Command & Conquer 3: Kane’s Wrath
A Command & Conquer title is just not the same without an expansion pack to accompany it and flesh out its content. C&C expansions come from the golden age of expansions when gamers could expect at the least new units, missions, and multiplayer maps if not full fledged campaigns and new factions. Thankfully Electronic Arts has not departed from this model with its expansion to Command & Conquer 3: Tiberium Wars; Command & Conquer 3: Kane’s Wrath.
Each of the three main factions receives new units and support powers. Many of these units, like the GDI Slingshot anti-air unit, were added to remove deficiencies in existing faction rosters or new gaps that arose as a result of the new minor factions. Epic units, one for each side, were also introduced as super powerful vehicles capable of crushing lesser units and could be customized by loading infantry into their hard points to add secondary weapons. The new toys are worth a few games just to play with and are enjoyable for the most part but can still be overshadowed by high tier units.
Following after its successful implementation of minor factions in Command & Conquer: Generals EA chose to add two minor factions to each major faction in Kane’s Wrath. The minor factions focus on a particular strategy or aspect of their parent faction; like flame weapons and heavy infantry for the Brotherhood of Nod or sonic weaponry and tiberium immunity for GDI. Minor factions also receive build restrictions in exchange for their specializations; one GDI minor faction can only produce basic infantry units but gets a strong boost to its armored units. Many of the new units added by Kane’s Wrath are unique to the minor factions; some are entirely new and others are improvements of existing designs to match them with their respective minor faction’s emphasis.
The campaign for Kane’s Wrath is less filled out then the rest of the game as its 13 missions only feature the Brotherhood of Nod as the playable faction. The campaign is still very well done with strong narrative and many entertaining missions. Players will also get to utilize each of Nod’s minor factions to their fullest and will also encounter the other minor factions as enemies throughout the course of the campaign. Sadly it can only serve as a blueprint for the campaign experience that could have been; the lack of a similar model for the other two factions puts a damper on the player’s ability to enjoy the new minor factions in a narrative environment.
Perhaps the most innovative addition that Kane’s Wrath brings is the Global Conquest mode. This single player options presents a turn based world map where the player, as one of the three major factions, builds bases, raises armies, and conducts global warfare against the other two factions. Bases can be upgraded with defenses and tech levels to allow them to produce armies with stronger units.
Armies can be moved a set distance across the map, or ferried between bases on different continents. When opposing armies meet or an army attacks an enemy base the battle can be auto-resolved or played out in real-time in a manner resembling a skirmish battle. However if the attacking army does not include base-building units it will not be able to construct a base and if the defending base has high enough technology and defenses it will be able to produce advanced units a the start of the game, tying in developments on the strategic level with tactical combat.
The Global Conquest mode compensates somewhat for the lack of a full campaign. Players can enjoy what each faction has to offer at length. The AI in this mode is essentially a basic Skirmish AI and is competent enough to manage the world map effectively. However its tactical capacities are lacking on lower difficulty settings and don’t always mesh in capability with the AI’s performance on the world map; making for a somewhat dichotomous experience. On the flip-side it is usually fairly easy for the player to establish a continental stronghold thus allowing the full extent of the mode’s options to be tested at length.
Multiplayer sees little improvement from C&C 3. The new minor factions can offer interesting tactical opportunities, but some limitations on their tech tree limit tactical flexibility; generally making the main factions the safer and well-rounded option. Perhaps the greatest tragedy for multiplayer was the lack of inclusion for Global Conquest mode. Granted the mode features only three factions so a multiplayer version would have been either incredibly limited or PvP only but the option still would have been a great benefit to the game; all the more so if a co-op feature had been included.
Kane’s Wrath isn’t needed to make C&C 3 a great game; the full package was already there. The minor factions are a welcome addition for expanding skirmish and multiplayer gameplay, but the lack of campaign options to enjoy them at leisure detracts a bit from their impact. However the Global Conquest mode suffers only from the somewhat mediocre performance of the AI at lower difficulty levels. In all other aspects it is a very ambitious and enjoyable experience with a smooth design that needs only the ability to share it with a friend. Kane’s Wrath isn’t its own game, but it expands C&C 3 to the fullest possible extent.
