Fiend Dragon said:
I didn't like it for 3 main reasons. 2 of them are purely gameplay reasons and the third is the presentation. These are on top of the other issues like the weird inconsistent graphics (probably due in part to the cartoony style), pathfinding and AI issues, and balance problems, but I would most likely have forgiven those if not for these other things.
1: Crippled refinery mechanic. Changing the C&C/RA unique method of ore collection into a glorified point capture? It removed an entire facet of keeping track of / harassing harvesters and fighting over ore fields. Seriously lame.
2: Overly gimmicked units. There isn't a single freaking unit in RA3 that's just a regular unit. I can't just have a tank, no, It has to be an amphibious tank, or a leech tank, or a jet airplane tank. Nearly every unit in the game had these abilities that didn't really mesh well with the original units and it made most of the units feel silly. Sometimes you just need basic infantry and tanks. You can have special units, but don't make every one like this.
3: Too zany / wacky / not serious enough. The other games in the series had a little bit of time for silliness, but take the first RA for example. The cutscenes, while still somewhat cheesy were played straight and the actions of the characters reasonable. Sure, there was an element of science fiction built in there, but I didn't see any giant robots or psychics or flying bears. Playing Red Alert 3 is a kind of dumb cuteness that I really don't want in that kind of fame.
In the end mainly what I am trying to say is that it was still a decent game, maybe a good one, but it really did not feel like a Red Alert game at all in play or in presentation, and that was an immense disappointment. Once an IP goes down a road like this it's very difficult to get it back, and there aren't many willing to try.
While i could agree with you on points 1 and 3, i find 2 a bit unjust, yes most units has an ability but it was usually one attributed to thier role
Standard Infantry
Peacekeepers, the shotgun or riot shield idea worked really well and made sense as to what the peacekeppers were
Conscripts, well known for lobbing molotovs, was fun and made sense andkept the conscripts still basic
Imperial soldiers, ok the sword was a bit odd but i liked it, was nice to see a melee unit.
Tanks
Guardiann tank, were basic tanks, but also could "spot" for their allies, as some tanks do in war?
Hammer tank, ok the leech beam was a bit over the top, but compared say to mind control of UFO's? and was designed to give the soviets a little more flexibility
Ok i will admit that the rising sun vehicles were all terrible and the tank the worst unit in the game, but they were meant to have whacky morphing units, part of the technology which i really enjoyed.
Disagree with me if you want, but it didnt feel like every unit was meant to do everything, it was every unit was meant to be more tactically flexible but still follow a general role. It was designed i think to bring a higher level of strategy and micro managing to make up for the loss of harvester wars. I didnt find any units too special, except the ones that were meant to be, tanks are still tanks, they still fight tanks, you just have to think abit more about your options when doing so.