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Game Info
Gameplay
Going against the trend of recent real-time strategy games, Red Alert 2 is reverting back to the days when visceral action and fast-paced excitement were commonplace in the genre. In Red Alert 2, as Westwood's Harvard Bonin explains, Westwood wanted to pick up the pace and make the game a real roller coaster ride in which the tides can turn any moment - without sacrificing deep, strategic gameplay.
New tactics and strategies are introduced in to Red Alert 2, so that tank rushes are avoided easily. For instance, you can garrison infantry to civilian houses, making them very powerful, so that a group of 4 or 5 can take down a group of tanks. And a combination of units can enforce or create whole new one, for example, letting a Tesla trooper shoot at a Tesla coil makes the Tesla coil extra powerful.
Another feature is the game's "balanced-high" mode of combat. By using new tactics and more super weapons, any player can turn the table around and win - creating a roller-coaster type of game.
Red Alert 2 has about 24 missions in total, which are split into two campaigns, one for the Allies and the other for the Soviets. In addition to that there are 2 training tutorials for beginners to familiarize themselves with the way the game works. Each campaign has its own cinematics to go along with the game and communicate the story to you. The missions range from sending a seal team to capture a laboratory on an island to neutralizing the ability for the Russian army to send nukes within a given time limit.
In total there are 36 structures and 49 units, 9 of which are for multiplayer use only. Russia is no longer the obvious leader, both sides are equally balanced. For example, the harvesters have been improved; the Allies have incorporated the chrono technology into their harvesters, allowing them to teleport back to base, and the Soviet’s harvesters have a built-in gun to protect them.
Engine/Graphics
Red Alert 2 uses a scaled-down Tiberian Sun engine as the main structure. The designers knew that the technology for Command & Conquer 2 was already dated and wasn't necessarily aimed toward the fast gameplay they were attempting to capture in Red Alert 2. According to Westwood, the solution was to detune the Tiberian Sun engine in order to make it "lighter" and better able to handle the fast gameplay mechanics the designers wanted. As a result, the Red Alert 2 engine - a stripped-down version of Tiberian Sun's - mixes sprite and voxel units, no longer has layered or deformable terrain, and enables much larger maps. While this might sound like a step backward, in reality, creating a simpler engine without any bells and whistles makes it much easier for the Westwood developers to focus on perfecting the gameplay for Red Alert 2.
The animations and effects are superbly done. There is extensive attention to detail, from the civilians panicking, police cars on their rounds, buildings on fire, giving the feeling of real life. There are also some pretty impressive world effects like the weather storm effects being very similar to the Tiberian Sun storms, explosions, mushroom clouds from nukes, lighting effects of radiation from these nukes, and much more. One of the things that Westwood was known for was their superb cinematics and in Red Alert 2 they have done an outstanding job with them. They have improved them so much that it is simply amazing how well polished they are. They’re truly entertaining to watch, getting you right into the mood of fighting your enemies and wanting to finish the mission you’re playing as fast as possible just to watch the ending cinematics.
Interface
The interface has also been changed. Instead of scrolling all the way down on the sidebar to find a unit, Red Alert 2 divides the sidebar into four tabs, making access easier. Players can now build units, vehicles and base components at the same time. In previous titles, you'd have to wait for one element to be constructed before starting the other. Now you can crank out Harrier Jets, GI's and base elements at the same time, which really speeds up the game considerably. This may not seem like a critical change, but the impact on gameplay is substantial.
Also, the waypoint system has been included into the game, as well as beacons. "Strike here after 4 minutes," one might say, so you won't have to micro-manage all those little details.
Multiplayer
Though each of the two campaigns is comprised of 12 missions apiece, the real lasting appeal is multiplayer, long the selling point of Westwood games. You'll find no shortage of options here, all using Westwood's fast internal player-matching service that can link you up with a random opponent or pull you into a chat room where you can communicate with other players. There's even an option that notifies you if any of your friends are online, which is a nice addition. In addition to several co-op missions, players can also hop onto the World Domination server, choose a side and fight small battles against other live opponents that will have an effect on a persistent territorial map that changes throughout the day and night.
What makes the Red Alert 2's multiplayer game so unique and fun to play is that instead of only being able to play either the U.S. or Soviets, a player can choose one of nine different countries (America, France, Germany, Britain, Republic of Korea, Russia, Cuba, Libya and Iraq), each with their own unique unit.
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