||Billed as the finale to the long running real-time strategy franchise featuring Nod and GDI forces, EA Los Angeles' Command & Conquer 4 is going to be a surprise to any fan of the Tiberian series. While you'll see signature units and structures like GDI Mammoth Tanks and Nod Obelisks, you won't find the familiar C&C game mechanics. Base building has for the most part been eliminated. Building harvesters to collect Tiberium has been cut. No longer will you have to set up power stations to sustain bases or memorize build orders. Instead, you'll take part in the capture point gameplay you may be familiar with in games like Relic's Dawn of War. Its gameplay is solidly built and electric quick, but it's an at times awkward, inconsistent finale for a series that's been running for 15 years...It's great to see developers and publishers taking risks with franchises in danger of growing too stale, and Command & Conquer's traditional mechanics were some of the most well known in the genre. To really move forward, something had to be switched up. Instead of making a handful of tweaks and refinements, EA Los Angeles rewrote the entire gameplay formula, making for an experience that barely resembles Command & Conquer at all. In Command & Conquer 4, allegedly the final game in the Tiberian version of the franchise, you get a lightning fast brand of class-based real-time tactical conflict. The bases are mobile, the Tiberium fields are gone, and securing capture points is your primary goal. It's fast and frenzied chaos, and there's certainly fun to be had in the online, team-based matches. But the inconsistent and ultimately disappointing campaign and awkward unlock system restricts the game to the realm of the good but non-essential.