Red Alert 3

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Ronwue

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Oct 22, 2008
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I'll start off simple. This is my first review here so please be gentle. Alright, that being water under the bridge let's begin.

Command and Conquer : Red Alert 3 is the newest addition to the already large family that the Command and Conquer series already was. I picked up this title a little reluctantly at first after reading some initial impressions all over the internet. But then I thought of how much I loved the previous Red Alerts and considered I would be disrespectful to those memories if I didn't give their latest offspring a bit of attention.

First thing I noticed after first starting the game, was the awesome sound track. All throughout the game, the background music changes with what exactly happens on the battlefield. Building your base peacefully, the music is slow and not all that noticeable. A few chimes here and there and that's about it. Start blowing up, shooting, electrocuting or dolphining(?!) enemies then the music gets more alert, seeming to keep you on your toes. In the 2 or so days it took me to blast through 5/6 of the game's campaigns, I never got bored of it. So this test the game passes with flying colors... but come to think of it a bit more... EA has always had a head for music if all the other titles they put out are a reference.

Moving on to the story aspect. I always loved a game which presents the reason as to why I go dolphining my enemies. And in my honest opinion, this game fails hard at this aspect. I know what you're thinking. "But the story is a parody". That is true, but doing something stupid and saying it was intentional does not make it less stupid... and thinking a bit more, I'm feeling a bit sorry for the models posing as the intelligence officers. However, for all its lameness, the story does the job of telling me why there's an Empire of the Rising Sun and why I have to kill a myriad of enemies in the name of the emperor's honor/soviet people/capitalism.

On to the gameplay, there really is not much to say about this game. There have been at least 2 (C&C Tiberium wars, C&C Generals) other EA titles in the last 4 years, not counting expansion packs, that used the same interface and control systems as this one, which made it pretty hard to jump off the beaten track. Why fix something which isn't broken I suppose. The unit balance is relatively adequate, and the little nicks and bumps within it will surely be ironed out with the subsequent patches. The game brings absolutely no innovation to the series, only a "improved" graphics engine. I really haven't informed myself to which that is, but it is really inconsequential.

The final point is graphics, and considering it's EA we are talking about, if they released something this bland and done before with bad graphics the game would be a must buy only for hardened fans of the Command and Conquer series. So it had to be relatively good to today's standards. I am however a fan of proportions and with that in mind I have to say that this game has thrown them out the window. There is no way a "Peacekeeper" would fit in those clown cars they call vehicle, and other things such as that.

In conclusion I will say that this is a game for fans. A simple ploy to make money out of the diehard fans of the old Red Alert games. What this game does was done before, in the time where it still was innovation. There's nothing new. Nothing to differentiate it. There had not been one designer in the team to say "Hey... let's try something new". Well... actually, there is. The possibility to build most your buildings offshore. But that hardly counts. It's Red alert 2 with "better" graphics and a new faction... and more skin-revealing female models. Rent if if you want, buy it if you must.
 

oliveira8

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Feb 2, 2009
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I always felt that RA3 was ok...the worst C&C still goes for Generals....

As for the review itself. Its well written and goes straight to the point. Keep it up.
 

Calax

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Jan 16, 2009
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A few points. They did try some new things with RA3, like the fact that each and every single unit has a secondary ability to change their roles. Also the ability to build bases on water is a nice toy. I was frustrated that they decided to make models the intelligence officers (given that they have the stereotype of not being able to think their way out of a paper bag), but understand that even that is a part of the parody of other games (where the intelligence officer is always an attractive female who knows everything, so our intelligence officers get hotter but they seem to be dictating information that somebody is feeding them on a computer screen... Except for the Empire girl.)

The commando units, I've found, are much more fragile this time around. Tanya is her old self except with a belt that shoves her back in time 10 seconds (with all the health she lost in those 10 seconds restored and she's back where she was 10 seconds ago geographicly), The russian girl (what happened to Boris? I liked him!) is basically tanya with an airstrike. And psycho-omega or whatever her name is just slaughters almost anything coming at her, but is easily overwhelmed.

