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Posted on: Jun 27, 2008

Command & Conquer 3:
Kane’s Wrath

WORDS BY: Cameron Lewis

Kane won’t let his defeat at the end of Command & Conquer 3: Tiberium Wars keep him down. The bald favorite of sofa commanders everywhere returns to chew the scenery in a fresh collection of hammy cut-scenes, and he’ll lead you on a 13-mission tale of global menace.

How much you’ll enjoy this standalone continuation’s campaign depends on your tolerance for encounters that favor spring-loaded ambushes and canny hidden traps over less predetermined developments. Scripted elements like the sudden appearance of new objectives certainly help inject some narrative flow into a string of missions that otherwise doesn’t hang together terribly well, but they also keep each battlefield from feeling like a naturally evolving tactical arena. Meanwhile, Kane’s Challenge Mode contains 90 engagements, but every one is basically a preset scenario stripped of A.I.-adjustment options.

On the other hand, Kane’s Wrath markedly improves on Tiberium Wars’ control scheme. Hold down the right trigger, and you’ll summon an elegant selection-sensitive radial interface that can manipulate build queues, special powers, groups, and unit stances from anywhere on the battlefield. And with unprecedented speed, too.

The timing of this new flexibility couldn’t be better. The three main armies — GDI, Brotherhood of Nod, and Scrin — have been broken into three factions, and each boasts its own small collection of differentiating units. Newcomers might find themselves initially overwhelmed, especially when vital contextual tips still take an absurdly long time to appear, but the learning curve is easily surmounted, and veterans will quickly find room in their battle-scarred hearts for effective new allies like ZOCOM Zone Shatterers and Black Hand Purifiers.

Unfortunately, the most powerful and exciting units are just about useless under most circumstances. As perversely satisfying as it is to trundle over a crippled foe in a tank the size of a supermarket, such “epic” forces are so prohibitively expensive and grossly impractical that you’ll only see them thunder around in the most one-sided of smack-downs.

The game’s force variations and library of over 50 maps make it a solid online contender, assuming you can forgive the fact that major battles still reduce an otherwise attractive presentation to a slow and unresponsive slideshow. As long as that nagging nuisance doesn’t send you screaming for the hills, the expanded roster, improved interface, long list of challenges, and $40 price tag might just make up for a disappointing solo experience and lingering, unaddressed flaws.

On Xbox 360
6.5
  • New control scheme, factions, and units reinvigorate multiplayer.
  • Epic units, solo campaign, and shovelware challenge collection are disposable at best.
  • Online slowdown will continue to drive many players nuts.
  • What happened to the PC version’s Global Domination Mode?
COMMENTS:

Too low of a score!!! C&C3KW is incredible compared to Tiberium wars. Every exploit has been fixed. Not being able to spam one factions best unit for the win might be one improvement I would mention. Another, might be having so many upgrades you are forced to pick one (i.e. strategical decision based on the situation) instead of spaming them all, which now, you can't afford. I believe the game to be more balanced now then before, more real than before and definitely more strategic, now that you must pay attention to what they are attacking you with. I agree the Epic units are worthless and over priced, but they do drive the last nail into the oppositions coffin. I just don't understand how Tiberium wars received a better score than Kane's wrath???

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