In EA's official quarterly earnings call for Q3 of the current fiscal year that was released two days ago, the company touched on the performance of Command & Conquer: Rivals.
Category Command & Conquer News
With our latest release, Command & Conquer: Rivals, we had positive soft launch results. But since global release, it is not driven in stores organically at the levels we anticipated. We are now working to bring more players into that game. We continue to be committed to mobile. We believe in the value of our franchise in the marketplace, and we are doubling down on these games through live services. We are also putting our best teams on bigger projects and exploring additional ways to create and iterate quickly. We have always focused on profitability in mobile, and we are evolving to better position ourselves for growth in the future. (...)
And on mobile, we moved one of our titles out of the year. C&C: Rivals is also ramping slowly, and we made changes to Madden Mobile that reduced monetization. On top of this, unprecedented competition for players' time impacted the growth of our titles.EA seems to lament every single release as "below expectations" and try to hunt for a scapegoat for that outside the company (e.g. the same earnings call blamed the "poor" performance of Battlefield V on the "competition" of Fortnite and Red Dead Redemption II) instead of their own shortcomings. It would appear that the level of attention given to Rivals from its own separate fanbase, which surprised in size even myself as someone who immediately prepared a casket for it as soon as I heard about it, is not enough for the once overconfident publisher whose stocks have taken an insane dive in the past several months, and which fell even further on the day the earnings call was released alongside the stocks of many other publishers. On a personal note, I'd just like to share my disbelief at the lack of self-reflection executives and select developers within major companies have, taking absolutely no responsibility of their own and blaming everyone and everything else for their own failures. If EA manages to survive the year without major blows, we are looking at an upcoming C&C remaster release which brings hope that at least someone (you know who you are) recognizes that their own customers matter more than shareholders in the long run, but time will tell sooner rather than later whether that will be properly put in deeds and not just words.
It is the first Monday of February, so it is time for another Nmenth's Research Lab, this month we will look at special infantry in Command & Conquer, covering Mutants, Cyborgs, and Clones and see how these compare with reality. New technologies will be explored on the first Monday of every month, so return next month on the 4th for more from Nmenth's Research Lab.
Mere minutes ago, EA producer Jim Vessella posted an update regarding the status of the original C&C source codes and what engine they will be using for C&C Remastered and Red Alert Remastered.
Fellow Command & Conquer fans, We hope you had a good holiday season and that your New Year is off to a positive start. On our side, pre-production is continuing in earnest and we completed our first Milestone about two weeks ago. This Milestone included many of our documentation plans for how we want to build the game, and effectively laid the foundation for the rest of our pre-production cycle. Our next step is to begin translating those plans into a first playable prototype, which will hopefully help validate many of those initial concepts. One of those key items is how we’re going to approach the game from a technical standpoint. We know one of your core questions has been around the game engine, and we’re ready to reveal some of those details below. Now, it’s worth noting that as with all software this early – plans can change – so please understand this is a snapshot of our thinking in January 2019, and does not necessarily guarantee how the game will eventually ship. To kick things off, one of the most important questions from the community has been the following:
JimternThis debunks a long-standing belief in the community that the source codes of Westwood-era titles have been lost, which is definitely good news!
After several days of only working by inserting existing Xbox 360 discs, Kane's Wrath for the Xbox One finally has its proper Microsoft Store page! So, to recap all the available Command & Conquer items on the Microsoft Store:
As of today, Command & Conquer titles that were released on the Xbox 360 back in the 2007-2009 period are officially available for the Xbox One as part of their backwards compatibility program. You can buy these titles from the following links, or just insert your Xbox 360 disc into your Xbox One console:
- Command & Conquer 3: Tiberium Wars
- Command & Conquer 3: Kane's Wrath (currently only the Map Pack is purchasable)
- Command & Conquer: Red Alert 3 (with Decimation Map Pack)
- Command & Conquer: Red Alert 3 - Commander's Challenge
Ever since its official release, some news updates have hit C&C rivals.
- To celebrate the worldwide launch, C&C Rivals developers are holding a launch celebration live stream today on January 12th, 2019 at 7PM PST (10PM EST). This will include the reveal of upcoming new units, a brand-new yet-to-be unveiled game feature, as well as 2 mini-tournaments: one featuring C&C fans against mobile gaming YouTubers and another one featuring the top Rivals players from each region across the globe, culminating with in-game prizes for all players across the winning player's region.
- A brand new Spectator Mode, as well as Custom Games and Custom Game Lobbies have been announced and will soon be added into the game. This effectively allows players to play against their friends and organize tournaments. This also includes new advanced replays features.
- 2 new units have been released this past December: The MG Squad (GDI) and Avatar (Nod).
About half an hour ago, Jim Vessella posted an update on the progress with Command & Conquer: Remastered and Red Alert: Remastered on the C&C subreddit, which we bring you in its entirety:
Fellow Command & Conquer fans, It’s been a little over a month since we announced details about Command & Conquer Remastered, and we continue to be humbled by the excitement from the community. To provide a quick update on our development timeline, I’m excited to share that Petroglyph officially started development in December and are well underway with their pre-production items. Lemon Sky is equally hard at work, and already generating some of our first pieces of concept art. We can’t wait to begin sharing more about the development, and discussing many of your suggestions in the feedback thus far. Speaking of which, the team at Petroglyph, Lemon Sky, and myself have been actively reading your questions and comments here on Reddit. I wanted to acknowledge some of the top questions we’re hearing:
- What is the difference between a Remaster and a Remake?
- What visual approach are you taking – 2D or 3D?
- Do you have the original source code?
- What technology / engine are you using for the game?
- What is going to happen with the FMVs?
- What quality of life improvements are you considering?
Happy holidays! Jim Vessella
the most downvoted Reddit post in history, made of course by a DICE developer late last year. I am afraid that I must say that I've received private messages with reports about this as early as the first pre-alpha release from 9 June 2018. It's really sad how AAA publishers see their consumers, and how they act like they can do anything without consequence.
Command & Conquer: Rivals is out on Android and iOS. For what it's worth.