The Lord of the Rings: The Battle for Middle Earth
Its inevitable that successful book, and to a greater degree film, franchise will spawn numerous titles in different media. The Lord of the Rings: The Battle for Middle Earth is not Electronic Arts’ first foray into J.R.R. Tokien’s Middle Earth but is certainly EA’s best. Following on the heels of Liquid Entertainment’s and Sierra Entertainment’s The Lord of the Rings: War of the Ring, The Battle for Middle Earth is the second real time strategy game to be set on Middle Earth during the War of the Ring and events of the Lord of the Rings trilogy. Unlike many previous game titles The Battle for Middle Earth is based exclusively off the interpretation of Peter Jackson’s Lord of the Rings film trilogy.
The Battle for Middle Earth takes a new approach to RTS play. Bases are now constructed from pre-located build slots in circular base layouts of varying sizes, each categorized by the number of building slots it provides (i.e. a stronghold provides six build slots while a citadel provides eight). Units are unlocked as their production centers level up through increased use. Most troop units come in groups, with five being standard for cavalry and human units while ten is more common for orcs. Upgrades are applied to each individual unit for a price and remain fixed, even if the unit suffers losses. Special powers, familiar to players of EA’s Command & Conquer Generals, make a comeback as special or passive abilities acquired by purchasing them from a tree that unlocks more options as the player purchases more powers. Power points are acquired through destroying enemy units and structures.
The power trees are divided between good and evil teams. In the campaign these are shared by the two factions that make up each team, but the trees are split in multiplayer with the factions sharing some powers but keeping others for themselves. The four playable factions are the great participants in the War of the Ring: Gondor, Isengard, Mordor, and Rohan. Good and Evil aligned factions share similar traits, for example only Good aligned factions can build walls and only Evil aligned factions have powers that boost their economic ability. In keeping with the thematic presentations of the films each faction features its own artistic style and for the most part possess unique unit and building trees. The designs are very flavorful and surprisingly well balanced. Some factions lack the diverse build options of others (Isengard is pretty one-dimensional and Rohan can only choose from six units) but their unique designs leave few holes for enemy teams to exploit.
The heroes of Middle Earth make an appearance as well. Seven of the Fellowship can be trained between Gondor and Rohan (only Sam and Frodo are restricted to the campaign), and these are supplemented by the royals of Rohan and Boromir’s brother Faramir. Heroes are a lacking aspect for the Evil team, with Isengard offering two and Mordor deploying three aerial Nazgul. These are powerful heroes, but far less flashy and unique than their good counterparts. This is not a design error so much as a thematic choice; the Evil factions are able to field a far greater amount of troops and unit types than the Good factions, making the heroes more of a counterweight than an exploitation.
The story for the Battle for Middle Earth’s campaign is the story of the Lord of the Rings, primarily as told by Peter Jackson’s film trilogy. Players can come to this game and reasonably expect its story to be entertaining. Even knowing the ending is no spoiler since the outcome hinges on the player’s success in scripted mission such as the Siege of Minas Tirith or Sam’s liberation of Frodo at Cirith Ungol. While the game’s cinematic openings may promise a grander scale than the mission’s scripting and capacity can actually deliver players trekking through the Good campaign can expect massive battles and sieges where their hero units can shine against overwhelming numbers of orcs, Uruk-hai, and trolls. The Evil campaign is even more exciting to experience as the player challenges the established outcomes of the trilogy. EA admittedly had to take some creative licensing with missions like Mordor’s subjugation of Harad or Isengard’s assault on Edoras, but since the Evil campaign boils down to the forces of darkness winning the War of the Ring scenarios like these are logical conclusions.
All of the fantastic elements of Middle Earth make an appearance including Ents, giant eagles, the Army of the Dead, and even the Balrog. Battles between scripted missions generally play like skirmish battles which can lead to some repetitive experiences depending on how long the player wants to continue the campaign (the player can finish the campaign before all of Middle Earth is conquered). However each mission has a minor bonus objective unique to that region; they don’t need to be completed to win the region but completing the objective eases the player’s fight against their opponent. Once the player finishes a capstone scripted mission (Minas Tirith for Good and Osgiliath for Evil) towards the later half of the campaign all of southern Middle Earth is available for conquest by any of the armies the player previously used in earlier missions.
