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 developer Westwood Studios continues to be a leader in that genre. Built on the Command & Conquer: Tiberian Sun engine, Red Alert 2 has been tweaked to allow even larger battles and a more user-friendly interface. Units now can garrison in buildings, adding another strategic twist.
The 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 Westwood's Command & Conquer series.
~ T.J. Deci, 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
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 Guide
Review: Graphics
Nice building details and unit effects but the 2D isometric engine is a bit antiquated by year 2000 standards.
~ Alec Norands, All Game Guide
Review: Sound
The sound effects amidst the shredding and often explosive battles are well done even from a "distanced" vantage point, although the music soundtrack is corny at best.
~ Alec Norands, All Game Guide
Review: Replay Value
The campaign missions can be replayed at different difficulty levels, but the real replay value comes in the multiplayer portion of the game. However, some RTS veterans may tire after fiddling with the new units and buildings.
~ Alec Norands, All Game Guide
Review: Documentation
A decent manual goes over the (thin) back-story and general overview of controls and units, but it's nothing the in-game tutorial can't teach you faster.
~ Alec Norands, All Game Guide
Production Credits
PRODUCTION Executive 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; CASTLIVE 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 LOCALIZATIONKOREA 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
Command and Conquer: Red Alert 2 contains 2 playable factions, Soviets and Allies which both previously appeared in Command & Conquer: Red Alert. Red Alert 2's single player campaign is structured in an alternate-ending mode as opposed to a progressive story mode.
Red Alert 2 proved to be a success with critics, receiving an 86% from GameRankings.[3]
Like all other Command & Conquerreal-time strategy games, up until the expansion pack of Tiberian Sun and Firestorm, Command & Conquer: Red Alert 2 contains two distinct story lines depending on which faction the player wishes to play as. Both of the story lines differ in several distinct ways. However, the Allied story line is canon due to the way in which the expansion pack continues.
After the attempted conquest of Europe, the Soviet Union is in utter ruin. Joseph Stalin is dead, and the Soviet military has been all but destroyed. The Allies determine that a regime change would cause mass unrest in the Soviet Union, and in order to gain both support and stability in the region, the victorious Allies name Alexander Romanov, a distant relative of Tsar Nicholas II, as the puppet Soviet Premier. Romanov acquiesces to the Allies' demands at first, though he builds up the Soviet military for "defense purposes" – a cover for an intended invasion of the United States of America.
The game's story line starts off with the American military being caught completely off guard by the sudden massive Soviet invasion of the USA, with Soviet aircraft, naval vessels, amphibian forces, and paratroopers coming in on both the East Coast and West Coast and with the majority of Soviet ground forces coming in through Mexico, which had recently voted in a communist government. The USA attempts to retaliate with the use of nuclear missiles, but Yuri, leader of the Soviet Psychic Corps and Premier Romanov's top advisor, uses his mind control to manipulate the personnel charged with launching the warheads and leaves them to explode in their silos. Within hours, the USA is overrun with Red Army troops. In response, the US PresidentMichael Dugan establishes an emergency response team headed by General Carville and the Commander (the player).
Playable nations in blue: Allied
Playable nations in red: Soviet
Allied campaign
The Allied story line begins with a special forces team led by Special Agent Tanya being sent to New York City to repel the Soviet invasion there. The player, with help from Tanya, successfully repels the Soviet invasion of New York City. Tanya and the Commander are then sent to Colorado Springs to liberate the Air Force Academy and the air base there. When returning home victorious from the battle, it is discovered that a Soviet mind control device known as the Psychic Beacon, a device that can mind-control the population of entire cities, has been deployed in Washington, D.C.. The Psychic Beacon manages to control the minds of the President and General Carville and several other key officials in the city, who promptly surrender to the Soviets. However, a strike team is promptly sent in to the city and destroys the Psychic Beacon, freeing the government and military officials from Soviet mind control and allowing them to be rescued. Despite this, Washington, D.C. still remains in Soviet hands, forcing the American government and military to relocate themselves to Canada to escape the threat of Soviet mind control.
