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List of canceled Command & Conquer games

The Command & Conquer franchise, a pioneering series of video games launched in 1995 by , has produced over two dozen titles but also features a notable roster of canceled projects spanning multiple genres, including first-person shooters, MMORPGs, and multiplayer-focused spin-offs. These uncompleted games, developed primarily by Westwood and later by (EA) after its 1998 acquisition of the studio, were often shelved due to factors such as studio closures, internal strategic pivots, competitive market pressures, and failure to meet quality benchmarks. The cancellations trace back to Westwood's early years but intensified following the studio's abrupt closure in 2003, which halted several in-progress titles and marked a turbulent shift under EA's oversight. Westwood, founded in 1985 and instrumental in defining the RTS genre with the original Command & Conquer and Red Alert, faced declining performance on non-franchise projects like Earth & Beyond, prompting EA to merge its Las Vegas and Los Angeles teams while ending Westwood as an independent entity. This era saw the abandonment of ambitious concepts like Command & Conquer: Continuum, an unannounced MMORPG in the Tiberium universe, and Command & Conquer: Renegade 2, a first-person shooter sequel overshadowed by EA's own Battlefield 1942. Later projects, such as the 2008 FPS Tiberium—revealed via a major leak but axed for not meeting standards—and Command & Conquer: Arena, a multiplayer spin-off repurposed into Command & Conquer 4: Tiberian Twilight, highlighted EA's evolving focus on live-service models amid fan backlash. A particularly high-profile cancellation occurred in 2013 with the free-to-play reboot originally titled Command & Conquer: Generals 2, developed by the newly formed Victory Games using DICE's Frostbite engine; alpha testing feedback revealed dissatisfaction with its economy-driven, multiplayer-only design lacking a traditional single-player campaign, leading EA to halt production and shutter the studio. This marked the fourth major Command & Conquer cancellation in a decade, underscoring broader challenges for the franchise, which had sold over 30 million units by then but struggled with post-Tiberian Twilight (2010) direction after EA dissolved its core RTS team. Other notable shelved efforts include Project Camacho, a tactical FPS in the Generals universe canceled in 2009, and mobile projects like Command & Conquer: Red Alert Alliances, terminated with EA Phenomic's 2013 closure. Despite these setbacks, elements from some canceled games influenced released titles, such as assets from Tiberian Incursion appearing in Command & Conquer 3: Tiberium Wars.

Westwood Studios Projects

Command & Conquer: Tiberian Incursion

Command & Conquer: Tiberian Incursion was an early-stage real-time strategy game developed by Westwood Studios as a direct sequel to Command & Conquer: Tiberian Sun. Intended to advance the Tiberium universe storyline, the project began shortly after the release of Tiberian Sun in 1999 and utilized the Westwood 3D (W3D) engine, building on existing assets from that title. The development team at Westwood aimed to introduce new sci-fi elements while maintaining the core RTS mechanics of base-building, resource management with Tiberium, and faction-based multiplayer and single-player campaigns for Windows platforms. Key conceptual features included an evolving Tiberian world map that would dynamically change based on player actions and environmental factors, such as spreading Tiberium fields. The storyline centered on the early arrival of the alien Scrin invaders on Earth, triggered by escalating Tiberium levels, with CABAL emerging as a playable faction in a planned expansion. A rejected draft incorporated time travel mechanics, where GDI's use of a time machine would inadvertently create a parallel universe linking to the Red Alert series, positioning Yuri from Red Alert 2 as a disciple of Kane. The project was placed on indefinite hold around 2002 due to shifting priorities at amid internal challenges and ' oversight following their 1998 acquisition of the studio. It was ultimately canceled in 2003 with the closure of , preventing completion after approximately three years of development. Some concepts, including the Scrin's role and Tiberium's global impact, were later repurposed by EA Los Angeles in Command & Conquer 3: Tiberium Wars.

