November 9th, 2008 ~ Welcome back, Comrade
C&C: Red Alert 3

For many, myself included, the days playing the original Red Alert remain some of the best videogame experiences. It’s hard to believe that was 12 years ago, yet it has lasted so long in the memory, permanently imprinted by a prolonged Tesla zap.
Red Alert 3’s opening sequence sees Soviet forces on the brink of defeat against the Allies. As a last ditch attempt they use a time machine to alter history. A move which has the unexpected consequence of creating a new adversary, The Empire of the Rising Sun, headed by none other than George Takai (Star Trek, Heroes). Fans will be delighted to see Frank Klepacki’s Hell March returns for a third time. Things are looking up, right?
I’m sure most of you will start off with the single player campaign and that’s where we’ll begin. In RTS games the single player campaigns often struggle to compete with the excitement of multiplayer gameplay. To remedy this EA have introduced co-operative play where there are always two commanders on the same side. If you don’t have a friend then the AI stands in, with the latter doing a fair enough job most of the time - holding its own but not winning the mission for you. Co-op still doesn’t solve the problem of somewhat tedious scenarios but does succeed in shaking things up a bit.
C&C is famous for its movie sequences and here these provide an added incentive to play through the missions. Red Alert 2 saw the series take a more lighthearted approach, removing much of the original game’s magical quality. Unfortunately Red Alert 3 fails to restore that special feeling with more wide of the mark lightheartedness, exemplified by the producers’ decision to ensure every single character conforms to at least one racial stereotype. It’s also worth pointing out that every leader is male and has a subservient female assistant dressed in a ridiculous outfit. Both aspects make for uncomfortable watching. I can’t speak for the American public but from a British perspective it’s an awfully unfunny and unambitious script that barely registers on the humour scale.
The original Red Alert’s atmosphere, subtle and often unintentional quirks simply aren’t recreated. Jonathan Pryce is good as the Allied commander but this is one of the few highs amongst such contemptible performances as Jenny McCarthy’s character assassination of Tanya. I’m not against the idea of Red Alert 3 being entertaining and funny, but there is a massive failure to create something worthwhile even with a relatively strong cast.
As the campaigns progress, the epic sense of scale created in the intro well and truly dissipates, with the story between the three factions becoming half hearted, muddled and inconsistent. Even as a big C&C fan I couldn’t help but feel it was a waste of my time persevering through to completion for the sake of the story. If only they had got talent such as Mitchell and Webb to come up with a Monty Python inspired script, the outcome would have been infinitely better.
In an attempt to get over my disappointment I’ll move on to the game’s strongest aspects - the mutliplayer and the gameplay in general. The three factions are nicely balanced and have their own eccentricities. The way buildings are constructed is a good example: Soviet buildings are first positioned on the map prior to building, Allied buildings construct in the sidebar before being placed, while the Empire’s construction yard produces a little vehicle that you move into position to initiate the build process. Such differences succeed in giving each faction a bit more individuality, although prepare to get a little confused if you play multiplayer with random factions.
Red Alert 3 is highly reminiscent of Generals, both in the sense there are three factions but also because resource collection is confined to static entities: oil derricks and ore mines. The use of static ore mines is a step backwards - sending your harvesters out to ore fields was always hugely challenging and entertaining in the original Red Alert. The decision to simplify resources was no doubt taken to allow gamers to keep up with the gameplay’s fast pace. Games can progress quickly and for many this will make for an accessible and fun experience that doesn’t necessarily require hours of your time.
On the unit front there’s a healthy variety and you don’t feel your options are quite so limited as in the recent C&C: Tiberium Wars. A nice addition is the introduction of water bases, complete with defensive structures. This is new to C&C but has long been a staple of Total Annihilation and more lately Supreme Commander, but was a logical progression. The other change we’ve become accustomed to are the new special abilities that accumulate with your kills. These are varied and continue to encourage attacking play in free for all matches and can turn the tide of battle. One quick tip for new players - on your sidebar there’s a question mark button that lights up when you have a unit selected, click this to fire up a short video demonstrating the unit’s abilities. It would be good to see this in every RTS from now on.
If you’re a fan of multiplayer RTS there’s a lot to enjoy here. Just don’t expect the C&C multiplayer experience to have evolved since the release of Generals back in 2003. There is an increased use of naval units but Red Alert 3 looks and feels very familiar as EA are still using the SAGE engine. Visually the game is not impressive and I’m not keen on the artistic direction. The decision to use bright colours and outline selected units with bright yellow makes it hard to take the game seriously. The visual style of the original Red Alert was simply much better. Fortunately one aspect that signals a return to form is on the audio front; the decision to hire four composers paid off and it’s great to see Frank Klepacki on the scene again.
A few new gameplay touches have been implemented but there’s an unmistakable seen it all before feeling with few surprises on show. Red Alert 3 is aiming for total air, land and sea gameplay, and it does this well, but SupCom’s implementation and scale is sublime by comparison. While the past is not always a bad place to be, EA has the resources to better take the series forward by introducing a new genre defining game engine. That being said I would have been more satisfied with Red Alert 3 had the game’s campaign mode not been such a disappointment that casts a shadow over the experience.
History will best remember Red Alert 3 as being a good multiplayer RTS. At worst it’s an embarrassing parody of the 1996 classic. For a game whose ancestor was the original Red Alert, many will feel underwhelmed by the overall package, but you can’t argue against the well-proven mutliplayer gameplay.