After moving their government to Canada, Allied intelligence has discovered that the Soviets have put another psychic device in Chicago, the Psychic Amplifier, which has the power “to do to the country what the Psychic Beacon did to Washington”. The Allies promptly launch an offensive into Soviet-occupied Chicago from their Canadian base across Lake Michigan, freeing the city and destroying the Psychic Amplifier. But in retaliation, General Vladimir, the chief commander of the invading Soviet forces, declares that he no longer has much use for the city of Chicago, and detonates a nuclear device in the city, completely destroying it.
Alarmed by the situation, leaders of France, Germany, and the United Kingdom agree to help the USA if the Americans disarm the Soviet nuclear missile silos in Poland. US President Michael Dugan agrees and sends a special forces team led by Tanya into Poland near its border with Germany. The silos are covertly destroyed, and the Europeans join the war against the Soviets. Bolstered by additional men and equipment, the U.S. military is able to launch an amphibious assault on Soviet-occupied Washington, D.C. and recapture the city. After doing so, Allied intelligence reveals that the Soviets are planning to capture the Hawaiian Islands and the Commander is sent to Pearl Harbor to defend the islands.
The islands are saved, but the United States is still in a precarious position. The Soviets, with the help from their Psychic Beacon, still control St. Louis and all of the Mississippi River south of the city, seriously handicapping movement between the western states and the eastern states. The Allies then mount an attack on the city, destroying the Psychic Beacon and liberating the city. The Allies also learn of a Soviet project to replicate the Allied Prism technology, which is a technology that creates massive beams of energy to destroy the enemy, at a research base in Tulum, Mexico. A team of Navy SEALs is then para-dropped into the area to destroy the research facility and any Soviet attempts to replicate the Allied prism technology. The mission is successful and the Allied Prism technology is not compromised.
General Carville, in a briefing to the player, says that they are being shipped off to Germany. He says that the Allied leaders are sending troops into the Black Forest to protect Albert Einstein’s laboratory in order to bring a quick end to the war. At Einstein's laboratory, there is Einstein's prototype Chronosphere, a device with the ability to transport troops anywhere in the world, and the plans for it. As General Carville is leaving his office at the end of the briefing, a Crazy Ivan, a Soviet unit which deploys explosives, was waiting for Carville and detonates his bombs, killing Carville. Despite this tremendous loss, the Commander is sent to the Black Forest and repels the Soviet invasion from across the German border. Einstein's laboratory and Chronosphere are saved and Einstein continues his work.
After doing this, Einstein personally thanks the Commander and says that he has been working to find the best place to deploy the Chronosphere. Einstein has found the perfect place, but it is "on a tiny island in the Florida Keys, just a few short kilometers from Soviet Cuba”. The Allies send a force to the island and build a base and the Chronosphere there, and then launch an offensive into Cuba to destroy the Soviet nuclear strike capability there. The Allies then proceed to use the Chronosphere's teleportation capabilities to take an Allied strike team to Moscow. Once in Moscow, the Allied forces destroy the defenses around the Kremlin and then teleport in a strike team led by Tanya to capture Premier Alexander Romanov. The Soviets suffer a humiliating defeat and promptly surrender.
Soviet campaign
The Soviet storyline begins with the player being briefed by Premier Alexander Romanov about the upcoming Soviet invasion of the United States of America. Romanov tells the player that the first priority is the destruction of the headquarters of the American military, the Pentagon. The Commander carries out this order, leading an invasion into Washington, D.C. and destroying the Pentagon. Another Soviet invasion is launched into Florida to destroy the American fleet there, which was threatening the Soviet invasion of the East Coast. Even though the Commander is almost fully responsible for these victories, all the credit goes to the top Soviet commander, General Vladimir. Yuri recommends that the player captures New York City with a Psychic Beacon, a device that can mind-control the population of entire cities, while Vladimir is in Moscow celebrating so that Yuri and the "Comrade General" can also get some fame and glory. The player follows Yuri's advice, and launches an offensive into New York City. After capturing the Allied Battle Lab, or research facility, at the World Trade Center, the Psychic Beacon is deployed and the entire population of the city falls under Soviet control.
