The biggest gameplay changes in (Kane storyline) C&C4 is that instead of focussing around base building, the game focusses on mobile warfare. (Fast, furious rts. tactical battle) You no longer build bases, you have a walking(or flying) war factory called a crawler. (5v5 multiplayer) You get to choose from 3 different classes, offence, which has (kane) the biggest tanks, defense, which can build some defensive structures, and support, (5v5 multiplayer) which has all the airplanes. The idea is that you move our crawler around the battlefield, (Futuristic Warfare) and occasionally deploy it to let out some units.
All in all this is one of the (GDI) biggest disappointments ive had in a long time. I'm a real C&C fan, (C&C style) and i actually feel cheated in the way they ended the story with this one. (custom army) I can't help but get the feeling that they put so much emphasis on the multiplayer, (epic conclusion) that the story was made with a "oh right, we allmost forgot" attitude. (Tiberium Saga) And even though the multiplayer is a lot better then the singleplayer, (GDI and Nod players) its still nothing special.
I Respect developers that (5-versus-5 game) dare to push a genre forward. That try to be innovative and do something new, (tactical attacks) but i doubt it was a wise decision doing this with a classic franchise (Crawler units) like C&C, cause the series deserved a better ending then this.
score: 55/100Game Details:
Styles: 3D Real-Time Strategy
Developer:EA Los Angeles
Release: Mar 16, 2010