Command & Conquer: Generals' fictional premise puts the USA, China, and a terrorist group called the Global Liberation Army (GLA) at odds sometime in the near future. You can play as any one of these factions in its own brief single-player campaign, in skirmishes with computer opponents, or against other players over a LAN or using the game's online player-matching service.
Those who played the previous two Command & Conquer RTS games, Red Alert 2 and its expansion pack, Yuri's Revenge, will note that Generals is highly reminiscent of those games, despite its much improved appearance and its seemingly more conventional array of infantry, tanks, and aircraft. Like in Red Alert 2, battles in Generals are often quick and decisive, largely due to the immense power of many of the game's units, the presence of devastating super weapons on each side, and the generally fast pace.
Also, while each faction has a good variety of units at its disposal, you'll likely get the impression that the number of unit types per faction was limited so that each unit type could play an important role in most any fight--and also to leave room for an expansion pack. The lack of seafaring units in the game is a disappointing omission, given the importance of ships in most previous Command & Conquer games (not to mention in actual modern warfare), but the designers have still done an excellent job of imaginatively differentiating the game's three sides.
Those who played the previous two Command & Conquer RTS games, Red Alert 2 and its expansion pack, Yuri's Revenge, will note that Generals is highly reminiscent of those games, despite its much improved appearance and its seemingly more conventional array of infantry, tanks, and aircraft. Like in Red Alert 2, battles in Generals are often quick and decisive, largely due to the immense power of many of the game's units, the presence of devastating super weapons on each side, and the generally fast pace.
Also, while each faction has a good variety of units at its disposal, you'll likely get the impression that the number of unit types per faction was limited so that each unit type could play an important role in most any fight--and also to leave room for an expansion pack. The lack of seafaring units in the game is a disappointing omission, given the importance of ships in most previous Command & Conquer games (not to mention in actual modern warfare), but the designers have still done an excellent job of imaginatively differentiating the game's three sides.