For its time Battle for Middle Earth was a graphically advanced game. There are few flashy explosions but the minutiae of the game is very well detailed. This does the story of the War of the Ring the service its due, but can lead to massive performance issues on a machine which runs closer to the minimum system requirements. Little of the gameplay experience is lost on lower graphics settings, but having to play in fear of a game ending crash is a worry that can always be done away with. As with most EA RTS games the multiplayer connection can be finicky during launch; dropping players for no apparent reason. Thankfully this is not a crippling side effect; it has no long lasting effects and is a fairly rare occurrence.
Playing through the campaigns for the Good and Evil teams pretty much encompasses the full single player experience. Eighteen scripted missions and over thirty regions to conquer make for hours upon hours of gameplay. Each faction’s full tech tree is available as the campaign progresses, with the power point special powers taking the longest to unlock. Available skirmish maps include all of the non-scripted missions (sadly, the Siege of Minas Tirith can only be replayed through saves and new campaigns). Supporting two to eight players with several different types player setups (some regions only have outposts for starting locations where others offer citadels).
The game’s AI is competent but not spectacular. It follows logical paths for the deployment of infantry, cavalry, siege units and such. However its use of powers is quite predictable and on anything below the hardest difficulty the AI’s penchant for expansion is little to none. As a flip side however this one of the few EA RTS games were the learning curve is more stable. Casual players may find even the normal AI to pose little challenge but the more relaxed pace allows players to level their heroes and unlock powers before the end game.
The Lord of the Rings: The Battle for Middle Earth is by far the most flavorful and thematic Lord of the Rings RTS to date with immaculate attention to detail and a very immersive and entertaining single player campaign. Fans of the trilogy, especially the movies, will enjoy the movie references and familiar scenes. RTS gamers may find the unique game elements confusing and perhaps boring, but like any good RTS game the heart of the experience is combat and here Battle for Middle Earth does not disappoint. For whatever reason the Battle for Middle Earth is not available for online download through any store; but even at full price this game is worth the purchase for any player, casual or skilled, who wants to run the battles of the War of the Ring.
Command & Conquer 3: Tiberium Wars
After the dissolution of Westwood Studios in 2003 the Real Time Strategy market experienced a general stagnation in productivity. Several companies continued to produce stand alone RTS titles and some spinoffs but suffered from a lack of stylistic direction as they attempted to formulate new templates of RTS gameplay separate from the Blizzard and Westwood formats. In this period gamers were introduced to a lot of different RTS mechanics and interfaces; yet none of them were able to compare with the genre setting giants of old until Electronic Arts introduced a new title in the Command & Conquer series: Command and Conquer 3: Tiberium Wars.
Command & Conquer 3 revived the long absent Command & Conquer series; bringing with it the familiar standards of the Westwood RTS format such as a central Construction Yard, refinery resource processing, and flashy explosive late game battles. Most skirmish battles, multi-player battles, and single player missions start the player off with little more than a construction yard from which the player must construct a base and army in order to crush their opponents. Base and army building follow the standard Westwood format with higher tier buildings unlocking more advanced units and abilities. Power plants are required in increasing numbers to maintain a growing base and base defenses are divided by their effectiveness against different unit types.
The series’ principle factions, GDI and Nod, return to continue their struggle over the eponymous resource tiberium and their differing views on its terramorphic properties. The game’s storyline picks up not long after the series’ previous title Command & Conquer Tiberian Sun and its expansion Firestorm. Reminiscent of previous C&C games players begin the campaign with a limited tech tree; benefiting from more units and abilities as the campaign progresses. Missions include the old RTS fares like escort missions, base defense, and territory control. Yet unlike older RTS titles Command & Conquer 3 spices up these familiar missions with more appropriate strategies and units; often taking the unique tactical situation of each mission as a chance to introduce the player to a new unit type. Stealth missions will utilize Snipers teams and Juggernaut artillery or Commandos and Stealth Tanks. A feature not unheard of but seriously underused in previous RTS games.
