Wednesday, January 13, 2010

Command & Conquer: Red Alert 3

EA Los Angeles
Electronic Arts
Frank Klepacki
James Hannigan
Timothy Michael Wynn
Mikael Sandgren
Command & Conquer (main)
Red Alert (sub-series)
Native resolution
1.12 (July 15, 2009)
Windows, Xbox 360, PlayStation 3, Mac OS

Release date(s)
NA October 28, 2008
EU October 31, 2008
Xbox 360:
NA November 11, 2008
EU November 14, 2008
PlayStation 3:
NA March 23, 2009
EU March 27, 2009
Mac OS:
NA March 2009
Real-time strategy
Single-player, Co-operative, multiplayer
BBFC: 12
PEGI: 16+
DVD-DL, Blu-ray Disc, Steam

Command & Conquer: Red Alert 3 is a 2008 real-time strategy video game developed by EA Los Angeles and published by Electronic Arts. Announced on February 14, 2008, it was released on October 28, 2008 in the United States for Microsoft Windows-based PCs and three days later in Europe. A version for the Xbox 360 console was released in the U.S. on November 11. The PlayStation 3 version was delayed due to difficulties with the system's architecture.On January 21 2009 EA officially announced Command & Conquer: Red Alert 3 - Ultimate Edition, the PS3 version which contains bonus material extra to that of the Xbox 360 and PC versions. The Ultimate Edition has been released on March 23, 2009. Also announced for a late March release is the Mac OS version, converted to that platform by TransGaming. The game forms a part of the Red Alert sub-series within the Command & Conquer series of games. In early January, EA Los Angeles announced a new addition to the game: Command & Conquer: Red Alert 3 - Uprising, a stand-alone single player expansion pack that was released for Windows in March 2009. It was offered via digital distribution.

The game is set in a parallel universe in which World War II never happened—in the original Red Alert, Albert Einstein travelled back in time and removed Hitler in the 1920s. After an Allied victory in Red Alert 2, the Soviet leaders travelled back in time and removed Albert Einstein in 1927, preventing the Allies from creating atomic weapons while the Soviet Union rose to power, battling the Allies in the 1950s. In this game, the Empire of the Rising Sun rises to power as a threat as well (an unintentional result of the Soviets' time travelling). All three factions are playable, with the main gameplay involving constructing a base, gathering resources, and training armies composed of land, sea, and airborne units to defeat other players. Each faction has a fully co-operative campaign, playable with an Artificial Intelligence or with another human player online. These campaigns follow a storyline, with specific mission objectives and unit restrictions applied. Unrestricted skirmish play against the computer and multiplayer via LAN or online is also available.

The game received mostly positive reviews, with reviewers citing the co-operative and multiplayer components as strengths, along with the enhanced role of naval combat compared to other real-time strategy games. Commonly cited weaknesses included aspects such as unit pathfinding.


Red Alert 3 retains the core RTS mechanics of the Command & Conquer series. Warring factions harvest resources using vulnerable collectors and then use those resources to construct military bases and forces on-site. Structures form a shallow but wide tech tree with a variety of units and elusive superweapons. Weapon types are specialized to the point where a rifleman can withstand direct hits from an anti-tank cannon. Red Alert 3's major refinements are the addition of the Empire of the Rising Sun to the factions of the sub-series, similar to what Tiberium Wars did with the Scrin faction, a co-operative campaign, and expanded naval warfare.
The "single-player" campaign is now fully co-operative. Each mission is played alongside an ally. When played online, this is another human player. Offline it is one of several computer-controlled characters. Teams share income and generally start with the same forces. Computerized characters can be given extremely simple commands, such as an order to take a specific position or to strike a specific target. The campaign has nine missions for each side. Each side's plotlines are mutually exclusive, unlike Tiberium Wars and its preceding and following expansion packs, but like the rest of the Command & Conquer games.
Naval warfare is emphasized as another front. Executive producer Chris Corry has stated that many units are now amphibious, trading effectiveness for increased flexibility. Buildings and entire bases can be constructed on water, save for such things as ground unit production facilities,[14] and players who "ignore the ocean [are] likely forfeiting a significant part of their potential economy to their opponents." Further stressing this is the fact that, despite some campaign maps being entirely land based, all multiplayer maps have significant bodies of water in them.
The use of naval units and various unit abilities also helped stop players from sticking to one unit and constructing large amounts of (or spamming) them early game.[citation needed] This was a standard strategy for Command & Conquer 3: Tiberium Wars/Kane's Wrath, where players would try to build more of one unit faster than their opponent.[citation needed]
Manually controlled secondary abilities are common to each and every unit in the game. Their usage varies: some are toggled on or off, others are targeted, and still others are triggered the instant one presses the button. An Imperial construction vehicle is able to deploy at a specified location, a Soviet conscript can switch weapons at will, and an Allied artillery piece can engage its shields with a button press but with a cooldown period before they can be used again. All abilities are bound to the same key. The game also features experience points that are used to upgrade unit types and to buy "commander abilities," which call in air strikes, recon sweeps, magnetic satellite beams, etc. Commander abilities have no resource costs but do have significant cooldown periods.
Ore fields as resource sites have been removed. These originated in the first Red Alert as a functionally identical equivalent to tiberium, and what were ostensibly strip mines had ore growing out of the ground. Gameplay mechanics haven't changed a great deal since fields have been replaced with stationary ore mines. Strategic ore-refinery placement and covert refining are impacted to an extent.


