
The new Helix helicopter is the equivalent of an airborne Overlord it is a powerful fighting unit that can mount upgrades and transport other units. These buildings can either be detonated as booby traps when they’re attacked or upgraded to the real thing if a back-up base is suddenly necessary.Ĭhina can now protect her valuable hackers by building an Internet center to house them no more crippling the Chinese economy when a single soldier stumbles across her hackers crouched over their laptops in some remote field. The GLA also has the power to construct cheap fake buildings that can serve as decoy bases. One of the GLA’s new powers is a potentially devastating ambush that lets them drop a tunnel entrance anywhere on the map, allowing their units to mount attacks where they’re least expected. It can improve worker productivity (and shut up their whining) by finally giving them shoes. The GLA gets combat motorcycles that can cross any land terrain, and a saboteur who can shut down the other player’s special powers by sneaking into his command center. New USA powers include the Spectre Gunship, a C-130 that circles an area and pummels it with heavy gunfire, and a propaganda strike that immobilizes an enemy army while it ponders its alternatives. The USA has a new cloaked scout tank, a powerful artillery gun stocked with infantry, and toxin suits to help infantry withstand the GLA’s biological and chemical attacks. Now the USA is more versatile, the GLA is sneakier, and China can potentially hit even harder.

These tend to exaggerate advantages even more.

There are also broad changes that apply to each side no matter which general you’ve chosen. He gets cheaper aircraft with innate countermeasures, sturdier fighters, stealth helicopters, and combat Chinook helicopters. Granger, for example, is the air force general. You have toxin generals, stealth generals, and superpower generals.


It is now General Alexander, General Towne, and General Granger, each one providing a set of unique units, structures, upgrades, and general powers built around a particular theme. For instance, the USA isn’t just the USA anymore. In Zero Hour, each side is now comprised of three sub-sides. But as you play, you’ll constantly stumble over things that make you say to yourself, “oh, that’s new!†You’ll boot it up and see pretty much the same game you’ve been playing all along. Instead, it’s a “fold in a bunch of new stuff in with all the old stuff†expansion. Command & Conquer: Zero Hour isn’t one of those “hit you over the head with an all new playable side†types of expansion packs.
