see them as a playable subfaction with unique units and abilities.

to:

* EarlyBirdCameo: EarlyBirdCameo:
**
In the final GDI campaign mission, General Sheppard informs you that Kane is surrounded by his own "crack militia". In hindsight, this is implied to be the Black Hand, an elite subfaction of Nod that plays a much bigger role the storylines of later games like ''Tiberian Sun'', ''Renegade'', ''Tiberium Wars'', and ''Kane's Wrath''. Here, they're just a standard Nod army like all other missions but ''Kane's Wrath'' would later see them as a playable subfaction with unique units and abilities.abilities.
** [[https://youtu.be/O0nA-19EnMg A rather creepy cutscene]] shows a military helicopter flying over and observing a Tiberium-infested valley. If you look closely, you can see what appear to be spaghetti-like weeds growing from holes in the ground. These are likely the [[https://cnc.fandom.com/wiki/Veinhole Veinholes]] and veins that would later appear in ''VideoGame/CommandAndConquerTiberianSun''. The veins in particular would serve as an damaging obstacle for vehicles/buildings and as a resource for Nod's Chemical Missile superweapon.
** Speaking of ''Tiberian Sun'', an [[https://youtu.be/ykCUFtOZ2nM early trailer]] would be featured in later releases of ''Tiberian Dawn'' that shows [[SuperPrototype a rather powerful prototype]] of a GDI power suit being tested on a firing range. In hindsight, this is a precursor to GDI's Wolverine unit (though the final unit in ''Tiberian Sun'' would only be armed with basic machine guns, unlike the powerful lasers shown in the trailer).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FromBadToWorse: As the conflict progresses, whether it's GDI or Nod, news reports of Tiberium's effects on both the environment and carbon-based life start seeping through with growing severity. It also manifests in-game, with later missions tending to have more pronounced Tiberium fields, blossom trees and [[BodyHorror visceroids]] strewn about. Given what happens further down the line, this is ''only'' the beginning.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FaceDeathWithDignity: [[spoiler:In the ending of the GDI campaign (regardless if the Ion Cannon is used or not) one of the Nod personnel in the soon-to-be destroyed Temple Prime is shown not only staying in his post and continuing his report to Kane, but also shooting his panicking comrade for insubordination. Subverted with Kane himself, who takes imminent doom with stride, only to return little worse for wear in ''Tiberian Sun''.]]


Added DiffLines:

* TwentyMinutesIntoTheFuture: While it's never stated when exactly the game's conflict, latter dubbed the First Tiberium War, first breaks out, it is known to have taken place over the late 1990s to early 2000s.
Is there an issue? Send a MessageReason:
None


** Engineers cannot be used to instantly repair friendly buildings in this game, relegated to only capturing enemy ones. For that matter, this is the only game in the entire franchise where Engineers would use the generic infantry voice lines. Even ''Red Alert'' would give Engineers their own unique voice lines, well before they ended up doing the same for every unit period by ''Red Alert 2: Yuri's Revenge''. Also, this is the only game where Engineers ''apparently'' have the ability to [[BanditMook steal enemy Chinnok Transport helicopters]] by entering them. [[note]]And this is the only vehicle that the Engineer can actually steal out in the open; aside from stealing a Harvester if it is "hooked-up" to a captured Refinery.[[/note]] This ability is revisited and later given to the Mutant Hijackers in ''Tiberian Sun'' and the GLA Hijackers in ''Generals''.

to:

** Engineers cannot be used to instantly repair friendly buildings in this game, relegated to only capturing enemy ones. For that matter, this is the only game in the entire franchise where Engineers would use the generic infantry voice lines. Even ''Red Alert'' would give Engineers their own unique voice lines, well before they ended up doing the same for every unit period by ''Red Alert 2: Yuri's Revenge''. Also, this is the only game where Engineers ''apparently'' have the ability to [[BanditMook [[VehicularTurnabout steal enemy Chinnok Chinook Transport helicopters]] by entering them. [[note]]And this is the only vehicle that the Engineer can actually steal out in the open; aside from stealing a Harvester if it is "hooked-up" to a captured Refinery.[[/note]] This ability is revisited and later given to the Mutant Hijackers in ''Tiberian Sun'' and the GLA Hijackers in ''Generals''.
Is there an issue? Send a MessageReason:
None


** Engineers cannot be used to instantly repair friendly buildings in this game, relegated to only capturing enemy ones. For that matter, this is the only game in the entire franchise where Engineers would use the generic infantry voice lines. Even ''Red Alert'' would give Engineers their own unique voice lines, well before they ended up doing the same for every unit period by ''Red Alert 2: Yuri's Revenge''.

to:

** Engineers cannot be used to instantly repair friendly buildings in this game, relegated to only capturing enemy ones. For that matter, this is the only game in the entire franchise where Engineers would use the generic infantry voice lines. Even ''Red Alert'' would give Engineers their own unique voice lines, well before they ended up doing the same for every unit period by ''Red Alert 2: Yuri's Revenge''. Also, this is the only game where Engineers ''apparently'' have the ability to [[BanditMook steal enemy Chinnok Transport helicopters]] by entering them. [[note]]And this is the only vehicle that the Engineer can actually steal out in the open; aside from stealing a Harvester if it is "hooked-up" to a captured Refinery.[[/note]] This ability is revisited and later given to the Mutant Hijackers in ''Tiberian Sun'' and the GLA Hijackers in ''Generals''.

Top