Command & Conquer: Renegade 2

Command & Conquer: Renegade 2 was planned as the direct to the 2002 Command & Conquer: Renegade, shifting the series from roots to continued first-person action within the universe. Development began at immediately following the release of the original Renegade, initially conceived as a set in the Tiberium universe using an updated version of Westwood's proprietary 3D engine from the first game. The project evolved through two distinct versions: an early iteration tied to the Tiberian Dawn storyline involving scavengers who would later form the Brotherhood of Nod, and a later pivot after the 2002 release of Command & Conquer: Red Alert 2: Yuri's Revenge, which refocused the narrative on the alternate history timeline. This shift emphasized over-the-top action inspired by Red Alert 2, with reaching the stage of an X-slice presentation by late 2002. The storyline centered on a rogue Soviet commander of the Romanov lineage seeking revenge against the Allies for the defeat and death of Premier Alexander Romanov in Yuri's Revenge. The plot followed this antagonist launching assaults on American soil to restore his family's honor, beginning with an opening mission at featuring the under siege by Kirov airships and a attacking an Allied carrier. Additional missions incorporated humorous elements, such as knocking over a giant fake potato in or battling giant ants in a secret bonus level, while sub-games involved spies stealing technology detected by guard s, with players even able to control a using barks for communication. Key features included first- and third-person perspectives, with gameplay focused on destroying objectives, eliminating enemies, and commanding units in a multiplayer-inspired core mode that allowed building and repairing structures. The game integrated units from Red Alert 2, such as the Allied Light Tank and Soviet Hind Gunship—both cut content from the original Red Alert but revived here—alongside higher polygon counts and prototype destructible environments like exploding Soviet barracks with realistic physics. These elements aimed to link the FPS experience more deeply with the broader Command & Conquer series through familiar vehicles and alternate-history ties. The project was ultimately canceled in early 2003, directly due to ' decision to close and merge its staff into EA Los Angeles, amid concerns over clashing sales with DICE's Battlefield 1942 and the studio's stretched resources from multiple ongoing titles. 's closure led to the scrapping of several late-stage projects, including Renegade 2, leaving behind partial assets like the map and character models.

Command & Conquer: Continuum

Command & Conquer: Continuum was an ambitious developed by as their second foray into the genre, building on the earlier from 1997. The project utilized the Westwood 3D (W3D) engine, the same technology that powered and its planned sequel, to create a persistent world within the Tiberium universe where player actions could influence ongoing events and the evolving storyline. Intended for Windows platforms and published by [Electronic Arts](/page/Electronic Arts), development began in the early but remained in early stages, focusing on innovative multiplayer elements distinct from traditional titles in the series. Key features emphasized a dynamic, player-driven environment with factions including the Global Defense Initiative (GDI), Brotherhood of Nod, Mutants, and the artificial intelligence , with plans to incorporate the Scrin alien race in later updates. The game would introduce instanced "crisis zones" for large-scale conflicts, hub-based flight routes for traversal, and scripted boss battles featuring fluid, movement-oriented combat mechanics that incorporated range-based attacks unique to the MMORPG format. Notable locations planned included a half-submerged , Area 51, Dino Island, Newark Airport, and a mutant-infested city, all designed to foster emergent multiplayer interactions and ongoing world events. Development was abruptly canceled in 2003 when shut down , preventing the project from advancing beyond conceptual and early prototyping phases. This closure marked the end of Westwood's independent operations and halted several ongoing initiatives, including .

Electronic Arts Projects

Tiberium

Tiberium was a tactical in development by (EALA) for Microsoft Windows, , and platforms. The project began in late 2005 or early 2006 and was publicly announced in December 2007, after approximately two years of work, as a set in the Tiberium universe of the series. It utilized a modified version of Unreal Engine 3 for its graphics and gameplay mechanics, distinguishing it from the Sage engine used in the mainline titles. EALA handled the development independently from the RTS-focused teams working on expansions like Command & Conquer 3: Tiberium Wars, allowing for a focused exploration of first-person perspectives within the franchise. The game's narrative positioned it as a direct follow-up to the Scrin alien invasion depicted in Tiberium Wars, where players assumed the role of a GDI commando named Ricardo Vega combating a renewed extraterrestrial threat on Earth. Gameplay emphasized tactical squad-based shooting, with players issuing commands to AI-controlled teammates for coordinated assaults on and Scrin forces. Environmental hazards played a central role, including Tiberium fields that could mutate or harm soldiers if not navigated carefully, alongside destructible environments and support abilities like ion cannon strikes to enhance strategic depth. These elements aimed to blend the high-stakes combat of the lore with immersive first-person action, building on the FPS precedent set by but with modern engine capabilities. Despite substantial investment, including demonstrations to press outlets earlier in 2008, Tiberium was officially canceled on September 30, 2008. EALA Verdu stated that the project "will not be able to deliver this product to an appropriate level of quality," citing failure to meet the internal benchmarks established by the development team and . EA spokesperson Mariam Sughayer emphasized that releasing a subpar product would not serve consumers, leading to the immediate suspension of work and reallocation of resources to other projects like : Red Alert 3. Affected developers were offered reassignment where possible, with severance for those released, marking a significant setback for expanding the Tiberium saga into tactical shooters.

