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Command and Conquer: Red Alert 2

This collection of units lends an interesting skew to gameplay, as they can often be combined with one another to generate intriguing and effective strategies. For example, one can often immobilize an enemy's heart of operations by sneaking a spy into his generator, thus cutting power to his automated defenses. Thus you're able to shift a group of Chrono Legionnaires into his camp, who can then wreak temporal havoc on the now-vulnerable structures. Alternatively, you could use the powers of the Chronosphere to teleport a group of Navy SEALs into the opposing base, where the highly trained elite could then go about detonating numerous structures with their explosive charges. Soviets are no less fortunate as a Crazy Ivan could rig nearby animals with explosives, which a group of Yuris could then possess, sending the supposedly innocent horde into the enemy's base where they would then cause massive explosive destruction. Even the simple volt-inducing Tesla Trooper can be used for other purposes, as a number of them can be commanded to force-fire upon your own defensive Tesla Coils, that would then be attributed a much greater range and destructive power. This unparalleled level of unit interaction allows for a strategic berth rarely seen in the genre, and is certainly a notable advancement for the C&C series.

click to enlargeBringing an additional dimension to gameplay is a series of new features allowed the various units throughout the game. For instance, the North American setting allows for the presence of numerous structures, such as houses, skyscrapers and fast-food restaurants. Rather than simply being eye-candy, these buildings can be garrisoned by basic GIs and conscripts. These units board themselves up within the selected structure, not only lending them a considerable amount of protection, but also allowing their collected firepower to be focused as they fire from windows and doorways. This permits the units to remain safe as any attacks upon the building leave them unharmed, only becoming vulnerable once more when their haven has sustained sufficient damage. Also new to the environment are Tech Buildings, which are four different structures that once taken over by an engineer bring different benefits to your struggle. For example, you can send injured units to the Hospital to be healed, and the Outpost can be used as a substitute vehicular service depot. Oil Derricks, on the other hand, provide a constant stream of income, while Airports give the ability to periodically drop Paratroopers at selected locations. Of course, with enough successful offensives, your units will be able to take advantage of yet another benefit: veterancy. As your troops survive increasing amounts of combat, they're accorded one of three levels of experience, gaining not only extra speed, a better rate of fire and the ability to gradually heal themselves, but an additional attack at the maximum level. Thus, in time, the plodding Kirov Airship may begin dropping not only explosive bombs but the ultra-destructive Tesla bombs as well; even basic GIs become incredibly difficult to kill at the Elite status.

As multiplayer becomes increasingly important to the modern gaming experience, a title's worth can be partially based upon its online component, something that Westwood has evidently heeded during their development of Red Alert 2. Using a network or the company's Westwood Online service, players can assemble to duke it out for international supremacy in one of eight different play modes. These different options range from the standard deathmatch-style Battle and Free For All, to less conventional areas such as the Unholy Alliance, where each player is able to develop both Allied and Soviet technology. There's also Megawealth, where miners are forbidden, leaving the capture of Oil Derricks as the only source of income. Other various modes include Meat Grinder, that only allows the use of infantry and tanks, to the self-explanatory Naval War, to the frenzied Land Rush, where players begin in the center of the battlefield and must hurry to establish their base so as to collect the plethora of power-up crates strewn about the area. Of course, players need not seek to destroy one another; in fact, a Co-Op Play mode exists so that partners can participate in a series of five campaigns against an increasingly difficult computer opponent.

click to enlargeStill, the heart of multiplayer is tooth-and-nail competition, and those seeking an extra meaning to their combat can participate in the ladder ranking system, or even the World Domination Tour, as was introduced in Tiberian Sun. This ongoing competition presents a number of contended European countries, which players may individually select to compete in either for the Allies or the Soviets. The victories are tallied at the end of the day and the faction with the greatest number of wins gains control of the relevant country; the status is represented on the greater map. Thus, the state of the land is constantly in flux, with the dominance of the various regions ebbing and flowing for each faction. Should you wish something a little more simplistic, however, you can always take a stab at the Quick Match option, which tracks down an available player with the same general win/lose record and ping status as your own. You're then tossed into a randomly selected map, with randomly selected factions and colors.

Regardless of the option you select, it's crucial that you have a certain grasp of the multiplayer-only country-alignment system. During an online or network combat session, each player must select an Allied or Soviet country from which they will originate. Each of these available choices is armed with a particular SuperWeapon, each of which presents a very clear advantage. For instance, the Allied U.S has access to Paratroopers; France can construct the defensive Grand Cannon; Germany can develop the lethal Tank Destroyer; Britain has a fleet of infantry-demolishing Snipers; and the Republic of Korea may rain death upon their opponents with their special Black Eagle harriers. On the other hand, Soviet Russia is armed with Tesla Tanks, while Cuba has C4-toting, kamikaze Terrorists. Libyan Demolition Trucks are especially worrisome, as they're armed with small nuclear charges; once detonated, they wreak colossal havoc in the immediate area, destroying units and structures while leaving the ground irradiated for some time to come. In the same vein are the Iraqi Desolators, which are not only able to attack units with their powerful radiation cannons, but are also able to deploy in order to irradiate a large area around them, leaving it impassible for infantry and light vehicles. Though they need not necessarily win the war for you, they can often mean the difference between a loss and a victory when properly used; as such present a wholly new and invigorating dynamic to the multiplayer component.

The overriding concerns from fans the world over upon hearing of Red Alert 2's development was twofold: one, that Westwood might not be able to recapture the essence of the original while introducing new elements of its own; and two, that Westwood might not be able to put forth something better than the ill-received Tiberian Sun. Having spent countless hours both for and against the Red Menace, I can say with the utmost confidence that Red Alert 2, for all its superficial similarities to its genre brethren, is an incredibly unique product that easily stands apart from its peers. Red Alert 2's dedication to mile-a-minute action and incredibly flexible strategy strikes a fantastic balance never seen within the genre, and strikes a chord that's all its own. The rich and fully realized atmosphere only adds to the mix, setting in even during the installation screens and never letting go. While cynics and naysayers are likely to dismiss it as "just another clone," true RTS fans owe it to themselves to give this title a serious look. Simply put, Red Alert 2 is not only one of the best games that Westwood has ever created, but is easily one of the most entertaining, visceral, and tactically focused RTS products ever seen, and will likely be remembered as a true classic for years to come.

 

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