I feel the urge to point out that, unlike Pac-Man on the same system, E.T. the Extraterrestrial on 5200's problem wasn't really quality (for the time it was decent), but the number of copies made exceeding the amount of Atari 5200s that had been even sold in it lifetime.
Anyways…
Title: Command&Conquer 4: Tiberium Twilight
Developer and Publisher: EA Los Angeles/ Electronic Arts.
Release Date: 12 of March 2010 (NA)/ 20 of March 2010 (EU)
Game summary: Following the events the previous game, the Earth has been almost overran with Tiberium. With the last of humanity's holdouts living in Iceland, Greenland and South Georgia, the GDI existimates that the species has a whole only has three years to live. However, during a meeting, Kane, the leader of the Brotherhood of Nod, comes out with a proposal: offer his knowledge of Tiberium and hw to eliminate it, in exchange of leaving parts of Earth free to use. Seeing no other way out, the GDI accept the pact, but not everyone is completely satisfied with this: factions of the GDI think that Kane has other nefarious plans and that the pact has to be broken at the earliest possible convenience, while on the other side part of the Brotherhood of Nod thinks that Kane betrayed Nod's ideals and seek to oust him. Meanwhile, the Scrin's mining expedition has sent its message back to its colonization/mining fleet, warning that, while the planet of Earth is mostly covered in Tiberium, the natives aren't weak enough: while almost all of the Scrin Overseers decide that it would be too costly to continue, deciding to use the nearby planet of Mars instead, one ambitious Scrin commander decides that the only way to get a promotion in the ranks of the Collective is to do what's been considered impossible…
The game itself takes the previous game's gameplay formula, keeping base-building, squad units instead of individual units, tech levels instead of level-based unlocks, and skirmish mode. It also retains the Scrins as a faction while also featuring the Forgotten (Tiberium mutants) as a faction in an expansion. It features both campaigns and a "Conquer the World" modes, althought the latter one has been improved with generic cutscenes and new overworld abilities. On top of that, the game uses a middle ground for the "Always Online" option: the game's skirmish mode is playable offline, but neither the campaigns nor "Conquer the World" are avaible offline.
The campaigns are three, and go back to Tiberium Sun and Tiberium Dawn's divergent campaigns: the GDI ends with Kane dead, the Scrins completely beaten back, and the Earth freed of Tiberium forever; in the Nod one, Kane and the most loyal of his followers ascend, while also making the remaining Nod members able to live in Tiberium, thus creating the next step of human evolution; while the Scrin campaign ends with the Scrin commander successfully eradicating humanity, but failing to get his promotion due to his disobedience, leading to his execution by buzzers.
Reception: Despite criticism for the features locked behind "Always Online", the game was recieved very warmly and very well. This lead to plans to proceed to create a C&C:Generals sequel with uch the same methods of improvement.