Samuel Bass, Lead Designer of Command & Conquer 3: Kane's Wrath, writes:
"When we first started work on Kane's Wrath, we decided upon two central conceits that would drive our fictional development. The first was 'the sweep of history' – we wanted to tell an epic story, spanning from the end of Firestorm to a period several years after the conclusion of Command & Conquer 3: Tiberium Wars. There were unanswered questions - how did Kane come back to life? What happened to his mask? What happened to CABAL? This was a great chance for us to answer these questions and tie up these loose ends."