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Command & Conquer 3: Kane's Wrath - EA Classics (PC DVD) [import anglais]
À propos de cet article
- Ce jeu est une version importée, Il n'est pas garanti que le français soit disponible dans les options de jeu
Détails sur le produit
- Production interrompue par le fabricant : Non
- Classé : 16 ans et plus
- Dimensions du produit (L x l x h) : 19,05 x 13,34 x 3,18 cm; 50 grammes
- Date de sortie : 15 août 2011
- Date de mise en ligne sur Amazon.fr : 3 mai 2010
- ASIN : B000YJ09QW
- Référence constructeur : 15358
- Disponibilité des pièces détachées : Information indisponible sur les pièces détachées
- Commentaires client :
Système d'exploitation
Description du produit
Attention !!! Ce produit est un import, si les informations 'langues' et 'sous-titres' n'apparaissent pas sur cette fiche produit, c'est que l'éditeur ne nous les a pas fournies. Néanmoins, dans la grande majorité de ces cas, il n'existe ni langue ni sous titres en français sur ces imports.
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Commentaires client
- 5 étoiles4 étoiles3 étoiles2 étoiles1 étoile5 étoiles67%9%5%5%14%67%
- 5 étoiles4 étoiles3 étoiles2 étoiles1 étoile4 étoiles67%9%5%5%14%9%
- 5 étoiles4 étoiles3 étoiles2 étoiles1 étoile3 étoiles67%9%5%5%14%5%
- 5 étoiles4 étoiles3 étoiles2 étoiles1 étoile2 étoiles67%9%5%5%14%5%
- 5 étoiles4 étoiles3 étoiles2 étoiles1 étoile1 étoile67%9%5%5%14%14%
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Pour calculer le nombre global d’étoiles et la ventilation en pourcentage par étoile, nous n'utilisons pas une simple moyenne. Au lieu de cela, notre système prend en compte des éléments tels que la date récente d'un commentaire et si l'auteur de l'avis a acheté l'article sur Amazon. Les avis sont également analysés pour vérifier leur fiabilité.
En savoir plus sur le fonctionnement des avis clients sur AmazonMeilleurs commentaires provenant d’autres pays
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corrado bruniAvis laissé en Italie le 9 août 2019
5,0 sur 5 étoiles soddisfatto
Tutto come da dettagli!
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Kevin TeepleAvis laissé aux États-Unis le 18 mars 2013
5,0 sur 5 étoiles Command and Conquer meets Total War in a new Global Conquest mode
This game can be split into three sections, Single Player, Multiplayer and Global Conquest.
Single Player was a continuation of Command and Conquer 3, meaning if you liked that, you'll like this single player campaign. As usual for Command and Conquer, there are full motion videos between missions, varied objectives, and a coherent storyline to tie the whole thing together. Also, as in the best Command and Conquer games, there are a few things that shake up the very concept of direct RTS control. For example, without spoiling anything, at one part of the game you are about to do something on the battle map, when suddenly a character from the FMV cutscenes steps in, and without the mission even being over, triggers a cutscene that prevents you from doing what was previously your mission objective. That's the kind of cool stuff that the best RTS games in general are made of.
I should mention that the maps you play on could be described as "beautiful desolation". They are beautiful because the engine the game uses allows detail beyond what Command and Conquer Generals was capable of, and it's obvious the game's artists took their time to carefully construct the terrain and features in it. The game world you fight in is also a desolate, somewhat sad and depressing place to fight in. Tiberium and constant war, as the game's trailer makes clear, has made large parts of the world uninhabitable. Yellow zone maps make this most obvious, with crumbling, dilapidated structures dotting what used to be thriving cities, and red zone maps no longer look like Earth, without a blade of grass surviving there. Even the blue zone cities, which look clean and futuristic, are a bit depressing in that the map design necessitates there being Tiberium deposits there too. Also of note, as opposed to the maps of, say, Command and Conquer: Red Alert 2, which are populated by people and animals caught up in the conflict, there is not a single civilian or animal appearing in the entire game, which makes it seem like the entire Earth is dead aside from the sides that are fighting, even in missions where by all measures it should be crowded with civilians, like the first Rio de Janeiro level. Basically, it's a fun world to play in, but it would be an extremely depressing place to live in.
Anyway, besides that, there were only two complaints I had about the single player campaign. First, the game stretches between a long period of time, and at one point Kane even mentions to you "In the time you have been sleeping, our technology has advanced 10 fold." And yet, while as usual you get more units unlocked as you progress, there really is no change in the units and technology for the entire game. Whether you're playing the first level or the last one, laser turrets look the same, militia carry the same weapons, and buildings look exactly the same. In such a dynamically changing world as this, I would have thought there would be a visual and technological change between the time periods. At the very least, I wished that the few missions taking place right after the Second Tiberium War would have a few Tick Tanks and Banshees around, especially since the game brought back Titans and Wolverines for those levels. Second, the main reason I even bought Command and Conquer 3: Kane's Wrath is because Command and Conquer 3 ended on two massive cliffhangers, one for the NOD campaign and one for the Scrin one. This game barely explains the NOD cliffhanger, and doesn't touch on the Scrin cliffhanger at all, and again ends on a massive cliffhanger. Maybe EA wants me to play Command and Conquer 4 to see the resolution of THAT cliffhanger, but it was sort of annoying not to have the game end at least a bit tidily, like most of the rest of the Command and Conquer games did.
