GameSpot heeft een zeer goed artikel geschreven genaamd "The Final Hours of Tiberian Sun". In 15 pagina's lees je alles over hoe Tiberian Sun tot stand is gekomen, van het begin tot de laatste paar minuten. De designers zijn ge´nterviewed, maar ook Kane, de leider van Nod, die bekent zelf een die-hard C&C-er te zijn en vaak op Westwood Online te vinden is. Anyway, dit is zeker de moeite waard om te lezen, klik hier.
Hot on the heels of Command and Conquer's release, Sperry was already thinking about the next step - Command and Conquer 2: Tiberian Sun. In fact, the original Command and Conquer included a sneak preview movie on the CD for Tiberian Sun. That sneak preview movie caused quite a bit of debate, as it showed a MechWarrior-esque unit being controlled in a first-person interface:
The movie played at the end of Command and Conquer teased players about Tiberian Sun.
Was Tiberian Sun going to be something completely new? "That movie was just left over because we didn't make that unit for the game," says lead in-game artist Joe Hewitt. "We thought it would be a cool teaser for the next game." But regardless of what the next game was going to be, no one - Sperry included - expected the game to take four years to complete.
"Unfortunately, a little project named Red Alert came along," admits Sperry, referring to Westwood's incredibly successful prequel to Command and Conquer that pitted the Soviets against the Allies in a twisted history of sorts where Einstein displaces Hitler on the time continuum circa World War II.
Westwood's Red Alert launched in 1996 and received great praise from gamers and critics.
Built in just over a year using the C&C engine, Red Alert arrived in early 1996 and was hugely successful from day one. If anything, it was a testament to the fact that C&C had developed a huge international fan base... a group of individuals who have now been waiting since 1996 for the next C&C game.
"It's not like we haven't been working on a new game," explains Sperry. Indeed, initial design work on Tiberian Sun began in late 1995, only days after the original Command and Conquer shipped. "It just took an incredible amount of time to build Tiberian Sun because we were using a whole new engine and trying to introduce a lot of new tactics," Sperry rationalizes.
Van links naar rechts, Executive Producer Brett Sperry, Nod Leader Joe Kucan AKA "Kane", en Lead Designer Adam Isgreen.
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