Support powers, available on the left hand side of the screen as the buildings required for them are built, make an appearance in the mainline C&C series for the first time. These powers require a certain amount of cash to be used and must recharge between uses; they also require a line of sight on their target. Some powers are more useful in a multiplayer setting against human players and, sadly, many rapidly become obsolete as the tech tree is unlocked. However many can be used to game changing effect and overall the support powers should be actively utilized; particularly in the single player campaign.
The single player campaign is undoubtedly C&C 3’s strongest feature. Following the vein established by earlier Westwood games the campaign for both factions follows a series of story-driven missions where the player completes a series of objectives, often gradually unlocked as the player progresses through the mission. New units and structures are made available each mission until the faction’s full arsenal is unlocked. The enemies each faction faces vary as the missions go by and some missions will involve the player facing off against two enemies. Unlike older titles which feature supposed ‘bitter enemies’ ignoring their differences to attack the player; in C&C 3 three way battles remain a constantly fluctuating contest between all three factions (some brief ceasefires do appear).
The Scrin, a new playable race that EA has introduced to the Tiberium series of C&C games, is an alien race based off of hints and plot elements from earlier titles in the Tiberium series. The Scrin are very dependent on tiberium and many of their strategies revolve around it; they also feature more heavily specialized units and a greater reliance on aircraft than other factions. Although their short, unlockable campaign provides only a brief glimpse at their faction history and story it still provides challenging missions and entertaining cinematics (all CGI however).
Live action cut scenes and cinematics reappear with renewed visual splendor. Each mission is interspersed with a live action briefing prefacing the situation the player will face in the upcoming mission and its relevance to the faction’s overall goal. The acting and dialogue could certainly be called campy but is far more enjoyable as the characters struggle with the increasingly complex situations the game’s plot thrusts them into. For what could be the first time in RTS history the characters actually sympathize with the player when real time situations turn grim. Settings come alive with numerous extras and improved background visuals. The only thing sadly missing are the old Westwood endgame videos; sadly few if any in-game units are seen in CGI animation. In a masterful move by EA the story of C&C 3 is concise enough that players need not have played the older C&C games to follow the story (although their enjoyment of the cutscenes is enhanced by familiarity with the series).
Following on the heels of EA’s last C&C title, Command & Conquer: Generals, C&C 3 features a very vivid display with heat waves, sonic pulses, and dust clouds all beautifully rendered alongside vibrant explosions and flying wreckage. While beautiful this does exact a heavy toll on graphics utilities and PCs with up to date graphics cards and drivers are recommended for anything beyond the barest visual experience when running C&C 3.
Skirmish mode varies little from previous C&C titles. Map options ranging from 2 to 8 players are available and players can set the amount of starting cash they begin with as well as special options like bonus crates and allowing superweapons. Although playing with a faction’s full tech tree is inevitably entertaining the game’s AI can be predictable and varies widely in its skill between difficulty levels making for a poor learning curve. EA mitigates this somewhat by allowing players to select archetypes for the AI personality such as Rusher or Turtler. Games also tend to be fast paced with the winner or loser often decided within the first ten minutes. While this is preferable for many gamers it does deprive anyone wishing to explore and enjoy a faction’s tech tree of more than a few opportunities to test strategies and units.
Multiplayer in C&C 3 is smooth and consistent. Sadly it suffers from the same flaws as the skirmish mode, namely predictable AI and a poor learning curve. However the large number of map options and quick gameplay fare far better in a multiplayer setting and combine with easy multiplayer setup to allow a large number of diverse games to be played in short order.
Newer gamers, particularly those familiar with RTS games but not with older C&C titles, might find C&C 3’s rehash of Westwood’s style dated and perhaps even simplistic. Fans of the C&C series will love this game and although EA’s touch has made subtle changes to the old Westwood formula the favorite elements of C&C, particularly its entertaining and immersive single player experience, return in new and vibrant glory. Command & Conquer 3 brings back all that was good about old school RTS gaming. Newer gamers will also enjoy C&C 3’s rich single player campaign. Anyone who is a fan of the RTS genre should find this title a refreshing rework of the old RTS giants and C&C 3 by far is the best RTS game to be produced in the late 2000s.