Command and Conquer 3: Kane's Wrath is a purely content-focused expansion, so if you are new to the game, it would probably be best to read the
original review before venturing any further. The rest of you can expect a whole lot of the same, which isn't necessarily a bad thing, but it isn't good either.
The single-player campaign jumps between three time periods, giving it a disjointed feel. The first part takes place right at the end of the Second Tiberium War and covers NOD's restructuring and return to power just before the opening of C&C 3. The next sections jump around, eventually leading up to the fallout from the arrival of the Scrin. The entire campaign places you in command of NOD, so if you're a fan of GDI or the Scrin, you're out of luck. A bit of backstory for NOD is always nice, especially when it involves Joseph Kucan; at the same time, considering how little time was spent on the Scrin in the original installment, a little more time with the game's newest race would have been a welcome addition.
Global Conquest is the only "new" thing to pop up in Kane's Wrath, and even it isn't completely original since it is quickly becoming the RTS mission standard. Similar to other recent strategy games, Global Conquest is a Risk-like game where you compete with A.I. controlled factions over sections of a map. The main difference between Kane's Wrath and similar game modes is that it does away with well-defined territories. Instead, you battle over cities and try to claim their surrounding resources. Although it isn't completely original, it is the game's most enjoyable mode; the A.I. can be outright ruthless at times and will constantly keep you on your toes and hooked as you attempt to capture another city.