Compara los precios de Command & Conquer™ 4 Tiberian Twilight en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por EA Los Angeles. Publicado por Electronic Arts. Lanzado el 16/3/2010. Disponible en PC. Géneros: Adventure, Strategy. Puntuación Metacritic: 64/100.

C&C veterans will recognize the unit names. Almost nothing else will feel familiar. This is the series finale that traded Tiberium harvesters and base construction for a mobile-crawler real-time tactics game nobody asked for.

I have a spreadsheet tracking every major RTS design pivot of the 2000s, and Tiberian Twilight occupies a uniquely grim cell: a flagship franchise conclusion that abandoned its own genre mid-run. The core loop is gone. No Tiberium harvesting, no base construction, no tech tree to race up. Instead you pick one of three Crawler classes at mission start, Offense, Defense, or Support, and that mobile base rolls around the map spawning units within a command-point cap until you hold enough capture nodes to win. It is a real-time tactics game wearing a C&C costume, and the fit is awful. The Crawler class system is the one place where a credible design idea hides. Choosing an Offense Crawler loads you up on tanks and assault units; Defense gets turrets, the only static structures in the game; Support unlocks area repairs and air strikes that become genuinely useful in the co-op campaign. On paper, coordinating all three across a five-versus-five online match has some tactical texture. In practice, the class choice becomes situational almost immediately rather than strategically interesting, and the persistent progression system compounds the problem badly. A large portion of the unit roster is locked behind experience gates, meaning newer players face opponents who have already ground out access to the top tier. That is a critical balance flaw in a game whose entire tension depends on small-squad decision-making. The always-online DRM is the other disaster. You must be connected to EA's servers to play, including the single-player campaign and offline skirmishes. Drop your connection mid-match and the game boots you, taking your earned progress with it. There is also no LAN mode. In 2010 that was widely condemned; today, with server futures uncertain on aging EA titles, it is a practical risk for anyone buying in. The single-player campaigns for GDI and Nod are short and structurally thin: you guide a small control group from objective to objective, mission after mission, with the enemy AI Crawlers simply repositioning whenever you push them rather than holding a line. The campaign's live-action cutscenes attempt a darker, more serious tone than classic C&C cheese, but they mostly land flat, which is a shame given how much of the franchise's charm lived in those deliberately campy sequences. Multiplayer is the one mode that earns mixed-to-decent marks from critics rather than outright condemnation. The five-versus-five capture-point format moves fast, unit spam beats slow-play, and the rock-paper-scissors of armor types (Light, Medium, Heavy, Reinforced, each countered by a specific weapon class such as Gun, Cannon, Laser, or Rocket) keeps positioning relevant. If you approach it as a lean, arcade-pace tactics game and strip away any expectation of depth, there are thirty or forty hours of serviceable fun in online play before the shallowness fully surfaces. That is genuinely not nothing. The problem is that this game carries the weight of a thirty-year franchise on its back, shipped as a definitive farewell to Kane and the Tiberium universe, and the story delivers nothing close to that closure. For strategy enthusiasts who want a clean purchase recommendation: this is a hard sell. The design jettisons everything that made the series worth studying, the always-online requirement is a live risk on aging infrastructure, and the unit-unlock gating punishes anyone who comes in cold. If you are a C&C historian who wants the Kane storyline finished and can tolerate the multiplayer-tactics framing for what it is, and not what the box implies, there is a narrow path to mild enjoyment here. Everyone else should revisit Tiberium Wars instead. Diego, Scout Team

Command & Conquer™ 4 Tiberian Twilight

Command & Conquer™ 4 Tiberian Twilight

16 mar 2010EA Los AngelesElectronic Arts
GamerScout opina

C&C veterans will recognize the unit names. Almost nothing else will feel familiar. This is the series finale that traded Tiberium harvesters and base construction for a mobile-crawler real-time tactics game nobody asked for.

PC
Steam Deck UnsupportedProtonDB Silver
Mejor precio disponible
5,76 €
en Eneba
Mínimo registrado: 5,23 €
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Veredicto de GamerScout

Skip unless you need closure on Kane's story and can accept a tactics spin-off that barely resembles the RTS series it closes.

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Historial de precios

Mínimo registrado
5,23 €26 jun 2026
Mejor precio actual
5,76 €
Tiendas de claves
5,17 €5,39 €5,60 €5,82 €8 Jun25 Jun12 Jul29 Jul15 Aug
8 jun — 15 ago
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Capturas y multimedia

