Command & Conquer: Red Alert 2

- Platform: IBM PC Compatible
- Release Date: October 24, 2000
- Similar Games: Command & Conquer: Red Alert -- The Arsenal [Classics] (IBM PC Compatible), Star Wars: Galactic Battlegrounds (IBM PC Compatible), Dune 2000 [CD-ROM Classics] (IBM PC Compatible)
Game Description
Considering its elite heritage, Command & Conquer: Red Alert 2 has a lot to live up to. The Command and Conquer series essentially defined 2D real-time strategy on the PC and developerThe Red Alert 2 episode takes place some time after the original Red Alert. Stalin is dead and has been replaced with the new "evil leader," General Romanov. Some of the action takes place close to home for the Allies in this episode, with Soviet forces invading New York City and Washington D.C. As Command & Conquer: Red Alert 2 sticks to the same basic storyline and gameplay design while featuring new weapons and recognizable battlefields, real-time strategy fans should find it a worthy addition to
Review: Enjoyment
Both single-player campaigns build up with complexity and entertainment in typical RTS fashion while the multiplayer modes make for some great heated bouts of pride. ~ Alec Norands, All Game GuideProduction Credits
PRODUCTIONExecutive Producer: Mark Skaggs
Producer: Harvard Bonin
Associate Producer: Julio Valladares
DESIGN
Design Leads: Dustin Browder, John Hight, Brett Sperry
Designers: Chris Bauer, Eric Beaumont, Tim Campbell, Eydie Laramore, Todd Owens, Mical Pedriana
Additional Design: Mike Lightner
Story: Mark Skaggs, Dustin Browder, John Hight, Harvard Bonin
GAME ARTISTS
Lead Artist: Chris Ashton
Artists: Chris Adams, TJ Frame, Michael Jones, Sean Keegan, Ido Magal, Khanh Nguyen, Josh Taylor, Todd Williams, Jason Zirpolo
Additional Game Models: Maxix
Concept Art: T.J. Frame, Dan Lyons
Additional Art: Thomas Baxa, Phil Robb
Consultant: Rick Glenn
PROGRAMMING
Technical Director: Henry Yu
Additional Technical Direction: Steve Wetherill
Programmers: Geoff Finger, Peter Green, Robb Keir, Steve Martin, Tommy Rolfs, Graham Smallwood, Steve Clinard, Bret Ambrose, Joe Bostic, Denzil Long
Installer: Maria del Mar McCready Legg
NETWORK PROGRAMMING
Lead Programmer: Jeffery Brown, Steve Tall
Network Programmers: Matt Campbell, Bryan Cleveland, Kevin Scruggs, Gavin Snyder
IN-GAME AUDIO
Lead Sound Designer: Mical Pedriana
Sound Designer: David Fries
Original Score: Frank Klepacki
CINEMATICS
CG Director: John Hight
CG At Director: Chris Mora
CG Lead Artist: Eric Gooch
CG Artists: Chuck Carter, Michael Fadollone, Matthew Hansel, David Liu, Jim May, Kevin Quattro, Richard Semple
Additional CG: Shant Jordan, Patrick Perez, Insun Kang
CG Concept Artists: T.J. Frame, Phil Robb, Thomas Baxa
Video Compression: Tim Fritz
Production Coordinator: Julie Brugman
Audio Director: Paul S. Mudra
Cinematic Sound: Dwight K. Okahara, Paul S. Mudra
Additional Score by: Poet Jester
VIDEO PRODUCTION CREW
Producer: Donny Miele
Director: Joseph D. Kucan
Screenplay: Jason Henderson, Donny Miele
Editor: Curt Weintraub
Lead Visual Effects Artist: Kevin Becquet
Audio Director: Paul S. Mudra
Production Sound: Dwight Okahara, Paul Mudra
Casting Director: Marilee Lear, CSA
Director of Photography: Kurt Rauf
1st Assistant Director: Eddie Ficket
2nd Assistant Director: Frank Carillo
Production Coordinator: Kim Houser
Production Assistants: Randy Stafford, Levi Luke, Marlo Lewis
Art Director: Karen Stephens
Propmaster: Cliff Bernay
Set Dresser: Greg Wolfe
Construction Coordinator: Bobby Z
