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At which point the entire situation goes to shit. To start this is all par for the course - a casual stroll through the streets, knocking off a few GDI soldiers, until you're attacked by a Nod splinter group. Your first task is to start a revolution within downtrodden Rio De Janeiro, and this you'll achieve by capturing radio stations and undermining the GDI presence by destroying their buildings.
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Aside from the inevitable armies soon to be at your disposal, you're the murderous Messiah's only trusted aide. The Nod campaign kicks off with the smooth-headed maestro of hyperbole striding into an abandoned Nod command centre, resplendent in a delightful terminator hat and eye-patch ensemble. I've barely slept since I played them, as my dreams are plagued with replays of their various tactical injustices. First we need to discuss the fact that for all but the hardest of hardcore C&C players, the campaign missions of Kane's Wrath are ball-kickingly difficult. I'll delve deeper into this world domination mode, in which armies stage skirmishes on a continental level, later. While it flaunts a fan-pleasing timeline with 13 new Nod missions, it also adds the fantastic Global Conquest mode - world map Risk-style gameplay that you'll recognise from Empire Earth III and Warhammer 40,000: Dawn of War - Dark Crusade, but which C&C has taken to new levels of balance and engagement. Though Kane's Wrath is a mite more risky than expected. Namely, new units and a continuation of the storyline with an extended campaign. The Inevitable Rising of the (tiberium) sun is the only thing more reliable than the release of a C&C expansion, and Karie's Wrath gives us the basics we expect.