Acerca de Command & Conquer™ 4 Tiberian Twilight

I have a spreadsheet tracking every major RTS design pivot of the 2000s, and Tiberian Twilight occupies a uniquely grim cell: a flagship franchise conclusion that abandoned its own genre mid-run. The core loop is gone. No Tiberium harvesting, no base construction, no tech tree to race up. Instead you pick one of three Crawler classes at mission start, Offense, Defense, or Support, and that mobile base rolls around the map spawning units within a command-point cap until you hold enough capture nodes to win. It is a real-time tactics game wearing a C&C costume, and the fit is awful. The Crawler class system is the one place where a credible design idea hides. Choosing an Offense Crawler loads you up on tanks and assault units; Defense gets turrets, the only static structures in the game; Support unlocks area repairs and air strikes that become genuinely useful in the co-op campaign. On paper, coordinating all three across a five-versus-five online match has some tactical texture. In practice, the class choice becomes situational almost immediately rather than strategically interesting, and the persistent progression system compounds the problem badly. A large portion of the unit roster is locked behind experience gates, meaning newer players face opponents who have already ground out access to the top tier. That is a critical balance flaw in a game whose entire tension depends on small-squad decision-making. The always-online DRM is the other disaster. You must be connected to EA's servers to play, including the single-player campaign and offline skirmishes. Drop your connection mid-match and the game boots you, taking your earned progress with it. There is also no LAN mode. In 2010 that was widely condemned; today, with server futures uncertain on aging EA titles, it is a practical risk for anyone buying in. The single-player campaigns for GDI and Nod are short and structurally thin: you guide a small control group from objective to objective, mission after mission, with the enemy AI Crawlers simply repositioning whenever you push them rather than holding a line. The campaign's live-action cutscenes attempt a darker, more serious tone than classic C&C cheese, but they mostly land flat, which is a shame given how much of the franchise's charm lived in those deliberately campy sequences. Multiplayer is the one mode that earns mixed-to-decent marks from critics rather than outright condemnation. The five-versus-five capture-point format moves fast, unit spam beats slow-play, and the rock-paper-scissors of armor types (Light, Medium, Heavy, Reinforced, each countered by a specific weapon class such as Gun, Cannon, Laser, or Rocket) keeps positioning relevant. If you approach it as a lean, arcade-pace tactics game and strip away any expectation of depth, there are thirty or forty hours of serviceable fun in online play before the shallowness fully surfaces. That is genuinely not nothing. The problem is that this game carries the weight of a thirty-year franchise on its back, shipped as a definitive farewell to Kane and the Tiberium universe, and the story delivers nothing close to that closure. For strategy enthusiasts who want a clean purchase recommendation: this is a hard sell. The design jettisons everything that made the series worth studying, the always-online requirement is a live risk on aging infrastructure, and the unit-unlock gating punishes anyone who comes in cold. If you are a C&C historian who wants the Kane storyline finished and can tolerate the multiplayer-tactics framing for what it is, and not what the box implies, there is a narrow path to mild enjoyment here. Everyone else should revisit Tiberium Wars instead.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayerworkshopcloud-savestier:indieReal-Time TacticsCapture-Point ConquestPersistent ProgressionClass-Based UnitsAlways-Online DRMCo-op CampaignMobile Base MechanicsSeries FinaleClass-Based CrawlersNo Base BuildingFive-vs-Five Multiplayer

Requisitos del sistema

Mínimos

OS
Windows XP SP3, Windows Vista SP1, or Windows 7
Sound
DirectX 9.0c compatible sound card
Memory
1 GB (1.5 GB Vista and Windows 7)
Graphics
256 MB (SM 3.0) - Nvidia GeForce 6800 or better, ATI Radeon X1600 or better
DirectX®
DirectX 9.0c
Processor
Intel Core 2 or better, AMD 64 X2 or better
Hard Drive
At least 10 GB of free space

Recomendados

Memory
2GB
Graphics
256 MB (SM 3.0) - Nvidia GeForce 8800 or better, ATI X1900 or better
Processor
Intel Core 2 Duo 2.6 GHz; AMD Athlon 64 X2 Dual-Core 5600+

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Reseñas y valoraciones

Metacritic
64

Información del juego

Desarrolladora
EA Los Angeles
Distribuidora
Electronic Arts
Fecha de lanzamiento
16 mar 2010

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Mejor precio5,76 €
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¿Cuánto cuesta Command & Conquer™ 4 Tiberian Twilight?

A 15 de agosto de 2026, la oferta más barata disponible de Command & Conquer™ 4 Tiberian Twilight es €5.76 en Eneba, de entre 3 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Command & Conquer™ 4 Tiberian Twilight más barato?

El precio más bajo disponible que seguimos para Command & Conquer™ 4 Tiberian Twilight es €5.76 en Eneba (15 de agosto de 2026). Comparamos 3 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Command & Conquer™ 4 Tiberian Twilight?

Command & Conquer™ 4 Tiberian Twilight está disponible en PC.

¿Cuándo se lanzó Command & Conquer™ 4 Tiberian Twilight?

Command & Conquer™ 4 Tiberian Twilight se lanzó el 16 de marzo de 2010.

¿Quién desarrolló Command & Conquer™ 4 Tiberian Twilight?

Command & Conquer™ 4 Tiberian Twilight fue desarrollado por EA Los Angeles y publicado por Electronic Arts.

¿Merece la pena comprar Command & Conquer™ 4 Tiberian Twilight?

Command & Conquer™ 4 Tiberian Twilight tiene una puntuación Metacritic de 64/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.