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Command
and Conquer: Red Alert
2
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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.
Bringing
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.
Still,
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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