The first Red Alert revolved around a down-to-earth World War II between the Allies (including Germany) and the Soviet Union, with some high-tech esoterica, such as weaponized tesla coils linked to Tesla's abortive death rays, limited time travel linked to the rumored Philadelphia Experiment, and force fields. Red Alert 2 featured a Soviet invasion of North America with tanks, conscripts, gargantuan airships, and psychically dominated anti-ship giant squids; its expansion, Yuri's Revenge, escalated matters up to UFOs and Soviets on the Moon. Executive producer Chris Corry stated in a pre-release interview that Red Alert 3 will further differentiate the playable factions from each other and "[play] up the silliness in their faction design whenever possible."[15]
The Soviets and Allies have a mix of old and new features. Soviet units lean towards ruthlessness and brute force: giant Kirov airships are retained and flak troopers are now penal troops, while attack dogs are an Allied unit that the Soviets have replaced with functionally identical armored attack bears. New units include heavy tanks known as "Hammer Tanks" that can tear weapons from the enemies they destroy with a magnetic beam, light anti-infantry walkers known as "Sickles" that can jump over terrain elevations, the amphibious "Stingray" attack boats with twin-mounted tesla coils, and amphibious AA "Bullfrog" transports that shoot their passengers out of a cannon. The Soviets have lost their nuclear technology due to the events of the backstory, but can leverage their simple tech, cheap units and "quick fix" structures like the Super Reactor and Crusher Crane, enabling them to easily overwhelm enemy bases. Soviet armour are considerably tougher than Allied and Japanese on the whole, and augmented with their infamous Iron Curtain, can be extremely dangerous. A major revampment from Red Alert 2 is the Soviet airforce: in addition to Kirovs, the soviets have access to Mig fighters and versatile attack helicopters. Their buildings are constructed from the ground up in the field, making them slightly slower to completion compared to the Allies and Japanese. In lieu of nuclear bombs, the Soviets have developed the Vacuum Imploder, a warhead which sucks humans, vehicles and damage buildings into a dense hole before exploding.
The Allies come with a wide variety of gadgetry (mostly nonlethal), much of it as a comeback of Red Alert 2's advanced units. New units include Hydrofoils with weapon-scrambling rays, unarmed helicopters with freeze and shrink rays, and an amphibious destroyer with treads and magnetic armor that can draw enemy fire. Allied units have a variety of different accents and "good guy" overtones: their basic infantry unit is the Peacekeeper. Red Alert 2's advanced chrono-technology has been largely but not completely lost, so that the Chronosphere unit remains and the returning Tanya unit is now equipped with a "time belt" that allows her to wind her location and health back a few seconds. Allied advances are driven by the FutureTech corporation in Einstein's absence. Since the tech and base building takes some time the Allies are more patience-friendly.[16] The Allies' predominant strength is in air forces with the best selection of aircraft available ranging from bombers to air superiority fighters. The Allies' ultimate weapon is now the Proton Collider, a weapon which utilises unknown physics to cause great destruction at an atomic level.
The Empire of the Rising Sun has infantrymen in samurai armor with energy rifles and lightsaber katanas, giant transforming mecha, ninjas, a psionic schoolgirl, and submersible planes/flying submarines. Several of the Empire's key units can change forms to switch from land-to-air or sea-to-air, giving them much greater versatility than Allied or Soviet units. Conversely, some of their "core units" are weaker than their counterparts, forcing the player to produce them in large numbers or use them effectively with support. Japanese naval units however are considerably capable, from dedicated anti-ship cruisers to heavy battleships. Their forward bases are easy to build and fully functional bases don't take much power. Their buildings also have no proximity requirements, allowing the Empire to expand its bases much more quickly and efficiently—and by extension to nab ore mines faster. Being in the altered timeline, the Japanese are now masters of psychic/psionic weaponry, not only in their commando, but in the Psionic Decimator. This ultimate weapon launches a wave of energy which can level a base. They are also equipped with a Nanoswarm, a machine that generates a nanoparticle shield, similar to an iron curtain, but is non-moving and prevents anything coming in or out.
The campaign mode maintains the theme of camp warfare played perfectly straight, with the occasional secret volcano lair, android infiltrator, and more than one thing shooting lasers out of its eyes. It also uses Full motion videos featuring real-life actors. Filming started in April 2008.