Carpenter: Jeffrey Morgan
Additional Set Construction: The Effects Network
Key Makeup & Effects Wardrobe: Ron Wild
Hair: Alison Bonanno
Make Up Assistant: China-Li Nystrom
Wardrobe: Tracy Bohl
Wardrobe Assistant: Sandy Wyndom
Gaffer: Jerremy Settles
Key Grip: Gary Sauer
Grip: Angel Gonzolez
Boom Operator: Richard Rasmussen
Visual Effects Compositor: Chuck Carter
Ulti9matte Operator: Bob Kurtez
Teleprompter Operator: Cheryl Yiatras
Driver: Patience Becquet
Concept Artist: Chuck Wojtkiewicz
Storyboard Artist: Jeff Parker
Reader: Finley Bolton
Catering: ADL Services
WESTWOOD STUDIOS LOCALIZATION
Director of Localization: Thilo Huebner
WESTWOOD STUDIOS QUALITY ASSURANCE
Quality Assurance Directed by: Glenn Sperry, Mike Meischeid
QA Analysts: Doug Wilson
QA Supervisor: Lloyd Bell
RA2 Lead: D'Andre Campbell
RA2 Solo Lead: Chris Blevens
RA2 Skirmish Lead: Shane Dietrich, Mike Smith
RA Multiplayer Lead: Steve Shockey
QA Testers: Clint Autrey, Greg Baldwin, Jason Campbell, Michael H. Celmer, Michael Chatterton, Dan Etter, David Fleischmann, Chad Fletcher, Steve Laity, Ray Laubach, DeMarlo Lewis, Levi Luke, Bryan Philibald, Richard Rassmusen, Michael Ruppert, Benjamin Galley
QA Administrator: Rhoda Y. Anderson
QA Technicians: Troy Leonard, Beau Hopkins
ES Reps: Mary Beal, Tim Hempel
MARKETING
Vice President of Marketing: Laura Miele
Product Marketing manager: matt Orlich
Public Relations Director: Aaron Cohen
Public Relations Coordinator: Chris Rubyor
Director of Graphic Services: Victoria Hart
Online Director: Ted Morris
Online Graphic Artist: Jordan Robins
Graphic Designer: David Lamoreaux
Marketing Executive Assistant: Wanda Flathers
SUPPORT
Operations Manager: Shawn Ellis
MIS Manager: Wayne Hall
MIS Technicians: Glenn Burtis, Mick Love
Human Resources/Office Manager: Christine Lundgren
Administrative Assistance: Tanya Pereira
Legal Assistance: Jennifer Hoge
Special Thanks: Luc Barthelet, Frank Gibeau, Bing Gordon, Adam Isgreen, John Riccitiello, Nancy Smith, Rade Stojsavljevic, Gehry and Gaudi for Stunning Visual Inspiration, Edward Gutierrez and the Eldorado High School ROTC, Hahn's World of Surplus, Buzzy's Recording -- Los Angeles
Fondly dedicated to our loving families and dear friends who waited patiently for us as we toiled into the night...We could not have done it without you: Jennifer and Reagan Baldwin, Red, Fran and Justin Bauer, Melissa, Ernest and Evelyn Beaumont, Becca de Boo, Gloria, Harvard, Paco and Ike Bonin, Jennifer, Walter and Sue Browder, Robin, Joshua and Elizabeth Brown, Alicia Campbell, Susan Campbell, David, Linda and Keith Cleveland, Julia Davis, Inertia, Pineapple and Cassiopea, Michael, Adam and Christina Fries, Amanda Folgner, Audra Ann Furuichi, Gary, Martha and Nanette Taylor, Teresa, Jay Eddie, Wash, Bruce, Ken and Juba, Sharmini Green, Julie, Christopher and William Hight, Noa, Tal and Ron Magal, Margaret Mejia, Dave Mejia, Erin Keegan and Stephanie Chagollan, Kosal and Brianna Martin, Kimberly Rolfs, Jack, Ben and Laura Skaggs, John Thornburgh, Maribel Martinez, Jose Manuel, Inaki and Oscar Valladares, Chris and Jessica Yu, Mt. Dew
CAST
LIVE ACTION
President Dugan: Ray Wise
Yuri: Udo Kier
General Thorn: Barry Corbin
Agent Tanya: Kari Wuhrer
Premier Romanov: Nicholas Worth
Lieutenant Eva: Athena Massey
Lieutenant Zofia: Aleksandra Kaniak
General Vladimir: Adam Greggor
Dr. Einstein: Larry Gelman
Soviet Officer: Oleg Stephan
Prime Minister: Kerry Michaels
General Lyon: Frank Bruynbroek
German Chancellor: Stuart Nesbit