To counter the ever increasing and successful Soviet threat, forces from the Republic of Korea launch an amphibious attack on Vladivostok, and the player must "defend the motherland" at all costs. The Commander ruthlessly defends the "motherland", crushing all invading South Korean forces in a brutal counter-attack. Alarmed by the situation, leaders of France and Germany agree to send troops to the Polish border to help the USA fight the Soviets. While the French Military has amassed near Poland, the Soviets send a special forces team to Paris, with special orders from Romanov and Yuri to "show the Allies the true meaning of Soviet brutality" and to "leave nothing". Once in Paris, the Soviets fight to capture the area around the Eiffel Tower (called the "Paris Tower" in the game and bears little physical resemblance to its real counterpart). The Soviets then use three Tesla Troopers, soldiers with the ability to destroy vehicles with electric charges, to energize the "Paris Tower" and effectively turn it into a massive Tesla Coil, a tower which uses massive electric bursts to destroy its targets. The energized "Paris Tower" quickly destroys all Allied forces in the city and devastates Paris. With this and other key victories in Europe, the nations of Europe are in a position of needing help themselves rather than giving help to the USA.
During this time, Yuri has been gaining more and more power by using his telepathic abilities to mind control Romanov. As a result, Romanov gives all military authority to Yuri, which greatly angers General Vladimir, who accuses Yuri of forcing Romanov to make that decision. Yuri discards these accusations and tells the player to establish a "Soviet presence" in the Hawaiian Islands. The Commander is sent to the islands and destroys the American Pacific Fleet and all Korean reinforcements, allowing the Soviets to easily take over the islands. Meanwhile, Romanov has become very ill and Yuri's intelligence has revealed that the Allies have constructed a Chronosphere, a device with the ability to transport troops anywhere in the world. The Allies intend to use the Chronosphere to launch an assault on a Soviet research facility in the Ural Mountains. Yuri tells the player that this research facility is vital to the Soviet war effort and that it must be defended at all costs. The player takes command of Soviet forces at the research facility and manages to repel several Allied attacks on the facility.
While the Soviet research facility is saved, Yuri has murdered Romanov in his hospital bed, but framed General Vladimir for the crime. Yuri orders the commander to go to Washington, D.C. to eliminate Vladimir, who Yuri declares to be a traitor and a "nonperson". The player defeats Vladimir's forces and captures Vladimir in the White House with the aid of Yuri's psychic technology. In another briefing with Yuri, the player is informed of Yuri's plan to mind control the U.S. presidentMichael Dugan and thus be able to indirectly influence the American government and military. A Soviet strike team of psychic commandos is then sent to San Antonio, Texas and covertly infiltrates the American base there around the Alamo and then put President Dugan under Soviet mind-control. The Soviets then discover that the Allies are developing a new super weapon in the U.S. Virgin Islands, known as a Weather Control Device, a device that can create thunderstorms with the power to devastate large areas. The Soviets launch an amphibious assault on the islands and successfully destroy the device before it gets a chance to be activated.
Impressed by the tenacity of the “Comrade General”, Yuri asks the Commander to come to Moscow so he can thank the Commander in person. But Lieutenant Zofia tells the player about a video Romanov recorded before his death. In the video, Romanov, with much difficulty, says that Yuri is controlling his mind and orders the Commander to bring the traitor to justice. The Commander goes to Moscow, but with a large army and the intent of apprehending Yuri. Upon their arrival in Moscow, the player’s forces engage with forces loyal to Yuri. The player then launches a devastating attack on the Kremlin and Yuri is believed to be dead. After going through Yuri’s files, it is learned that the Allies have built a Chronosphere in Alaska, which they will use to attempt to launch a final assault into the Soviet Union. Soviet forces are sent across the Bering Strait and destroy the Chronosphere and all Allied forces in the area. With all resistance destroyed, the player is now free to rule the world. However, in the end cut scene, Yuri's mind has somehow survived and telepathically communicates to the commander saying, “It would have been good to see inside your mind, General. I may still get the chance...”