The central premise of all three campaigns is the same, although each follows a different variation of the storyline. Facing defeat at the hands of the Allies (presumably after the end of Red Alert 2: Yuri's Revenge), Soviet General Nikolai Krukov and Colonel Anatoly Cherdenko use a time machine beneath the Kremlin to travel back to Brussels in the year 1927 at the International Physics Conference and eliminate Albert Einstein. This prevents him from creating the technology that allowed the Allies to defeat the Soviet Union in the previous games. Returning to the present, General Krukov discovers that Cherdenko is the Premier of the Soviet Union and that the Soviets are on the brink of conquering Europe. However, without Einstein's existence, the Empire of the Rising Sun has risen in Japan. They have also decided to declare war against the Allies and Soviet Union. Finding that the Soviets' nuclear weapons don't exist anymore without Einstein's existence, the Soviet Union is forced, along with the Allies, into a three-way war with the Empire.

[edit] Soviets

In the Soviet campaign, Cherdenko first sends the newly appointed Soviet commander to expel the Japanese forces from Soviet territory in Leningrad and various Soviet territories, subsequently invading Japan and killing Emperor Yoshiro before continuing the attack against the Allies. The Allies at Geneva and Mykonos research facilities are crushed. Faking an attempt on his life as an excuse to remove his enemies, Cherdenko has the player kill General Krukov at the Von Eisling Airbase. Dr. Zelinsky, the scientist who created the time machine, informs the player that the events that occurred happened only because the Soviets tried to alter the past, and that Cherdenko was originally not the Soviet Premier. Cherdenko tries and fails to kill the player after this, feeling that the player knowing that information is too dangerous. Cherdenko is presumed dead after the player destroys his volcano-fortress after destroying Field Marshal Bingham at Easter Islands. After dealing with Cherdenko, the player follows with an attack on New York in order to force the Allies to surrender. The war ends with the player becoming the next Premier of the Soviet Union, which encompasses the entire world as there is no one left to stop Soviet expansionism.

[edit] Allies

The Allied campaign sees Field Marshal Bingham first ordering the player to secure European Allied borders. The player repels the Soviet invasion at Brighton Beach, then recaptures Cannes and destroys the Soviet HQ at Heidelburg. However, these battles leave both sides vulnerable, allowing the Empire of the Rising Sun to send its floating fortresses to blockade the Allies and the Soviets. This prompts the Allies and Soviets to join forces to counter the Empire(despite the protests of American President Ackerman).
The player-led coaliation is able to retake the port of Gilbratar. The coaliation then mounts an attack on the fortress in the North Atlantic and successfully disables it.At this time, Ackerman becomes angry at Marshall Bingham for his allying with the Soviets, instead of destroying them. He then takes the initiative to destroy Moscow with a laser superweapon controlled in Mount Rushmore. Bingham sends the player to disable the weapon and its defenses, destroy the firebase and kill Ackerman.
With the alliance secured, the Allies plan an attack on Tokyo in order to wipe out the entire Empire military leadership with one stroke. It is a critical battle because the Japanese High Command is about to order the destruction of several Western cities. Around this time, the Soviets led by General Krukov were supposed to bring the "entire might" of the Soviet navy to assist the Allied forces. After many delays, however, the Soviets noted that with their fleet so far away and with them experiencing "personal troubles," they decided not to participate and would leave the player alone to deal with the Empire's forces.
After the battle, Dr. Zelinsky defects to the Allies, informing them of the Soviet Premier having traveled back in time to alter the present, the complications due to the use of the time machine, and warns them of a Soviet invasion force building up in Cuba, proving that Ackerman was right on his belief and that the Soviets have betrayed them. After destroying the invasion force in Cuba, the Allies launch Operation Chronostorm and teleport their forces to destroy Premier Cherdenko's fortress in Leningrad in order to stop Cherdenko from fleeing to outer space. In the end, Cherdenko and his General are placed in a Cryo-prison for life due to crimes against humanity. Meanwhile, Lt. Eva and Tanya both ask the Commander out to a date. The Vice President of the United States, played by David Hasselhoff, then accepts power as the new American President in a public speech.