Soviet Newscaster: Gabriella Bern
Korean Commander: Richard Narita
Tesla Trooper: Igor Jijenke
Base Commander: Gary Marshal
Watch Officer 1: Rick Cramer
Watch Officer 2: Nate Bynum
Female Officer: Heather Nickens
Allied GI 1: Sharif Perry
Allied GI 2: Micheal Rouleau
Allied GI 3: Jeremy Olson
Allied Soldier 1: Randy Stafford
Allied Soldier 2: Shane Dietrich
Allied Guard 1: Justin Bloom
Allied Guard 2: Beau Hopkins
Allied General: Robert Eustice
Allied Colonel: Robert Christensen
Secret Serviceman 1: Spike Measer
Secret Serviceman 2: Robert Garretson
Soviet Conscript 1: Andrei Skorobogatov
Soviet Conscript 2: Marlo Lewis
White House Aide: Ann-Marie Lazaroff
Bikini Babe 1: Stephanie Harrold
Bikini Babe 2: Tamara Kozen
Chaplain: Donald La Mothe
Waitress: Natasha
IN-GAME VOICES
Yuri, PsyCorps: Udo Kier
American Taunts: Barry Corbin
Agent Tanya: Kari Wuhrer
Lieutenant Eva: Athena Massey
Lieutenant Zofia: Aleksandra Kaniak
Soviet Taunts: Adam Greggor
German Taunts: Stuart Nesbit
Night Hawk, Soviet Vehicle: Grant Alberecht
Spy, Sniper, Allied Infantry: Michael Bell
Installer, Allied Boat, Intruder: Gregg Berger
Texan: Glenn Burtis
Allied Civilian, Soviet Civilian: Julie Brugman
Rocketeer, Chrono Legionnaire, Propaganda Truck: David Fries
BBC Newscaster, American Newscaster: Sam McMurray
SEAL, Soviet Civilian, Allied Vehicle: Stefan Marks
Libyan Taunts, Iraqi Taunts, Demolition: Adoni Maropis
Soviet Infantry, Soviet Engineer: Andy Milder
Desolator, Soviet Boat: Phil Proctor
Cuban Taunts, Terrorist, Black Eagle, French Newscaster: Gustavo Rex
British Taunts, Kirov, Crazy Ivan: Neil Ross
Drill Sergeant, Flak Trooper, World Wide Domination Narrator: Douglas Rye
Intercom Voice, Computer Voice, Female Newscaster: Heidi Shannon
American Civilian, American Engineer: Phil Tanzini
Tesla Trooper: John Vernon
Korean Taunts: Henry Yu
WOLDWIDE LOCALIZATION
KOREA
Localization Manager: Taewon Yun
Localization Engineer: Changuk Park
Translation: Junghee Ahn, Taewon Yun, Changuk Park
Recording and Editing Studio: Junco MultiMedia
Recording Engineer: Yejun Hwang
Marketing Manager: Jungwon Hahn
Product manager: Junghyeon Kwon
CHINA
Localization Project Manager: Christine Kong
Localization Manager: Jerry Lee
Translations: Richard Chen
Language Testing: Jerry Lee
Marketing Manager: Tom Chen
Product Manager: Betty Chang
Package & Manual Design: Bingo Cheng
Special Thanks to: Westwood Localization Teams, TL Goh, Irene Chua
FRANCE
Product Localization Manager: Nathalie Fernandez
Translators: Francis Grimbert, Stéphane Radoux
Translation Coordinator: Nathalie Duret
Actors: Hervé Caradec, Tony Joudrier, Françoise Cadol, Jean-Pierre Rigaux, Serge Abatucci, Hélène Bizot, Jean Barney, Gilbert Levy, Frédéric Popovic, Florence Dumortier, Céline Mauge, Claudine Afir, Bernard Demaury, Michel Castelain, Denis Boileau
Tester: Emmanuel Delvea
Test Coordinator: Lionel Berrodier
GERMANY
Localization Manager: Michaela Bartelt
Translator: Claudia Stevens
Voice Casting Manager: Dirk Vojtilo
Voice Casting: Manuel Bertrams
Marketing: Benedikt Schüler
Product Manager: Pete Larsen
Voice Actors: Udo Kier, Till Demtöder, Klaus Dittmann, Dagmar Dreke, Eva Freese, Isabella Grothe, Eberhard Haar, Ben Hecker, Verena Herkewtz, Iris Immenkamp, Michaela Kreibler, Holger Mahlicjh, Martin May, Robert Missler, Kai Hendrik Moller, Uli Plessmann, Michael Quiatkowski, Wolf Rahtjen, Manfred Reddemann, Antje Roosch, Erik Schaffler, Achim Schulke, Marc Seidenberg, Hans Sievers, Bernd Stephan, Douglas Welbat, Guido Zimmermann ~ Keith Adams, All Game Guide
Review: Overall
It's like playing Doom II, watching another season of The X-Files, or listening to a new Oasis album - nothing is too innovative, too shiny, or too confusing. Everything feels familiar to millions while being just slightly different enough to dish out a good time for all. Yes, it's "comfort food" that entertains you and with what seems like the 403rd installment in the Command & Conquer series, Westwood successfully believes in the old adage of reaching a man's heart through his stomach.Indeed, the immediate gut instinct while loading up Command & Conquer: Red Alert 2 is that it's often difficult to tell it apart from the original game made almost five years before. Same isometric 2D view, same resource management, same tiny unit sprites, same regurgitated real-time strategy (RTS) tricks. But, for some reason, mainly due to small, yet effective gobs of spit and polish, it's a blast. How exactly did that happen?
Command & Conquer: Red Alert 2 continues where the 1996 original left off. That alternate World War II had the Soviets contained, but now a new, last-minute danger has arisen with mind-control machinations and an invasion straight into the American capital. Not to put too fine a point on it, "red" in this context still equals "evil," but no one really takes the game's premises seriously, do they?
Of course they don't. Which is proven more now than ever before, helped in part by the overly camp, full-motion video briefings that, despite trying so hard to be taken lightly, make you want to laugh at them, not with them. Northern Exposure's Barry Corbin tries his best to make certain his good old Yankee patriotism is understood while Sliders' Kari Wuhrer's physical attributes are amply displayed in every clip she graces.
But, instead of shooting themselves in the foot by taking such an unquestionably silly premise as Russian airships flying into New York City with the straightest of narrative tones, the video segments are shot with a "we know you know that it's all just a lark anyway" attitude. This is both refreshing and grating at the same time but it works - in a way.
In any case, at least we're reminded this is just a simple game intended for enjoyment. The interface is unarguably familiar with the aforementioned isometric, 2D view of the battlegrounds with a menu on the right-hand side of the screen detailing your radar, resources, and building options. What's changed for the better, however, is this one-stop shop now divides all your possible building options into four main tabs: infrastructure, base defenses, men and vehicles.
This means that not only is it easier to search and quickly locate that specific turret or submarine to build, but it's also much handier by allowing you to simultaneously build choices of many different types. Need a turret as well as a submarine ASAP? Start building both and watch the efficiency soar!
As for the buildings, it would be a waste of time to go over the usual walls, power generators and the like. The most interesting new additions in this area, though, include defense installations such as the Allies' Prism Towers and the Soviets' Psychic Sensor. The former act like Tesla Coils but are exponentially stronger according to the number of other towers nearby, while the latter lets you know which units or buildings in your vicinity are targeted for attack from any sort of enemy (very helpful for lop-siding your defenses accordingly).
Another very nice feature is the addition of bunkers and civilian buildings that can be "fortified" by pumping soldiers into them. Everything from skyscrapers to barns can be stocked with troops to act as a unified, remote defense structure in areas that might need it the most. It's a good idea to keep an engineer nearby these buildings, as once they are extensively damaged, your men flee out of the wreckage like mice from a sinking ship.
This train of thought leads us neatly to the new types of units made available in the game. Once again, ignoring the expected infantry and tanks, there are some quite interesting and powerful units that make the game elicit smiles from even the most weaned RTS players.
For example, the Allies have some quite amusing jetpack equipped Rocketeer-like soldiers (looking much like those in the 1950s ads that promised what travel would be like in the year 2000) that are actually quite powerful when the enemy fails to stock up on anti-air flak units. Truly, the first few Allies' levels are quite easy once you concentrate on making these jetpack soldiers. The Soviets have some rather nasty (although difficult to manage) Yuris that can take control of the mind of just about any enemy unit.
Not to be outdone, the Allies have Prism Tanks that retain the exponential power of the Prism Towers, albeit on an obviously mobile platform. Providing the most sadistic of entertainment, however, is probably the Soviets' spidery Terror Drones - they shred men fairly easily but really get the job done taking out formidable enemy vehicles by cutting their way straight to their interiors and shredding them from the inside. These machines are well animated and amusing in a sick sort of way.
Almost all of these units are deadly if used properly and make nice new developments to an otherwise predictable sequel. For instance, while the strategy in RTS games is usually simplistic at best (if anything, they should probably be renamed "Real Time Tactics"), here the relative complexity of rock-paper-scissors choice of attacking and defensive maneuvers is increased to a very lively and refreshing level.
In general, the Allies are powerful in the air, the Soviets are strong in the sea, and choosing the right units and structures to bash it out is the cardinal rule in Command & Conquer: Red Alert 2. It's a series of confrontations that include scenarios like Flak Cannons versus '50s Rocketeers, Prism Towers versus the nasty Apocalypse Assault Tanks, dolphins versus giant squids, and so forth. Because of such a huge number of units, especially later on in the game, just getting a handle on the new attack/defense combinations is a small treat.
Unfortunately, getting specific logistical tactics to work is tricky with the tiny sprite units (even more difficult in higher resolutions) and you'll eventually find it difficult to grab the right units to throw at the bad guys without inevitably making sloppy moves, flawed waypoint system notwithstanding.
Also, one doesn't have to worry about protecting the miners as much as in past games (the Soviet miners now have their own gun turret and the Allies' version can teleport back to base). Though keeping tabs on resource management isn't really a priority anymore ("get sparkly stuff and bring it back" is still the name of the game) and levels are generally pretty and well laid-out, it would've been nice for unit control to be a bit more seamless and easy to manage. However, the basic objective of "Make Everything a Burning Pile of Flesh and Metal" still exists.
As for other polish, some of the positional sound effects are much improved (pump up those speakers to hear those Saving Private Ryan-like flak effects) even though the game's soundtrack leaves a lot to be desired. It still has the same pseudo-industrial flavor from the first game along with those contrived "military" backing vocals and is probably the weakest link in Command & Conquer: Red Alert 2.
This brings us to the final point: multiplayer. Far from Blizzard's idiot-proof Battle.net, Westwood gamely holds its own with Westwood Online, letting you choose meet-up rooms, specific map tastes, like-minded players, and so forth with a seemingly stable roster of options and speed. It'll probably take a bit more time to work all the kinks out (on the users' end as well as on the servers' end) but early attempts (at the time of release) are straightforward and well executed.
More to the point, though, with specialized units for more specific nationalities (French, German, Korean and so on) adding to the multiplayer possibilities much like Age of Empires II: The Age of Kings did, it's yet another admirable, tiny step in the right direction.
With more spit and shine that will have both long-time fans and newcomers alike having an easy-going, comforting, accessible good time, the level of no fuss and definitely no muss is fused with a successful effort to tweak some RTS elements that always needed tweaking. Straightforward, cautious, and pleasurable - this is a prequel-sequel that fills the stomach with candy that threatens very few intestinal side effects. ~ Alec Norands, All Game Guide




