Command & Conquer 3: Kane's Wrath Review
Nod too good.
Version tested: Xbox 360
"Standalone expansion pack" isn't a very exciting phrase, but we're going to have to work with the tools we're given, and it's the most apt description for what Command & Conquer 3: Kane's Wrath actually is. On the PC, this was a straightforward expansion pack for a popular real-time strategy game, sold cheaply and requiring the original game to be installed. On consoles, it arrives as a game in its own right - not full-price, thankfully, but a standalone game regardless.
This retreat from the expansion pack concept raises a few issues. For a start, there's the possibility of players who never picked up last year's C&C3 giving this a shot, only to face a truncated and disjointed campaign mode that makes absolutely no sense to anyone who hasn't played the original. We're not saying C&C's story makes sense in general, mind you, but at least the high-camp melodrama normally follows something like a conventional story arc. Kane's Wrath's campaign only lets you play one side, gives you a limited number of missions and spreads them around a 20-year time period spanning a pair of wars from previous games. The stuff of expansion packs, then, not of full games.
The second issue is simply one of value. This is a bit more expensive than its PC counterpart, not to mention a few months later, and as such it really needs to justify itself pretty well before anyone reaches for their wallet. If you're a fan of Command & Conquer, Kane's Wrath manages that - just about. Unfortunately, along the way it manages to crowbar in enough disappointment to ensure that even devoted fans will want to think hard before parting with their cash.
The good stuff first. Like most strategy game expansions, Kane's Wrath comes with a handful of new units - in this case, mostly introduced through "sub-factions", splinter groups from the existing armies which each have their own unique quirks. A few existing units have also been tweaked slightly, and each side has been granted a new super-weapon - our favourite being Nod's Redeemer, which is no relation to Unreal Tournament's mini-nuke but rather is a huge, stompy, laser-beam-sprouting mech.
The Redeemer isn't the best new unit in the game, though. That honour unquestionably goes to the Mechapede, a truly brilliant unit introduced for the alien Scrin faction. As the name suggests, it's a bit like a centipede in design, but you can actually add nodes to the unit to create an increasingly large, sinuous centipede, with increasingly deadly powers at its disposal.

War reports on the news would be so much prettier if everyone really used lasers.
Units like the Mechapede really only emphasise, however, just how glacial the movement of C&C's game mechanics are. Despite the new units and slightly altered balance, despite the introduction of new sub-factions, Kane's Wrath still plays pretty much the same as C&C3 did - which, of course, played pretty much the same as previous C&C titles did. The formula works, and it's popular, but by god it's starting to feel long in the tooth.
Moreover, the innovation that the team is apparently capable of, judging from the new units, was switched off when it came to mission design. Your missions in the campaign are taken directly from the C&C textbook - alternating mostly between "crush the enemy" missions and "do something stealthy with these three units" missions, which have remained popular with game designers over the years for no readily apparent reason. Hints at possible variety fall flat. Missions which take place during other battles from previous C&C games are an obvious opportunity to do something cool, but nothing cool happens, which is a crying shame.
On the plus side, the team porting Kane's Wrath to the Xbox 360 has thought long and hard about the control scheme, and has come up with something genuinely fantastic. RTS games have a hard time on consoles in general because they're designed from the ground up for the PC's control system. That's not something that Kane's Wrath overcomes - anyone who plays PC games will still pine for a mouse and keyboard when playing this, in a way that an FPS gamer, for example, probably wouldn't. However, this is still probably the best effort we've seen yet at sensible RTS control using a joypad, largely because it tries to find its own way around the challenge rather than just emulating mouse controls on a thumbstick.
The chief innovation is a radial menu, called forth by a trigger, which allows you to rapidly select and navigate just about anything to do with your unit production, build queue, groupings and selections. It takes a little getting used to, but it's ultimately a very powerful way to control the game - not remotely as precise or elegant as a mouse, but a bloody good compromise and one which console RTS fans will definitely appreciate.
If that comparison with the PC version is Kane's Wrath's strongest suit on consoles, though, it's in another comparison with the PC version that the game delivers its most serious disappointment. When Kieron reviewed the PC expansion pack a few months ago, almost half of his review was given over to the Global Conquest mode, a Risk-style strategy game with surprising depth which served as a non-linear supplement to the campaign mode. It was, arguably, one of the biggest innovations that EA has made to C&C in many years.
It's also been completely removed from the console version of the game. In its place, we've got something called Kane's Challenge, which is a pretty competently put-together set of pre-rolled challenges that can be played through as any one of the nine sub-factions. To call this a weak substitute would be overstating its value somewhat. A major, innovative and entertaining game mode has been removed, and what we've got instead is a small collection of skirmish games to play through.

Missions span the time periods of the last two games, which leads to a fairly disjointed, confusing narrative - even by C&C's standards.
As you would expect from a C&C game, what you do get is very well polished and presented, and of course, there's plenty of live-action cut-scene footage there to entertain the fans. The online modes remain largely unchanged from C&C3, which is to say that they work nicely - and that the Xbox Live-powered functionality of the console version is actually superior to the weak match-making and poor interface of the PC's online modes.