James Hall
November 12th, 2008
the sad part is generals kicks this game in the butt way better game. especially the chinese hackers i hate that there is no alternatie source for income in this game. at least in tiberium wars theres ore out there. major game update patch needed!!!!!!!
Stefan from South Africa
November 13th, 2008
These series of games are getting worse and worse. Their best genre was Generals. Why dont they just stick to the modern warfare like in generals. No these wierd techno weenie WW2 tesla coil krap with dragon ball Z graphics…
Make it like real controversial… Arab world VS US while Europe Faction try to please sleeping bear Russia and China trying to keep its fellow Asian budies from goin nuclear while Paklistan and India start losing tolerance for each other.
No thats Comman and Conquer…
EmpirioN
November 13th, 2008
The best review out there. I agree almost everything that u wrote. For me RA3 was a disapointment. And I feel, that the game doesn’t know what it should be, serious, cool or comedy. When that all is mixed, it just doesn’t work.
Tom
November 14th, 2008
Back in the Spring of 1995, I went to a friend of a friend’s place and saw a metal grey game box with gold lettering and the face of a be-goggled soldier (engineer?) on the front cover. He started the game and told me it was better than Battle Isle II. pheeffff! How can anything ever beat Battle Isle II?? I then spent the next 8-9 hours (originally, I was only passing by to drop off a pair of runners) watching them play out an epic with modern weapons, realistic ambience effects, a kick-ass soundtrack and awesome cinematics directed by Joseph (Ducan?) who played the role of Kane. I ended up getting the game. I even changed to a new PC just to be able to run the game. Spending on average 6-8 hours each day playing C&C and the expansive Covert Ops, I wore out both copies until RA1 came out along with CS and Aftermath additions. During Summer vacations, I sat 14 hours at a time hunchedin over the screen fighting it out in team-based deathmatches over the LAN with friends and strangers alike. Those were the best days of my life.
Witnessing the progression (or is it digression?) of the C&C genre into absurdity and oblivion was difficult at best. Tiberian Sun was amiable, which is why I bought a copy, but its left-field sci-fi elements and the decision to rid of the mammoth tank rained hard on the parade. The truth was painful and far from easy to swallow as fans in lamentation continuously, though with futility, hope and pray of a commensurate revival of former glories. It’s comparable to a disenchanted Michael Jackson fan. You enjoy, appreciate and respect the man’s work and yet one cannot help but cringe as their ideals, beliefs and values go down the gurgler as things take a ridiculous turn for the worst - that of artificiality.
My association with C&C, as well as gaming in general, ended with TS. The original C&C and RA were the reasons for taking up digital gaming entertainment trend and, likewise, had ended with the demise of the genre. Somehow, C&C had offered something the other competing titles cannot - StarCraft, WarCraft, TA, Dark Reign, Supreme Cmdr, WarHammer 40K etc…(though I did enjoy Z1 and KKND). Still, fans are always, hopelessly hopeful and optimistic whenever a new C&C title is announced - just in case it revives that good ol’ feeling.
d
November 14th, 2008
haha, fail - the screenshots aren’t even at high settings
Razael
November 15th, 2008
D - u are an retard
About the review. I totally agree, this game is a parody
Richard
November 17th, 2008
By the way has no one noticed the major plot flaw in Red Alert 3 in that if the Russians go back in time to eliminate Einstein then Einstein himself will never have a chance to go back and eliminate Hitler so WW2 will happen as normal and hence the whole Red Alert time line would be violated…..
And I also totally agree with the review. The whole franchise has gotten lost somewhere along the way and lacks the magic it once had.
Karim
November 18th, 2008
Guys, honestly this game isnt tht good. i saw red alert 2 three years ago in an internet cafe in syria(cze there was a war where i live in lebanon) and i saw tem playing games. i said i dont play computer games. i tried it, every dy for the next 2 months i went down there and played red alert for hours on end.on LAN, i beat everyone there. it was fking sweet. i bought an xbox 360 cze of this game red alert 3!! i bought it a week ago….dude…not tht many shit, they got rid of the best tanks,prism ones and replaced em wid some homo tanks, base expansion is harder, soviet has no aircraft and allies have no air base defns!! its gay!theres a command limit how gay is tht? everyone loves red alert cze u get to build a masive army and wipe out ur enemy. but worst of all, theres no mining for ore, there ore mines. so basically u always have some lesbo saying: insufficiant funds. in the old one id have like 200,000 resources!!!!! i cnt make more than 50 units of anything, and im always broke. cmon. there better be an expansion pack for this game soon. and d u r a retard. and tom…dude…geta life arent u like 30?
JohnnieX
November 26th, 2008
limited resource collection sucks.
Please make a patch to make it like it used to be.
What great mind had this “brilliant” idea to do this.
It used to be an important strategy component of the game
Mitchell A
November 26th, 2008
“…resource collection is confined to static entities: oil derricks and ore mines. The use of static ore mines is a step backwards - sending your harvesters out to ore fields was always hugely challenging and entertaining in the original Red Alert…”
I totally agree
Electronic Arts
November 26th, 2008
red alert 4 will be a game where you have to team up with two Pokemon masters and green power ranger to form up SUPER MEGAZORD to defeat evil-sundown-empire-mechanical-bees and circus-bears-with-magical-helmets. But don’t worry! this time we will hire Ronald McDonald to improve their textures.