Multiplayer doesn't bear much mentioning. This game came out in 2008, and I'm playing it in 2013. Right at this moment, only one lobby of Multiplayer has more than three people in it, and that lobby, the default "Casual 1", has anywhere between 4 and 20 people in it at a given time. Point being, the time for the game's Multiplayer seems to have passed. I could find a game, but only after 5-10 minutes of either waiting to find one to join, or forming my own game and waiting. The Multiplayer itself will be familiar to anyone who has played Command and Conquer generals. There is a leveling system to show who has played the game more, and you go into matches, pick your spot, your faction, color, and team, and once everyone is ready, the game can start. Of note, one of the things I really liked about this was a speed counter which let you set the speed on slower than normal, but not faster than normal. I'm a fan of games like StarCraft and Age of Empires as well, but what annoys me most about their Multiplayer sections is the infernal drive to do everything super-fast. It's nice to have a RTS game that doesn't have a bunch of Multiplayer game speeds to learn, and has rather quick, mostly small games, but not so quick that you need to learn every shortcut to be competitive.
Last but certainly not least is the Global Conquest mode. Now, at first I thought this was just a tagged-on bloatware feature so EA can put a little bullet point saying "Fight the Third Tiberium War your way. Position your forces on a strategic level and then wage conflict in fast, fluid, furious, tactical gameplay. Map out your strategies on the planetary level and wage all-out war on the ground." It's not. The developers put time and effort into this game mode to make a mode that's simple to learn, but nuanced to thrive on. You are given a tutorial and a game manual that gives you the very basics, but most of the tricks you have to learn by trial and error. Not knowing it was impossible, one of the first things I tried to do was capture a GDI base as NOD in my first game, thinking that would grant me more units then I started with, until I realized that did nothing and units captured or mind-controlled in the tactical map do not carry over to the strategic map.
In the same vein as the Total War series or Age of Wonders series, there is a strategic map where you can build units and a tactical map where you can have those units fight, and both modes influence each other. However, this has several unique features. First, each of the factions has its own victory condition, such that you can control half of the world and still win or lose, encouraging you to be aggressive, or at the very least, defend your possessions fiercely if you are close to winning. Second, the backdrop is a world covered in Tiberium, and like so much ripe corn, each base can harvest that Tiberium around it for a large amount of resources, but once it's all harvested, that resource number drops down to a small baseline level. This encourages mobility, especially for the Scrin, who rather than constantly generating resources from cities forever, generate a fixed amount of resources from cities until they become leveled husks, useless for anyone but GDI, who can re-populate those husks. Third, you have the option of equipping each strike force with a base constructing unit, meaning there are really three types of strike forces - pure base construction, annihilation forces, and build, hold, destroy forces. Pure base construction is just a base construction unit to be sent out from your other bases to make a new base without the expense of paying for defending units. Annihilation forces have no base constructing unit, and thus they must attack the other force quickly, especially if it's a base or has a BCU or else it will be quickly overwhelmed as soon as the enemy has harvested enough Tiberium to counterstrike. And most interesting is what I would term a Build, Hold, Destroy force, or BHD force. This is a force that has a BCU and one or more other units. If it comes in contact with an annihilation force, it won't have time to product much more than basic infantry, but if attacking a base or another BHD force, it can build a base, hold back the enemy, and eventually get the power to overwhelm and destroy the enemy. One idiosyncrasy of the game is that it can actually replenish every starting unit. You see, the way the game is designed, you can never end a match with more units than you began it. But, if you, say, start the match with 5 disintegrator units, and all those die in the first minute, all you need to do is make sure that by the end of the game you build at least 5 disintegrator units, and it'll be like they never died. Thus, it's possible that in an even match between two BHD forces, which the Tactical AI (the quick auto-resolve for when you don't want to play a 5-60 minute match to determine the outcome of an interaction) would say left your force victorious but in shambles, could actually end without a single unit destroyed if you leave one enemy unit and take the time to re-build all the units you started the match with.