None of that, though, can really compensate for the fact that console owners are being asked to pay more money for a lesser product. Taken on its own merits, we'd describe the 360 version of Kane's Wrath as a relatively solid but entirely uninspired expansion - one for the dedicated fans only, albeit one with a very clever new control system. It's by comparison with the PC expansion that this game starts to look seriously bad, and even while acknowledging that not every 360 owner has a gaming-capable PC, our score reflects the fact that this is one game where the console version is definitely inferior.
5 / 10
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Comments (26) Latest comment 4 years ago
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the original version was useless, now for lan gaming kanes wrath has made it a decent RTS, worthy of playing atleast once a week with 8 people crammed in one room.
5/10 is a shocking score.
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Um... what? I still can't play FPSes without a mouse...
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I played over 2000 online games of C&C 3 on 360, achieving 89th in the world, and am enjoying this new one because of how different it is. The control scheme is difficult to get the hang of but I suspect will be better in the long run. You can no longer "power-plant" to extend your base, Nod units such as surveyors are slower, only one support structure can be built at a time, existing maps have been modified, and new maps added, before even considering the new factions and units.
I doubt I'll play the single player campaign much if at all, and on this score Eurogamer may be right. But for online... at least 8 out of 10, and if it delivers over 300 hours online play like the last one, then surely that's 10 out of 10!
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Cheers Rob! ^_^
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I think that it's actually a great thing to have this as a seperate disc instead of on HD as DLC or whatever. Apart from simplicity (and the option of selling the green one), it would've been impossible to build in new controls.
If you're a PC-gamer, you wouldn't play KW on the 360 anyway, but I don't play on the PC, the 360 is all I got, and this review is virtually useless to me...
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Because they've got the same name, and contain mostly the same content? Seems like a reasonable basis for comparison to me.
I did point out that if you're a huge C&C 360 fan, the game would probably be worthwhile to you - but for the purposes of scoring, it's pretty damn hard to ignore the fact that they've stripped out by far the most interesting feature from the PC version of this expansion. Also, despite being a standalone game, it still has the feel of an expansion pack - truncated campaign, story that makes no sense without the original game, and only a handful of new units.
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It's also been completely removed from the console version of the game. In its place, we've got something called Kane's Challenge, which is a pretty competently put-together set of pre-rolled challenges that can be played through as any one of the nine sub-factions. To call this a weak substitute would be overstating its value somewhat. A major, innovative and entertaining game mode has been removed, and what we've got instead is a small collection of skirmish games to play through.
This.
I honestly, honestly have got no IDEA how they can justify this. In the interview that EG did with Jim Vessella a couple of weeks ago he stated that it had dropped because it had not "gelled" with the 360 fan base as well has was hoped.
W.T.F?
Who the HELL did they ask? A load of Need for Speed fanbois?
It's a STRATEGY GAME! And you take out the best strategy feature? UTTER muppets. That has got the be the worst decision I've seen since the SIXAXIS. I'd honestly love to see the data that they have to justify that response.
The other thought is that they're holding it back for DLC, which wouldn't surprise me as it's EA, but doing that when expecting to pay £10 more several months later than PC owners is a joke. It's not as if the game was expensive to make, the engine and 90% of the graphics had already been done in for C&C3:TW.
So either EA are incompotent, or getting ready to rip us off more. Which is it I wonder?
Seriously; Shinji, rauper, danbojones, mugwum, anyone!... please ask for a justification for that. I even emailed craigy for an email address for Jim to do it myself, but you guys are better at that than me and 99.999% more likely to get a response.
Oh! And don't give me any bullshit about the controls for Global Domination being too difficult to do!
1. You did radial, finally, so someone there has a brain.
2. It's TURN BASED.
3. I'll do it for you, not hard.
Taking this mode out is like taking a gun out of an FPS cos it's too "gun-ny", or like taking the tournaments out of football games.
Another franchise raped by EA. Again I might add. Let's watch them do it yet again with Red Alert 3 too.
/not bitter, no not at all.
Aside: That said, the main game is quite good for C&C fans, and the control system is great.
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It's not exactly easy to have the expansion depend on the previous game on a console. I understand that the problem lies in its "expansion-ness", but there isn't much else to be done in this case. Maybe only lowering the price a bit...
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I want to know your opinions on UT3.
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What about Pikmin? Would anyone, please, think about the pikmins?!
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Still makes no sense to me, as I'll never be able to play the PC version anyway. It's like you're judging a final product against a pre-release version which contained some features that were removed before street date.
"In the demo we saw, Nico Bellic could fly. That's gone in the retail version. 4/10."
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HINT: spam mechapedes
a severe imbalance in the game not sure if they released the 360 version with the new patch that is supposedly out on PC this week (its thursday now....) anyway another cock up by EA next up- Red Alert 3
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Comparing it to C&C 3 Tiberium wars (360 version), it's got a new single player campaign( Kanes challenge), more factions, more multiplayer maps and new a control system which is easily the best control system on a console RTS.
For £20 it's a bargin IMO.
Edit: fixed an error.
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will be buying this for sure, maybe the score is a little harsh...I guess we'll see how supreme commander does with its reported super frame rate....
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I wont be buying it then. I played countlessgames of Risk on the PS2 andloved it. Would have liked to see this mode included for online.
I fail to understand how game companies can miss the point so much
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Didn't the LoTR RTS use radial menus? Aren't they standard or is it just the console strategy games I've looked at?
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[link url=http://www .egcgames.com/content.php?id=939
]http://www .egcgames.com/content.php?id=939
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