Project Camacho

Project Camacho was a planned video game developed by Electronic Arts Los Angeles (EALA) as a hybrid of real-time strategy (RTS) and first-person shooter (FPS) gameplay set in the Command & Conquer: Generals universe. The project emerged around 2008, building on the established factions of the USA, China, and the Global Liberation Army (GLA) from Generals and its expansion Zero Hour. It aimed to blend strategic oversight with direct action, described in development as akin to Gearbox Software's Borderlands in its tactical combat approach, though specific mechanics like seamless view switching between RTS command and FPS soldier control were conceptualized but not publicly detailed. Development focused on next-generation platforms including , , and Windows, with EALA leveraging internal resources from prior Generals projects. The game was intended as a first-person emphasizing the Generals setting, but little story information surfaced, with only and early screens leaking through community channels. Public awareness remained limited, as EA released no official announcements or trailers during its brief lifecycle. The project was canceled in 2008 amid EA's financial portfolio reviews, with EALA general manager Mike Verdu opting to reassign the team to the Steven Spielberg-backed venture instead. This decision prioritized the higher-profile collaboration, leading to Project Camacho's termination and the eventual cancellation of a year later. Some concepts from the project reportedly influenced later EA efforts, though no direct survivals were confirmed.

Command & Conquer: Arena

Command & Conquer: Arena was an unannounced multiplayer-only real-time strategy game developed by EA Los Angeles as an experimental spin-off from Command & Conquer 3: Tiberium Wars and its Kane's Wrath expansion. Development began around 2008, with beta keys distributed in the Red Alert 3: Premier Edition package, though the project remained internal and was never officially revealed by during its active phase. The game utilized a variant of the SAGE engine (also known as RNA) from Tiberium Wars, targeting platforms including Windows, , and 3. Set in the Tiberium universe following the events of Kane's Wrath, where Kane achieves , the storyline depicted a new Scrin invasion that successfully enslaves Earth, shifting the narrative to resistance efforts against the alien overlords. Key features emphasized arena-style battles deeply rooted in Tiberium lore, featuring competitive multiplayer modes focused on fast-paced, unit-upgrade mechanics using in-game "C&C Points" rather than a traditional resource economy. Notably, the game omitted any single-player campaign, prioritizing online PvP encounters with tagline "The war is over, but the battle continues." The project was canceled in 2009 without publicly stated reasons from EA, though internal shifts in priorities— including reported pressure to expand it into a full title—contributed to developer dissatisfaction and its abandonment. A single trailer surfaced in June 2010, post-cancellation, highlighting and gameplay snippets but confirming the game's non-canonical status in the .

Command & Conquer (2013)

Command & Conquer (2013), initially developed as Command & Conquer: Generals 2, represented a significant evolution in the series toward a model, led by Victory Games, an subsidiary formed from BioWare's studio. Announced in December 2011 as a direct sequel to Command & Conquer: Generals, the project shifted in August 2012 to a broader simply titled Command & Conquer, emphasizing online multiplayer skirmishes with plans for post-launch expansions. By early 2013, it was publicly revealed as a game built on the engine—initially version 2, upgraded to version 3 in May 2013—to deliver enhanced visuals and physics for large-scale battles. This marked a departure from the series' traditional single-purchase structure, incorporating economy-based progression where players earned in-game currency through matches to unlock units, upgrades, and generals. The game featured three factions inspired by those in Generals: the European Union (EU) focusing on advanced technology and air superiority, the Asian-Pacific Alliance (APA) emphasizing massed infantry and nuclear capabilities, and the Global Liberation Army (GLA) relying on guerrilla tactics and stealth. Core gameplay included skirmish multiplayer modes for competitive play, with a persistent economy system allowing progression across sessions, and optional pay-per-mission single-player campaigns planned for release after the core platform launch. The multiplayer component was set to debut for free around Christmas 2013, followed by campaign content in early 2014, aiming to modernize the RTS genre with destructible environments and detailed unit interactions powered by Frostbite. A closed alpha began in August 2013, providing early access to refine balance and monetization. Development halted abruptly on October 29, 2013, following widespread from the alpha testers, who criticized the heavy reliance on microtransactions and the economy system as pay-to-win elements that alienated core fans. EA cited this backlash, along with challenges in meeting player expectations for a RTS experience, as the primary reasons for cancellation, stating the team could not deliver the desired product within constraints. Just two days later, Victory Games was shuttered, ending the studio's brief tenure and underscoring EA's pivot away from experimental RTS formats in favor of established models.

Command & Conquer: Red Alert Alliances

Command & Conquer: Red Alert Alliances was a canceled free-to-play browser and mobile real-time strategy game developed by EA Phenomic, set in the Red Alert universe during the timeline of Red Alert 3. The project was in development around 2012 as a spin-off similar to Tiberium Alliances, focusing on base-building, resource management, and multiplayer alliances in an alternate history setting with Allied, Soviet, and Empire of the Rising Sun factions. It aimed to expand the franchise to browser and mobile platforms with persistent online features and cooperative gameplay. The game was terminated in 2013 following the closure of EA Phenomic, which had been struggling with project delays and financial issues under EA's oversight. No public announcements or beta tests occurred, and details remain limited to leaked and internal documents uncovered by the community. This cancellation aligned with EA's broader restructuring after acquiring and later dissolving Phenomic, marking another unfulfilled expansion of the Command & Conquer series into digital formats.

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