The end result is a varied and interesting game mode. One of the most annoying things about Multiplayer is that while your opponent can be clever, you start every match in the exact same position as the one before it. Meanwhile, Single Player matches are varied and asymmetrical, but limited to just those scenarios designed by the game's designers. Global Conquest takes the best of both worlds. The global conflict is the backdrop to fighting matches against the AI, but unless you have two pure base construction units meet each other, which pretty much never happens, every single match is asymmetrical. For example, in one match, I had a small Tier 1 base, beset by 10 Mammoth tanks. Tactical AI would have said I was doomed, but I pumped out wave after wave of Disintegrators (which explode when crushed as well as fire on the enemy) and pretty soon those 10 Mammoth tanks became 10 heaps of scraps, saving the base. Similarly, in one seemingly one-sided game, where my Tier 3 base was matched against a small BHD force, I got impatient and tried attacking it with air power early on, blowing my opening Tiberium. Those units where shot out of the sky without destroying the Nod construction yard, and the AI built, held its ground, and destroyed me. In another game, a large annihilation force with a Redeemer unit walked into my base, blew up a few ground units, and just stood there. The match AI personality is random, and this one was on Steamroller despite it being an annihilation force, and it stood around my base, not destroying any buildings, but killing any ground units I made. So, I built four stormriders, killed the four rocket troopers defending the large ground force, and then used the stormriders to destroy the remaining force, which was exclusively anti-ground. In such a case, even the rare game glitch can turn a hopeless situation into a victory.
But whether each match is a cakewalk or hopeless Hail Mary isn't just determined by starting forces, and the randomly-assigned five AI personalities. EA really put time into the AI. To break it down, there are four AI settings - Easy, Normal, Hard, and Brutal AI, which determine your level of resistance in both the global conflict and the tactical matches. Easy mode made it nearly impossible to lose. Normal was a bit of a challenge, but winning was still a foregone conclusion. Brutal goes the opposite direction, making the AI out-maneuver you on the global scale, and making it nearly impossible to win matches against it. Hard, at least for me, was the real stand-out of this whole game mode.
On Hard, the AI is clever, but not unmanageably so. I think the best example of this was one game I was playing against it that was about evenly matched, but I had the advantage. Then, around halfway through the match, the enemy sent an Engineer to capture my Explorer unit. Without anything nearby to re-capture it or destroy it, it quickly built a refinery and a barracks, captured my Extractor, and started a shoving match for the only untapped source of Tiberium on the map. A sure victory became a near-defeat, but I scraped by, and actually won the game because after all deposits were exhausted, I had a little more Tiberium than the enemy, and built a few units to destroy its remaining base. The other AI settings I tried only once, but on Hard, I played three Global Conquest games, losing the first two and winning the third. I found myself lying up at night, thinking, strategizing about what kind of actions I should take when playing the game that would make victory most likely, and how I should counter the kinds of things the enemy might do. It was pretty much the most fun I've ever had with insomnia.
So, to sum everything up, single player was same as Command and Conquer 3 - interesting, varied, and set in a fun but strangely depressing world. It also ends on just as much a cliffhanger as the Command and Conquer 3, and doesn't really have any NOD unit differences based on the time periods its set in. Multiplayer is almost a ghost town as of 2013, and probably in a year or two more you won't find a single soul to play with if you wait a half hour. And Global Conquest is the standout of this game, combining the asymmetrical warfare of single player with the limitless content of multiplayer, allowing you to play small matches that matter in a larger game. Further, it has an AI that's as clever as you want it to be to get the sort of balance skill and challenge that Mihaly Csikszentmihalyi termed as "flow". So, this is the sort of expansion that you can skip if you want your questions from Command and Conquer 3 answered, or want to play against a large population of players in Multiplayer, but you won't be deprived of entertainment if you like Command and Conquer single player campaigns, or like duel-level games like Total War and Age of Wonders.
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Katelynn AlexandreaAvis laissé au Canada le 21 décembre 2012
5,0 sur 5 étoiles "Almost perfect" command and conquer
It's pretty plain and simple, actually. Three sides. Relatively balanced. It is one of the best games EA has put out with the "Command and Conquer" label, and this expansion pack only makes it better.
The "World domination mode" is, without question, impressively difficult, even on easy, unless you really know what you're doing.
I hope you enjoy it as much as I do <3
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J. WilsonAvis laissé au Royaume-Uni le 28 juin 2012
5,0 sur 5 étoiles If there is one reason...
There's not much I can say that the other reviews haven't already said, although I will say that if there is one main reason to buy this game it's called a 'Spectre'.
Simply put - stick it on multiplayer with one of your friends, build 5 or 6 Spectres and watch him crumble in a heap on the floor crying like a little girl.
Even if you don't feel like the rest of the game is amazing (which, let's face it, if you're looking at this you're already interested in C&C and the Tiberium Wars games are the last great C&C games of our time) then at least just buy it for the Spectres :)
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JAvis laissé aux États-Unis le 21 août 2024
1,0 sur 5 étoiles Doesn't work on modem computers. NOT!!!
I dislike the deception that both parties let a broken game sell here with NO support or help. Waste of $20. You can buy it on ea sports for $12.