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Command
and Conquer: Red Alert
2
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Much
like the once-stagnant realm of the RPG, real-time
strategy has come an awfully long way these past
few years. The genre pioneered by Westwood's epic
Dune 2 has since blossomed and flourished, leading
to the creation of such timeless greats as the
orc-thumping Warcraft 2, and the futuristically
themed Starcraft. Technology has recently added an
entirely new skew to the genre, as 3D RTS has not
only become all the rage, but has almost
established a sort of prerequisite for success; in
fact, most fans have taken to expecting this
feature from their titles. Nevertheless, one of the
most beloved series of all time has, until the
recent announcement of Emperor: The Battle for
Dune, remained steadfast in its dedication to 2D:
the ever-classic Command & Conquer line. Also a
product of the aforementioned Westwood, the
original sold so well that it also generated a few
sequels, including the "unofficial" C&C
installation of Red Alert, which also broke sales
records the world over. Now, the developers are
attempting to revisit the richly atmospheric world
with the recently released Red Alert 2, giving RTS
fans yet another chance to run amok among the
modern-day urban setting of warfare and mayhem.
Fans
of the original Red Alert will recall its vibrant
setting within the fictionalized pages of an
alternative history brought about by some of the
most important individuals of the last century.
Albert Einstein, wishing to prevent Hitler's
horrific reign, used a specially constructed time
travel device to slip back to the despot's youth,
and murdered him. Einstein returned to find that
while he had succeeded in preventing one madman
from sweeping across the continent, he had
effectively allowed another to run amok, completely
unchecked: Josef Stalin. Though the Soviet menace
had managed to spread its power through the land, a
concentrated effort from the Allies effectively put
a stop to the Red Menace's war machine. After a
time, the United States appointed a "puppet"
political figure at its head, General Alex Romanov,
who appeared to be loyal to the U.S.' democratic
views. Flash forward to the present: Suddenly, the
country finds itself being invaded on three borders
by the formerly-dormant Soviets, with extensive
psychic resources gradually overtaking the American
populace as major cities find themselves inhabited
with their monuments in shambles: New York, San
Francisco, San Antonio, St. Louis ... nothing seems
to be beyond the grasp of the Red Menace. As the
leading general of either the Soviets or the
Allies, it's up to you to ensure that the U.S.
truly remains the land of the free -- or that it
finds itself crushed beneath the heel of the brutal
invasion.
Red
Alert 2's basic tenets of gameplay will seem
instantly familiar to anyone who's picked up an RTS
title within the last few years, as it appears on
the surface to maintain the same basic format that
its Command & Conquer predecessors established
so long ago. In other words, players must scour the
land for gold, use mining vehicles to collect it;
and must constantly expand their base while
developing the technology tree as well as their
army. Of course, the manner in which you accomplish
this will heavily depend on your given faction, as
each side has its own set of advantages and
disadvantages. For example, the Allies are cursed
with relatively slow production times, though, they
make up for it with incredibly speedy resource
collection. Conversely, the Soviets have
lightning-fast production speeds, though, their
resource collection takes considerably longer to
implement. Still, while these core RTS concepts may
seem familiar, one shouldn't make the mistake of
assuming that Red Alert 2 is the sum of its basic
parts.
All
of this factors considerably into how you proceed
throughout a given mission, though, the missions
themselves will often rise above these patterns to
present the player with a goal that requires a
varying set of strategies, depending on the type
and style of objective. For instance, you might
need to deeply entrench yourself into the landscape
and develop some heavy defensive tactics in order
to protect your top-secret laboratory from being
destroyed by the Allies. While the invasion of the
Virgin Islands will require that you learn to
balance your naval forces against the protection of
your base perimeter. On the other hand, some
missions do away with the production routine
entirely, leaving you with a pre-determined set of
forces to implement your goals; others give you
only a structure or two and ask that you manage
with your restricted resources. This particular
approach stands as a break from the standard RTS
formula, as does the modernized atmosphere which
characterizes Red Alert 2. It's an entirely regular
sight to find yourself storming through the streets
of a bustling metropolis, cars maniacally careening
away as your troops punch holes in the landscape.
All in all, the various missions are a distinct
variance from the genre standard, and elevate
themselves above the core RTS concepts.
One
of the primary distinguishing characteristics of a
Westwood RTS offering is that of its colorful and
flashy units and structures -- which Red Alert 2
possesses in abundance. Take the Allies for
example: preferring finesse and subversion over raw
power, they have a caste of units that reflect
their philosophy. Embracing the Einstein-fueled
intricacies of time technology, they can produce
Chrono Legionnaires, which slip through pockets of
time rather than simply walking from place to
place. When confronted, these specialized troops
can focus their energies on an item, teleporting it
out of time momentarily -- or permanently, if
shifted for a certain duration. Mirage tanks are
equally representative of the Allied personality,
as they can make themselves appear as a tree or
boulder when stationary, effectively disguising
themselves from the enemy. Even throwbacks are
beefed up, as the classic spy now has a greater
range of skills, including the ability to shut down
your foe's power grid, or to reset his radar
shroud, among others. The Soviets take the opposite
approach, using sheer brute strength to impose
their views: their cheaply and easily produced
units, such as the basic conscript, are designed to
be expendable in the hopes of overwhelming the
enemy. Others, such as the V3 Rocket Launcher and
the Kirov Airship, are simply meant to cause
incredibly large amounts of damage. Certain classic
Soviet units make a return within Red Alert 2, such
as the dynamite-placing Crazy Ivan, and the
mind-dominating Yuri, though both have been imbued
with additional skills to render them fresh and
interesting within the new context of
war.
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