Command & Conquer 3 and Kane's Wrath
Moderator: Moderators
-
Commander_Cody771
- Vader's Apprentice
- Posts: 1069
- Joined: Thu Jun 07, 2007 5:02 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Looking for a new CPU
- Contact:
Command & Conquer 3 and Kane's Wrath
Does anyone else play this great game? I LOVE it!
-
PhantoM
Re: Command & Conquer 3 and Kane's Wrath
I have Command & Conquer 3, but I still have yet to get the expansion. I was ticked when
Anyways, great RTS game.
Hidden/Spoiler:
-
MercuryNoodles
- Jedi

- Posts: 1003
- Joined: Sun Mar 12, 2006 7:16 pm
- Projects :: Space - Boarding Action
- xbox live or psn: No gamertag set
Re: Command & Conquer 3 and Kane's Wrath
I just saw this. Heh. Now, while I really feel EA messed with the feel of C&C a bit too much, I do think of this as a step in the right direction. It had it's good and bad points. The following are a few highlights.
Vanilla Good:
- The Mammoth tanks went back to something resembling the original. Yeah, it's a little weird after the Mark 2's, but I never really liked that design.
- The effects are beautiful, particularly the ion cannon beams.
- There are more Tiberium based weapons/abilities. Well, not a whole lot more than usual, but they get points for the emphasis.
- Avatars.
- The casting was a nice surprise. Oh, and Joe Kucan was awesome, as always.
Vanilla Bad:
- I saw the balancing as not all there. I found Nod to be a pain to play as in MP. Mostly, I blame the rate of Tiberium income that's possible and overall map design.
- Map design just seems too open in MP. There's plenty of build space, but there are few obstacles which would add an element of strategy to both building and force deployment. The Tiberium also seems to be everywhere in huge fields.
- That one Nod guy just seemed out of place.
It wasn't bad acting. He just didn't come off as a Nod regular. I guess he could be some sort of insurgent commander, but doesn't feel right as my intel guy.
- The Tiberium, aside from some props, took on a look that just felt odd. I really liked the old version a lot better. In fact, the new crystals reminded me of Red Alert.
As far as KW goes, I've yet to play through several of the subfactions, since I didn't try MP. I'll have to pop the disk back in sometime.
Vanilla Good:
- The Mammoth tanks went back to something resembling the original. Yeah, it's a little weird after the Mark 2's, but I never really liked that design.
- The effects are beautiful, particularly the ion cannon beams.
- There are more Tiberium based weapons/abilities. Well, not a whole lot more than usual, but they get points for the emphasis.
- Avatars.
- The casting was a nice surprise.
Hidden/Spoiler:
Vanilla Bad:
- I saw the balancing as not all there. I found Nod to be a pain to play as in MP. Mostly, I blame the rate of Tiberium income that's possible and overall map design.
- Map design just seems too open in MP. There's plenty of build space, but there are few obstacles which would add an element of strategy to both building and force deployment. The Tiberium also seems to be everywhere in huge fields.
- That one Nod guy just seemed out of place.
- The Tiberium, aside from some props, took on a look that just felt odd. I really liked the old version a lot better. In fact, the new crystals reminded me of Red Alert.
As far as KW goes, I've yet to play through several of the subfactions, since I didn't try MP.
Hidden/Spoiler:
