By Ned Jordan
Now that Command & Conquer has found a home on the Xbox 360, it was only a
matter of time before its offshoot series Red Alert arrived. If you're
unfamiliar with the Red Alert games, imagine taking the over-the-top cheek and
cheese of Command & Conquer and kicking it up a notch or two. Or maybe even
three. The live action cutscenes are intentionally cheesy and feature several
recognizable actors gleefully hamming it up, including Tim Curry, Jonathon
Price, George Taker, J. K. Simmons, and Jenny McCarthy. On the field of battle
you'll find cybernetically enhanced bears doing battle with mechs while dolphins
armed with sonic weapons try to sink transports equipped with paratrooper
launching cannons as dirigibles painted with grinning shark faces drop bombs
from above. In Red Alert 3, men are real men, women are issued low-cut uniforms
that lift and separate, and you'll just have to roll with it all and enjoy it or
else you'll sprain your eyeballs with all that eye-rolling.
The intentionally goofy premise that sets up the whole thing is that a Soviet
Union on the verge of internal collapse turns to a desperate measure to save
itself. The Soviet Premier and his top general travel back in time to kill
Einstein in the hope that without his help the West will have never achieved
technological superiority over the Soviet Union. When they return to their own
time, they find that they've saved the Soviet Union, but that it's now in the
midst of a protracted war with the Western allies and facing invasion by the
Japanese-let Empire of the Rising Sun. This is where you come in, taking on the
role of a Soviet, Allied, and Empire commander in turn as you play your way
through the game's three campaigns.
Red Alert 3 is a real-time strategy game that sticks to the classic formula.
You gather resources to build structures that in turn consume resources to build
your fighting and support units. The resource in this case is ore, and in a
departure from Command & Conquer games in the past, it can only be collected
from ore mines serviced by a single collector. Gone are the open resource fields
that could be flooded with collectors to bankroll a rapid build-up of forces. By
controlling the flow of resources, Red Alert 3 has done far more than simplify
resource collection - it's effectively disabled the rush tactics that have been
a hallmark of the franchise from its beginnings. I've never been a big fan of
the rush - I think it's a crutch for those deficient in tactical thinking
ability - but I know some gamers like it and will be disappointed that it's been
neutered in Red Alert 3.
The three factions in the game each has its own personality that suits a
particular style of play. The Allies build slowly but produce powerful units.
The Soviets are proficient at quickly building large numbers of generally weaker
units. The Empire emphasizes mobility and versatility, and produces units that
can transfer between configurations that change their role on the battlefield.
No matter which faction you control, proper unit selection and management is
vital to victory. For every unit in the game there are corresponding counter
units, and deploying the wrong type of unit against your opponent's force can
easily lead to disaster.
Red Alert 3 uses the same control scheme as in Kane's Wrath, and for the most
part it works quite well. Managing production queues, giving orders to units,
and calling in special attacks are all handled nicely by the contact-sensitive
command wheel interface that can be opened with a pull of the right trigger. The
lack of a mouse means that unit selection is not as versatile as in the PC
version of the game, though, and it can be particularly difficult to select a
subset of units from a large mass of troops. This is particularly an issue in a
game in which you need to manage combined arms forces and bring up the
appropriate counters to meet each threat. It's also a particular problem in Red
Alert 3 because the game seems to have taken a step backwards for the series in
terms of path finding. Mixed unit groups have trouble moving together as a
cohesive force and unless you manage their movements carefully you'll find the
faster units racing ahead while the slower ones lag far behind. Even groups of
identical units can get separated on their way to distant destinations, so
you'll unfortunately need to keep a close eye on troop movements and command
them to the front in baby step increments.
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