frantic alternate reality RTS sequel (11/12/2008)
Any hardcore real-time strategy gamer who's been hammering the computer keys for a good 12 years knows the huge debt of gratitude that's owed to Command & Conquer for shaping most of the conventions that are now an established part of the genre. The Red Alert series has also had its avid fans who appreciate the often anarchic humour and the alternative universe approach to the storylines.
In that sense, Red Alert 3 is to be welcomed, despite the seven year gap from Yuri's Revenge. In the opening scenario, the Soviets are on the brink of defeat to the resurgent Allies and in a desperate bid to reverse their fortunes, the Soviet leaders (led by a typically over-the-top performance from Tim Curry) go back in time to assassinate Albert Einstein.
With no nuclear technology available, the Soviets should have the advantage. However, when they return to the present, Tim discovers that a new power has now emerged: The Empire of the Rising Sun (i.e. Japan), led by an imperiously haughty George Takei.
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Each of the three factions has its own campaigns and now each single player campaign involves co-operative gameplay, either with a computer generated general or one of your own choosing. You can either issue your comrade specific commands or allow him to fight in your support as he thinks best.
The Empire of the Rising Sun forces are more tech-based, with unit designs influenced by sci-fi, martial arts and robot culture and their construction springs from portable units. By contrast, the Soviet buildings must be placed squarely on the map before they can be productive, while the Allies can be pre-built before placement.
There's been a major change in resource collection, with a limit placed on one collector to each ore mine, although ore can also be extracted from offshore units. Water is a key factor, too, with a much heavier emphasis on maritime launched offences. Most vehicles are now amphibious and even engineers can swim out and annex buildings. This means that you have to be alert to assaults on all three fronts.
The ante is upped even more by a new range of special abilities. These include armoured war bears, sonic dolphins and psionic Japanese schoolgirls as well as power-draining missiles, shrinking beams, chronosphere technology (which can swap units round the map) and Bullfrog APC's that fire troops out of cannons. Even infantry have two modes, with the more aggressive using Molotov cocktails, riot shields and destructive beams.
Because all special abilities have to be separately micromanaged, this means the fastest button masher will usually have the advantage in frenetic combat, which certainly won't appeal to those who are looking for lengthier battles with more time for true strategy planning.
There'll be some eyebrows raised at EA's decision to retain the S.A.G.E. game and graphics engine last seen in C & C Generals rather than opt for a completely new engine. On the other hand, the cartoon style seems to fit well with the underlying humour and absurdity that is at the heart of the Red Alert 3 atmosphere.
A host of new features including innovative special abilities, co-op gameplay, limitations on resource gathering and a completely unexpected fighting faction mean there is much for Red Alert fans to enjoy, even if the pace of the conflict might seem too chaotic for many.
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£34.99 inc. VAT
Reviewed on: PC
