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Command and Conquer: Red Alert 2

 

 Red Alert 2



Developed by:
Westwood Studios
Published by:
Electronic Arts

Genre: RTS
Number of Players: 1
ESRB: Teen

9.3

Gameplay:.................9/10
Graphics:...................9/10
Audio:........................9/10
Replay:......................10/10

 June 24, 2002

I haven't played many of the Command & Conquer titles released since the first. In fact, this is the only C&C title I've bothered to play since the original. But now that I'm beginning to play more in this genre, the C&C brand has more appeal than any other. Not only in gameplay depth, but the presentation and brilliant storylines as well. While not the best place to start if you're new to the genre, Red Alert 2 is perfect for anybody weaned on Starcraft, AoE or Total Annihilation. Read on...

RA2's story happens right after World War II, when Premier Romanov of the Soviet Union and his right hand man/psychic co-coordinator Yuri attempt to overtake America. Their attempts are about half successful, because it isn't until they reach more than halfway through the country that they meet any serious resistance. The Allies, commandeered by a secret general (you), build up a strong fleet attempting to thwart Soviet efforts. The Soviets, also commanded by a secret general (well, Vladmir too, but he's overshadowed by you) attempt to overtake America and use their Psychic beacon to brainwash every American into fighting for their cause.

Both sides have their own campaign, each with thirteen or so missions. Most of them involve killing every single enemy unit, although there are other tasks like protecting a unit or structure. Certain missions limit you to a small number of units and ask completion with those, while others may allow you to set up a base and broaden the options.

No matter the limits, the game is still incredibly fun, and even (somewhat) challenging if the proper difficulty setting is chosen. While it won't test your skills as much as some of the online opponents will, the CPU still provides a solid challenge through its constant swarms of enemy units. Heck, sometimes the AI will even take the time to build up a decent force before attacking.

The package is separated into Single Player and Internet. There's also a LAN option, but I haven't tried it so I won't comment there.

Single Player is where the two Campaigns (and a Skirmish mode for trying out online maps) can be found. It's self-explanatory. Then there's the Internet option that has the Custom Match and Quick Match. If you've ever played an RTS before, Custom Match will feel right at home. Its the bulk of online play, allowing you to fully customize a match, although it won't count in terms of rank. Quick Match on the other hand is for building up rank. QM is entirely randomized. Here, you and a random opponent fight on a randomized map, with no starting units, and the sides are also randomized. The winner, which is usually decided within a few small moments (unless you have the sense to build a pill box) moves up in rank depending on the player he defeated's rank and his own, and the points accrued in battle.

It all boils down to what kind of player you are with QM and CM. Some players prefer longer games, on bigger maps, with more ore/oil, with some starting units. If you're like that, Custom Match is for you. Rushing is really an option in either mode, but I find it's more prevalent in Quick Match. This is probably because the maps are smaller and most players don't make any defense at the start.

One of the best aspects of RA 2 is the units. Before I get to the good, however, I'll address the one flaw here regarding the balance between both sides' units. The Soviets have a definite advantage, at least in Red Alert 2 (it's different in Yuri's Revenge) over the Allies. Their Conscripts are more powerful than the Allied GI, Rhino Tanks make Grizzly's look like a joke, one Apocalypse Tank could tear through four or five Allied Prism Tanks, etc. Seapower isn't much different. Allied Destroyers, while their Airplane bombing is pretty good against a Typhoon sub, it takes forever to reload. The small advantage here is that Destroyers can attack land, but their ability to do so is limited to a small area from the shore. Really a pointless feature of this unit. A mass of Destroyers could not take a mass of Typhoon subs, and sadly what most scenarios involving the two sides on sea look like. Also, the Allied Aegis Cruiser, which is easily the best overall anti-air unit in the game, can't attack enemy sea or land units, unlike the Soviet Sea Scorpion which can, leaving it vulnerable to death by even the weakest opposition unit.

Although that definitely does not mean that the Allies can't stand up to the Soviets. They have a slight disadvantage, but is only slight. I've seen far worse. It should be noted this problem is rectified (or should I say, reversed) in the expansion pack.

One really cool thing about the environment maps in RA 2 is the level of interactivity. You can garrison buildings with basic infantry units, hypnotize pedestrian vehicles with the Soviet Psi-Corps Troopers allowing you to safely explore the Allied base, and of course, destroy almost anything you want. Some natural barriers can even be made this way. Needless to say, there's far more to do on these maps than in the barren maps of Starcraft.

It would be kind of hard, much like in an RPG, to mess up the controls in a Real Time Strategy title, which is what Red Alert 2 is. That said, I've had no problems commanding, selecting or otherwise controlling anything that goes on on the map.

RA2 looks good for a game that almost never encounters any slowdown. The game is entirely 2D except the CG FMVs and live action shown in the intermissions. This and Yuri's Revenge will probably be the last 2D C&C titles, as Generals is going to be a 3D 3/4th RTS, so enjoy this while you can.

Anyway, the level of detail is unprecedented. The simplest and smallest of things are given a high level of detail, and the units look amazing. This high level of detail comes at a price - no unit has more than maybe 20 or 30 unique frames of animation, but I bet 99% of players won't even notice that.

Red Alert 2 also features FMVs both in and between the missions. These FMVs are live-action for the most part. There's a few CG FMVs towards the end of the Allied campaign but that's about it. The live-action is a mix of campy B-acting and endless sexual innuendo along with some jokes about Canada. Eh, we can take it. The thing is, the producers were aware that they had no talent for creating serious film, so they went with something that, however bad it might be, is still charming, and even better than the numerous attempts by other studios to give games live action segments (RE).

On to the sound. Well, Red Alert 2 is great in this regard as well. The rock music with those men shouting opening the game matches the war setting almost too well. Elsewhere, the music is okay, but you won't remember it for any longer than you'll hear it. That's not too bad - the unit voices make up for it. Not unlike the intermissions, they good in that B-Movie way.

Overall: 9.3 / 10

What do I think of it overall? I'm not what anybody should call a big PC gamer, but based on the many RTS I've played, Red Alert 2 is second best behind Starcraft, but number 1 in depth and presentation. I suggest buying the Red Strike package, however. It has the original and the Yuri's Revenge expansion pack. Yuri's is in many ways a big improvement over Red Alert 2, and considering the score I'm giving this game, that should say something.




xeno
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