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Kanes Wrath

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Kanes Wrath Developer Interview

By AgmLauncher - 15th November 2007 - 22:24 PM

GameReplays recently had the chance to have a few questions answered by Jim Vessella, associate producer for Command and Conquer 3: Kane's Wrath.

GameReplays: Command and Conquer 3 has been a great success as an e-sports title. Will Kane’s Wrath continue in this vein, and more specifically, will you push to get it into the World Cyber Games?

Jim Vessella: It was awesome having Command & Conquer 3 represented in the World Cyber Games this year. The fans have been incredibly supportive of Command & Conquer 3 since its release, and this is the primary reason that C&C 3 has been so successful as an e-sports title. Kane’s Wrath will indeed continue the e-sports momentum, and should become even more exciting thanks to all the new faction content. We certainly hope the World Cyber Games will accept Kane’s Wrath into the tournament lineup.


GR: Patch 1.09 for C&C 3 will fundamentally alter the way the game plays. Are there plans to carry over at least the fundamental economy changes from 1.09 to Kane’s Wrath, or will Kane’s Wrath start from scratch so to speak?

Jim: We’re actually planning on integrating everything from patch 1.09 and the previous patches into the retail version of Kane’s Wrath. That means all the balance changes and maps that have been created since the release of C&C 3 will be available in version 1.00 of Kane’s Wrath. What this will allow us to do is seamlessly transition between the balancing of 1.09 and all the new faction content that Kane’s Wrath will provide.


GR: What was the motivation for deciding to add six new sub factions rather than a fourth, entirely new faction?

Jim: Before jumping into a fourth faction, we wanted to provide more gameplay and fiction depth for the existing three factions. The concept of sub-factions was the perfect catalyst for providing more depth of gameplay, and also developing the fiction of the three sides. Each sub-faction has been given their own fictional backdrop, and we use this foundation as our motivation for gameplay design.


GR: How different will the sub factions be from one another? Will they play fundamentally the same or will they require a different set of strategies and tactics?

Jim: Our goal has been to make each sub-faction feel unique from both a gameplay and fiction perspective. In order to differentiate the sub-factions, each comes with their own exclusive or modified units, along with unique upgrades and powers. These adjustments are meant to cater to a specific play-style, so each sub-faction will indeed require their own set of strategies. We’re also going to bring in our community balance testers soon to help further diversify and fine tune the factions.


GR: Can you reveal the names or themes of any of the new sub factions in Kane’s Wrath? If not, when can we expect to hear more about them?

Jim: At this point, I can reveal that the Black Hand is one of the Nod sub-factions, and plays a prominent role in the Tiberian Sun era of our campaign. From a gameplay perspective, the Black Hand receives upgraded fire weapons and some of the most powerful base-cracking infantry. However, the Black Hand’s members refuse to hide from their enemy, so they detest any form of stealth technology. With this mix, you can expect the Black Hand to be a tough and quick damage dealing side, but with the determinant of not being able to sneak up on their enemies. As for the other sub-factions, we’ll be rolling out details in the months to come.


GR: Aside from the new factions and units, will Kane’s Wrath make any changes or improvements to the existing factions and units?

Jim: All of the core sides from C&C 3 will receive an arsenal of new units, upgrades, and powers. Examples of these units include the Hammerhead Gunship for GDI, an aircraft that never needs to return to the airfield to re-arm, and also comes with a garrison slot for infantry to fire from. Several of your favorite C&C 3 units will receive new upgrades, ranging from EMP Grenades to Tiberium Shard weapons. We’re also adding some devastating new powers like GDI’s Orbital Slug. Fans of C&C 3 are going to have a blast playing with all the new toys.

GR: Kane’s Wrath will feature all-new “epic” units. Can you reveal a little more about these?

Jim: Epic units will play a valuable role in both the tactical RTS game and the Global Conquest Mode. Each epic unit comes with their own special ability which can have a game changing impact if used at the right time. In addition, the epic units can be combined with different units on the battlefield to gain weapon upgrades and support abilities. Players are going to find some awesome combinations to help defeat their enemies.


GR: Global Conquest mode is a re-imagined way to present the singleplayer campaign. Will this mode make its way online as a meta game? What similarities (if any) does it share with the War of the Ring meta game from The Battle for Middle Earth 2?

Jim: Right now we don’t have any plans to bring the Global Conquest mode online for multiplayer. We chose to make this an exclusive single-player feature because it allows us to craft and balance an awesome story driven campaign. While it shares the same meta-game spirit as War of the Ring, the Global Conquest Mode is certainly an advancement.

First off, the world is no longer sliced up into territories, thus players have much more freedom as to where they construct bases and position their Strike Forces. Bases can be upgraded and enhanced, increasing their economic benefit and unlocking an arsenal of meta-game specific support powers. Strike Forces are completely customizable, allowing players to create that perfect combination for each situation. Even the normal skirmish battles will procedurally generate bonus objectives to spice up the RTS play. The Global Conquest Mode is an awesome new feature that players are going to have a blast with.


GR: Can we expect to see any new maps and environments in Kane’s Wrath?

Jim: Kane’s Wrath will feature over two dozen new multiplayer maps and a handful of new environments. The player will be commanding armies in China and Russia, which include our first look at snow and tundra. With the addition of the Global Conquest Mode, players will really get to see the Tiberium world in its full glory.


GR: What sorts of features or improvements will be made to the World Builder and mod SDK for Kane’s Wrath? Will players be able to create their own Global Conquest maps and scenarios?

Jim: Kane’s Wrath will support all the mod SDK and WorldBuilder features that were recently released. We’re hoping players will be able to construct their own Global Conquest scenarios, but we won’t have a final word until we’re closer to completion.


GR: Will the game’s broadcast and replay commentator tools get any improvements?

Jim: We’ve recently given our BattleCast system a vast upgrade online which makes it even easier to go onto www.commandandconquer.com and find matches to watch, rate, and commentate. All of the original and new upgrades to the BattleCast system will be available since day one in Kane’s Wrath. We’re also adding updated Kane’s Wrath specific stats onto the website and unique ladders.


GR: Lastly, is there anything else you’d like to add concerning Kane’s Wrath?

Jim: When developing Kane’s Wrath, we’ve done our best to listen to the fans and incorporate as many of your ideas as possible. Several units like the Hammerhead Gunship and Specter Artillery were created entirely based on fan suggestions, and these have turned out to be some of our favorite new units. We hope the fans will continue to provide ideas for the future of C&C, and we can’t wait to reveal more in the upcoming months!

GR: Thanks, Jim.

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