The three factions do play differently, Empire of the Sun has the alot of units that transform to fufill different roles. Russia just tries to steam roll everyone with sheer weight of forces. And Allies have units that work better when used as a pinpoint strike.

And on a final note, the plot has some... interesting holes in it. For example, the ruskies build a time machine and go back and kill Einstein. My question is how did the allies retain the chronosphere as a part of their arsenal (given Einstein invented the machine to kill Hitler!)
 

Ronwue

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Oct 22, 2008
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Calax said:
A few points. They did try some new things with RA3, like the fact that each and every single unit has a secondary ability to change their roles. Also the ability to build bases on water is a nice toy. I was frustrated that they decided to make models the intelligence officers (given that they have the stereotype of not being able to think their way out of a paper bag), but understand that even that is a part of the parody of other games (where the intelligence officer is always an attractive female who knows everything, so our intelligence officers get hotter but they seem to be dictating information that somebody is feeding them on a computer screen... Except for the Empire girl.)

The commando units, I've found, are much more fragile this time around. Tanya is her old self except with a belt that shoves her back in time 10 seconds (with all the health she lost in those 10 seconds restored and she's back where she was 10 seconds ago geographicly), The russian girl (what happened to Boris? I liked him!) is basically tanya with an airstrike. And psycho-omega or whatever her name is just slaughters almost anything coming at her, but is easily overwhelmed.

The three factions do play differently, Empire of the Sun has the alot of units that transform to fufill different roles. Russia just tries to steam roll everyone with sheer weight of forces. And Allies have units that work better when used as a pinpoint strike.

And on a final note, the plot has some... interesting holes in it. For example, the ruskies build a time machine and go back and kill Einstein. My question is how did the allies retain the chronosphere as a part of their arsenal (given Einstein invented the machine to kill Hitler!)
I would like to speculate on the points you're risen. While you say they try something new, I say that they simply tweak some old things. Building on water isn't or unit abilities becoming a frustrating click-a-ton simply to make it look more gimmiky are not features someone can call as innovative. They're simple tweaks. Also, the thing with the way each faction plays is also not innovative. The game would suck even more if all the factions played the same with different models/names for the units. And speaking of which, after my 2 day fray with the RA2, I am really not remembering more than 70% of the unit names, and I am unsure as to whether I knew them at all.

oliveira8 said:
I always felt that RA3 was ok...the worst C&C still goes for Generals....

As for the review itself. Its well written and goes straight to the point. Keep it up.
To tell the truth I think I liked generals more than Red Alert 3. And finally the only reason I will buy the next thing with tiberium in it, is because I'm curious of the story. For the Red Alert 3 expansion, I'm not even going to bother buying it. It would be a waste.
 

Calax

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Jan 16, 2009
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I guess my biggest problem with RA3 was that it kept the same basic plot line (Soviet Russia trys to take over the world with the regularity of Brain) but they disconnected the story so much from RA1 and RA2 that it could be considered in it's own universe. There's no mention of the previous games plot or characters (which did happen in RA2 but it was only a SMALL mention) and everything just kinda goes from there.

As to generals, I found it very... Turtletastic. And while the factions played slightly differently the general strategy is basically, turtle up and get your secondary cash flow up and running, then spam your best all around unit with maybe a few specialized units to take down aircraft. Or just WMD your way to sucess (the sheer number of WMD's me and my friends would put together on Skirmish maps was psychotic there would be two or three pages worth of countdowns going).

I don't think that any RTS game has done the transformer esque units before (by this I mean the fact that almost all the units in the Empire were able to shift into ground and air forms) so it's nice to see a little innovation. And honestly if you're going to cry about gimmicky then you probably should realize that most good ideas start out as a gimmick that then catches on like wild fire.