
These tend to exaggerate advantages even more.

There are also broad changes that apply to each side no matter which general you’ve chosen. He gets cheaper aircraft with innate countermeasures, sturdier fighters, stealth helicopters, and combat Chinook helicopters. Granger, for example, is the air force general. You have toxin generals, stealth generals, and superpower generals. It is now General Alexander, General Towne, and General Granger, each one providing a set of unique units, structures, upgrades, and general powers built around a particular theme. For instance, the USA isn’t just the USA anymore. In Zero Hour, each side is now comprised of three sub-sides.


But as you play, you’ll constantly stumble over things that make you say to yourself, “oh, that’s new!†You’ll boot it up and see pretty much the same game you’ve been playing all along. Instead, it’s a “fold in a bunch of new stuff in with all the old stuff†expansion. Command & Conquer: Zero Hour isn’t one of those “hit you over the head with an all new playable side†types of expansion packs.
