One year ago, when I wrote about Command & Conquer 3: Tiberium Wars, I was saying that we have to expect at least one add-on. I said that based on the fact that certain buildings and units had unused upgrade slots. Plus, Electronic Arts is a publisher known for its policy to churn out the last cent from any successful franchise, and Command & Conquer, despite some quarrelers, made history. More than that, every title from the series had at its time at least one add-on. But the large number of patches released for Tiberium Wars, having the goal not only to repair the various technical problems but also to even up the three factions, suggested that the introduction of some new units and buildings can be a great hindrance in bringing the third part of the series to a balance level that few strategy games reached. And yes, I am talking about Starcraft.
Unlike Tiberium Wars, Kane’s Wrath doesn’t feature a campaign for each of the three factions, but only for the Nod, which is a first for the Command & Conquer series. I realize that Kane was the character that contributed to the succes games of the series, which started in 1995. I know he is one of the most beloved evil characters in the history of video games. However, the decision to offer an expansion with a single-player campaign dedicated to this faction only is not a good one for the GDI and Scrin fans who would have preferred that the 13 missions which make up Kane’s Wrath to be equally divided between the belligerent sides. But, if we take a look in the game’s folder, we will find a file with this name – cnc3ep1 – which means that probably another add-on will be released, or even two, for GDI and Scrin, respectively.
Without breaking away from the tradition of Command &Conquer, as well as that of the RTS genre, the 13 missions are with or without resources and bases. Unlike those in Tiberium Wars however, the missions in Kane’s Wrath that involve gathering resources have a few buildings already present at the beginning. So the player’s attention is focused primarily on their protection and the creation of an impenetrable defensive. Those who had problems in finishing TW on the highest difficulty level in order to complete all the objectives, including the secondary ones, must gather strength and a lot of patience. There is no exaggeration when saying that the AI attacks in waves, at least during the first 5-10 minutes. If you succeed in keeping up this time, everything after that becomes easier.
Just like in Tiberium Wars, the AI will send the same type of units from beginning to end, in the same place, tactic which looses any type of threat credibility the minute your units reach Heroic level (they heal automatically). On the other hand, just like in its predecessor, a mission can become extremely easy, because, for unknown reasons, the AI scripts cease to function properly, with the only solution being a restart of the mission. The similarities to Tiberium Wars don’t end here, because in Kane’s Wrath the missions are not progressive from a difficulty point of view. One of the most difficult ones was the fourth, A grand gesture…, which is extremely hard to finish without doing something which is vaguely specified in the briefing.