[edit] Empire of the Rising Sun

The Empire of the Rising Sun campaign begins with a full-scale invasion of the Soviet Union, just as the Soviets are pushing the Allies to the brink of defeat. The invasion starts with a disguised transport slipped into a coastal Soviet city of Vorkuta celebrating New Year. When the ruse is discovered, the city is ordered to be sacked. Emperor Yoshiro's tactics initially involve striking at symbolic targets such as important monuments to affect the will and morale of the Soviets - and later, the capturing of broadcasting stations in the United States for use in broadcasting propaganda against the Allies. On the other hand, the Emperor's less-traditional son, Crown Prince Tatsu, advocates the attacking of true military targets - though his father would typically overrule him and instead fight elsewhere. Crown Prince Tatsu is a robotic hedonist, and immerses himself in all things technological in his efforts of modernising the army.
As the Empire of the Rising Sun surges into Allied and Soviet territory the Allies make a desperate pact and try to garner enough forces to counterattack. The Emperor believes he has crushed all hope of freedom for the Allies. The Empire's forces take over much of western Russia and brutally massacre anyone who resists. A Soviet General in the city of Odessa refuses to surrender, and as a result the city is destroyed by a three legged prototype robot named the Shogun Executioner. Landmarks such as a cathedral, an opera hall, and a hospital are targets for destruction. However, the Emperor's complacency soon forces the Empire onto the defensive against the forces of the Allies, who still had enough strength to mount full-scale attacks on Pearl Harbor at the Imperial islands of Hawaii and on one of the Empire's Floating Fortresses. Though both attacks are repelled, a joint Allied-Soviet task force successfully gains a foothold in Tokyo.
Having replaced President Ackerman with an android doppelganger, the Emperor learns of Zelinsky's defection and how he helped Cherdenko alter history through time-travel. This devastates the Emperor, as there can be no Divine Destiny if history can be altered. He surrenders command of the Shogunate (the Empire's military leaders) to his son. Under Prince Tatsu's command, the Allied-Soviet invasion of Tokyo is repelled, and a full-scale attack on the Kremlin results in the deaths of Premier Cherdenko and General Krukov - despite a last minute attempt to airlift the time machine to safety after the Kremlin's destruction. This ends the battle against the Soviets with the Soviet Union (and their allies) surrendering to the Empire. The Empire's continued success allows Yoshiro to overcome his guilt and opens him to Tatsu's idea that the Empire can create its own destiny.
In the final mission, the player is ordered to launch an attack against the remaining Allied forces in Amsterdam as they make their last stand defending the Allied Headquarters as well as the FutureTech Headquarters - the company responsible for much of the Allies' technological advances. Fierce house to house fighting results in destroying all of the city and millions of deaths. Despite the Allies being outnumbered at least four hundred to one, most of the Japanese invasion force is annihilated. Despite Dr. Zelinsky's arrival with Soviet reinforcements and the deployment of a prototype FutureTech ultraweapon that annihilates everything in the city, the Empire succeeds in defeating the Allies and destroying FutureTech and what remains of the Soviets - leaving the Empire of the Rising Sun free to rule the world. At the ending scene though, the glimmer of a chronosphere is seen in the background suggesting that some of the surviving Allies have managed to activate it and possibly go back in time to affect the outcome of the war. The commander is given the title of "Supreme Shogun". The commander's briefer, Intelligence Officer Suki Toyama, invites the commander to a private spot on the north shore of Oahu for some time off, heavily implying that she has romantic feelings for him.

System Requirement
OS – Windows XP / Vista (32-Bit)
Processor – XP: 2.0 GHz (Intel Pentium 4; AMD Athlon 2000+; Multiple Cores) / Vista: 2.2 GHz (Intel Pentium 4/AMD Athlon 2200+/Multiple Cores)
Memory – XP: 512 MB / Vista: 1 GB
Hard Drive – Media: 6.0 GB / EA Link: 12.0 GB
DVD Drive - 8 SPEED
Video Card – XP: 64 MB / Vista: 128 MB
Sound Card - DirectX 9.0c compatible
DirectX - Version 9.0c
Online Multiplayer – 512 Kbps or faster; 2-8 Players
Input - Keyboard, Mouse
Optional – VoIP Headset

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