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Amidst a futuristic landscape blessed -- and cursed -- with the mysterious greenglowing element Tiberium, two forces match wits and war machines in a battle for the
Earth's future. Throw in some unpredictable mutants, twisted technologies and a harsh
environment scoured by ion storms and overgrown with Tiberium crystals, and you have
a snapshot of the Command & Conquer universe.
That universe has proven to be a favorite playground for gamers -- hardcore and
casual alike -- whose enthusiasm has made Westwood Studios' line of Command &
Conquer games one of the most popular franchises in gaming history. To date, the
Command & Conquer franchise has sold over 12 million units worldwide, and the series
has landed in the 2000 Guinness Book of World Records as the best-selling computer
strategy game series of all time.
And yet Brett Sperry is itching for more. Founder and Vice-President of
Westwood Studios as well as mastermind behind the Command & Conquer universe,
Sperry is forever scheming to enrich and complicate the Command & Conquer world, in
which the Global Defense Initiative and The Brotherhood of Nod square off in an epic,
global battle.
"The world is so rich, there's so much going on," Sperry says. "There's no
shortage of games to write, so long as we can keep coming up with cool, innovative battle
tactics in addition to the great story."
It started off so simply: Brett Sperry -- with Westwood firmly entrenched as a
quality producer of fantasy titles -- was bored stiff with strategy games.
"I pondered strategy games and why you had to work so hard to get to the fun,"
says Sperry. "At the time, it was blasphemy to even suggest making a accessible
wargame. But the idea gnawed at me. I saw that with the computer, you had the potential
to speed things up and obliterate the turn-based drudgery."
Indeed, the strategy was there -- but what about the adrenaline? Sperry wanted to
play a game that brought the two together: a tactical game where split-second decisions -as well as deep-thinking strategy -- could mean the difference between getting waxed and
winning the war.
There was no such game, and Sperry decided to make it himself. In 1992, Dune
II, set in the futuristic world of the celebrated novels, brought real-time to the longstagnant strategy genre. With Dune II, gamers finally had a strategy game with a pulse -a racing pulse. Sperry had minted what would become a classic gaming genre: the realtime strategy game.
It would be the perfect venue for a game Sperry had long been mulling over: an
epic wargame that pitted two military powerhouses against each other in a bid for world
peace -- or global domination. With the release of Command & Conquer in 1995, Sperry
made that game. Command & Conquer had all the elements of a real-time strategy
classic: intuitive and compelling gameplay, fascinating units, and all the strategy of chess.
In addition, it had that magic ingredient that many games lack: a good story, with the
forces of the UN-like Global Defense Initiative facing off against terrorist zealot Kane
Commando, the wisecracking, death-dealing GDI soldier of the original Command &
Conquer, gamers will engage Nod soldiers, infiltrate Nod bases, even commandeer Nod
vehicles.
The spin-off is a bold, even risky move. But if Sperry's admirable history in the
battlefield of real-time strategy gaming is any indication, you can be sure that Renegade
will be a great game.
"We have only just begun to dazzle people with new forms of gaming, and in turn,
new forms of entertainment," Sperry says. "I think it's safe to say that you ain't seen
nothing yet!"