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The Command & Conquer series quite like a cousin of mine. Everyone
likes my cousin Al; he's a simple, genuine guy who doesn't take
himself too seriously. He's got average looks, earns a good wage
and enjoys his middle of the road life. People sometimes joke about
how he isn't as sophisticated as some of his siblings, but he takes
it all in his stride and carries on doing what he does best.
Command
& Conquer 3: Kane's Wrath, the expansion to last year's Tiberium
Wars, does little to deviate from its now well-established persona.
Not a lot has changed, with EA's LA studio opting to expand rather
than innovate - as is the way with most real-time strategy expansion
packs - and remaining well within their comfort zone. The question
is, have they improved on the already solid formula? For the modest
price of £20 we are handed a new thirteen-mission Nod-centric campaign,
six new sub-factions (two each for Nod, Scrin and the GDI) and,
perhaps most importantly, a new Global Conquest Mode.
The
campaign takes an unusual twist, initially taking us back to the
end of the last Tiberium War to explore the events that took place
shortly after the series' previous outing, Tiberian Sun: Firestorm.
The story follows everyone's favorite and most eccentric of bad
guys, Kane, leader of The Brotherhood of Nod. This Nod-only campaign
comes as both a blessing and a curse; on the one hand, they are
perhaps the most entertaining of the C&C universe's factions to
study in detail and the melodramatic twists and turns within the
confines of The Brotherhood are as entertaining as ever. This is
compounded by the series' ever-amusing full motion video cut scenes
spliced between missions.
The
downside however, is that if you're a righteous GDI enthusiast like
me (or a domineering Scrin enthusiast for that matter), you're out
of luck - no campaign for you. "The clue was in the title!" I hear
you groan in dissatisfaction, and yes, this is only a minor slight
to an otherwise solid game mode. It plays at a good pace, with Acts
1 through 3 taking us all the way to the far end of the C&C timeline
and ending with a suitably Hollywood-esque cliffhanger (no doubt
setting up the inevitable sequel). The missions themselves are the
familiar mix of 'gather/build/attack' and 'take a precarious number
of units to take on the whole map' - so no surprises here.
The
Global Conquest Mode is by far the most interesting new feature.
It's a definite first for the series that aims to bring a new macro-level
strategic layer of gameplay to the table, and is offered up as an
alternative to the normal Skirmish mode. It's easy to draw comparisons
to the classic board game Risk, or more likely the Civilization
series, but in reality, and as you might expect, it lacks in both
depth and complexity. What's here works well; you build bases then
upgrade them through various tiers to unlock better groups of units
known as strike forces. As you progress, you can play out any battles
in real-time or opt to auto-resolve them, be it against a base or
another roaming enemy strike force. The aim is to either dominate
the entire world map via military means, or to win via race-specific
victory conditions, such as building a certain amount of Scrin Threshold
Towers, for example.
The
strategic level ties in quite well and gives you another excuse
to get into the thick of the action. However, the more you play
it, the more the cracks start to show and it can start to feel like
it's simply degenerating into a straightforward numbers game at
times, meaning that it gets increasingly tempting to press the trusty
auto-resolve button. It also lacks that "one more turn" appeal that's
so core to turn-based strategy games. Some will dig it, whereas
others will be put off by its attempts at strategy and delve straight
back into good, old fashioned skirmishing.
With
the six new sub-factions (each geared towards a particular playing
style) come a good number of new unit types to freshen things up
on the battlefield. The GDI's vehicle-focused Steel Talons, for
instance, give rise to Titan and Wolverine walkers (as seen in Tiberian
Sun). Their harvesters have an infantry slot on them, providing
some much-needed early game protection, whilst their APCs have the
option to repair other vehicles. All this comes at the price of
infantry, leaving them with only the basic riflemen, rocket and
grenadier squads. Equally, the Scrin's Traveler-59 faction focuses
on rush tactics and mind control, giving the already micromanagement-intensive
race even more tools to play with. Their upgraded Mastermind unit,
the Prodigy, has an area of effect mind control and a 'blink pack'
for teleporting short distances, opening up the potential for some
seriously fun tactics versus groups of similar strength enemies.
They pass up the Scrin's usually formidable array of end-game air
units for some well needed early and mid game strength.
These
unit inclusions are subtle and generally well thought out, with
no drastic overriding changes to the playing style of the three
umbrella factions - and in that respect it's mission accomplished.
Unfortunately, Kane's War has inherited many of its predecessor's
shortcomings, particularly with regards to everyone's favourite
grey area in the RTS genre, the game balance. The new units do little
to rumble the current multiplayer trend of simply creating endless
barrages of infantry, with speed of execution and persistence usually
triumphing over tact and guile. This means that the new 'Epic Units'
get equally dubious honours. In their defence, they certainly have
that "whoa" factor and can be an awful lot of fun to control. Charging
the GDI's M.A.R.V (Mammoth Armed Reclamation Vehicle, which basically
equates to the Mammoth Tank's even bigger brother) through an enemy
expansion and chewing up any Tiberium in its wake is an infinitely
satisfying experience. The problem lies in their huge cost, both
in time and resources, along with the relative power of the mass
producible lower tech units, rendering them more of a marketing
gimmick than a viable strategy.
It's
hard to recommend Command & Conquer 3: Kane's War to anyone other
than C&C3 devotees. If you didn't take to the original then there's
nothing here that will convert you to the cause. It's full of the
same old sights and sounds, tongue in cheek humour and fast-paced
combat that the series is renowned for. There have been no improvements
made to the shoddy multiplayer implementation in the intervening
year, which is still rife with disconnect and synching issues -
long before you get to the complexities of unit balancing. In fact,
a lack of any real improvement is KW's biggest problem. Instead,
its value comes from simply adding more, making it a must
buy for fans, for whom it offers a sizable chunk of content for
a budget price.
Reviewed by Martin Oddy for AceGamez (All Rights Reserved).
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