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"I think trying to get to a place where everybody will play online. There are a certain number of people who want those experiences, and there are a lot of people who are just there to forget about the day.
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"And then, hey, they've gotta put the kids to bed or whatever else it is. "They want to go home and play for 20 minutes by themselves and just have their own experience - they don't want anybody else interrupting it. "I think there are a lot of people who don't like to play games online," he explained. "So far we've provided some of those elements, but not all - and that's what we're going to try and do."īut he was quick to underline that while not everybody wants multi-player, he did think that everybody would eventually play in a connected environment - however that manifested itself.
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and everybody has different things to motivate them to go online, and the question is, can you provide what that person wants? "When you think about the reasons people play, there are so many - there are very competitive people, there are people who are co-operative and want to play with their friends, there are people who are collectors who want every achievement and award. We need to get to that level of accessibility for people and find more reasons for people to play. Xbox Live, you can collect everything you've ever done, and it's super-easy to connect - just give us your line and your accounts and go from there. "The consoles have done a great job of online. While he admitted that consoles still had some work to do with respect to the real-time strategy genre, he praised them for making multi-player accessible and popular. The vast majority of people would finish the campaign, and then about 40 per cent of players would go online." "So I think you need to respect both of those - and first-person shooters have the same thing. "Right now the majority of our players play single player, but when they're done with the game about 40 per cent go on and play online," he said. That's according to the studio's head, Sean Decker, who told that while online experiences had become more compelling over the years, there would always be a section of the player base that just wanted to play solo. Catch the reveal trailer below, and wishlist it on Steam to keep up with development updates.Around 40 per cent of gamers playing the last Command & Conquer game went online for a multiplayer experience, but while the team at EALA is working to motivate a higher proportion to do so in the forthcoming Command & Conquer 4, it'll never hit complete saturation. The PvP-only game is coming in 2020, and Petroglyph promises two factions with their own unique units and abilities. Like most RTS games, you'll be gathering resources and building different factories to unlock the different units. Earthbreakers is a multiplayer shooter/RTS hybrid that keeps the construction element of an RTS while letting you take control of individual units in first-person. Many of those same developers now work at Petroglyph, and so have now returned nearly 18 years later for another go at the concept.Įnter Earthbreakers, which Petroglyph quietly revealed late in November. The end result was a clunky, but nonetheless special detour for creator Westwood. The ambitious 2002 project was built on the idea of bringing together the immediate action of first-person shooters with the tactics found in RTS.
#COMMAND AND CONQUER RENEGADE ONLINE HAS STOPPED WORKING SERIES#
Some of the developers who created the original Command & Conquer: Renegade are back with another take on the RTS/FPS hybrid.Īmongst the many classics the Command & Conquer series has produced, C&C: Renegade is sort of its bastard child.