As Red Alert 2 features live action cut-scenes as opposed to conventional in-game cut-scenes, each character undergoes more development than that of those in other RTSs. Each campaign features an array of cast and character which brief and help the player in his/her pursuit to win the war.
Gameplay
Every aspect of gameplay in the game is based on the collection of money. In the game, money can be collected by several means. The most common is using Miner trucks to gather Ore and/or Gems and transport them to a Refinery. A player can also gain a lasting income by capturing Oil derricks (neutral buildings that are present in some maps). There also are two one-time sources of money, namely collecting random crates which are present in the map and selling off buildings which are controlled by the player. The money is spent on constructing and repairing buildings and units. In both cases one can start construction before having the full cost in one's reserves, as construction pauses if one runs short of money.
There are five types of "constructor" building: Construction Yard (for buildings); Barracks (non-mechanized units); War Factory (mechanized units); Shipyard (naval units), and, only for the Allies, Air Force Command (Harriers or Black Eagles). At any point in the game one can construct a maximum of one building/unit in each category—having more "constructor" buildings simply speeds up production.
The various nations are members of either the Soviet or the Allied faction. The factions have similar basic buildings but different sets of advanced and defensive buildings. In addition, each nation has a special ability—usually a unique unit, with the exceptions of the USA's para-drops of GIs every few minutes and France's defensive super-gun, the Grand Cannon. Even the basic buildings produce different sets of mobile units for the Soviet and Allied factions. To build more advanced units one must first construct more advanced buildings. The advanced and defensive buildings can only be constructed if specific basic buildings are present.
It is also the first C&C RTS not to include a mission select screen prior to levels that change the conditions of the next level.
Game balance
Like previous Command & Conquer games, the two factions in Red Alert 2 have unique armies with their own strengths and weaknesses. To achieve victory, a player must play to their faction's strengths and exploit the other faction's weaknesses.
In general, the Soviet faction is superior in the early game and in land wars because of their very powerful and advanced tanks, while the Allied faction is better in the late game with more advanced units, in naval warfare. In particular, the Soviets are better for early game rushes, which are very common in online games.[4]
The Allies tend to be better at longer games and/or big maps because they are more suited to "turtling" but the Soviets are usually better at shorter games and/or smaller maps because they are more suited to "rushing". While the Soviets are more suited to rushing, the base defenses they have are arguably inferior to Allied ones.
Single-player
A small Allied base at the beginning of a game. The player is preparing to place a "Pillbox" defensive structure.
In single-player mode, the player can either compete in one of three campaigns or compete in Skirmish mode where he/she can battle with his/her own rules and settings.
Red Alert 2 contains three campaigns. Boot Camp, Allied, and Soviet. Each campaign is distinct in its own way. Boot Camp is simply a tutorial campaign consisting of two missions in which the player is introduced to the fundamentals of the game with the use of Allied forces. If played, Boot Camp leads into Allied Campaign chronologically. Allied and Soviet campaigns are the two main campaigns of the game, each consisting of twelve missions in which the player faces off against one or more computer-controlled opponents. In some missions, the objective is simply to defeat all opposing forces in the area; other missions have more specific objectives, such as capturing or destroying a particular enemy structure or defending a particular structure of the player's own from enemy attacks. While fundamentally different in story and units, both Campaigns are structured similarly. Both begin with the player operating a limited base (base with only basic construction available) while commanding an unusually large force against an unusually incompetent foe. Both campaigns end with the player given a hero's welcome at finishing off the remnants of the opposing forces.
Skirmish mode is essentially the multiplayer mode played against computer-controlled opponents. The player chooses a map against as many players the map supports. The player can also change settings such as the number of starting units, the monetary levels at the beginning, game speeds and the usage of superweapons.
Multiplayer
Red Alert 2 includes two different multi-player modes. One, LAN allows the player to play alongside friends and others without the use of an internet connection. The other, Online Play allows the player to play across the internet and against players from across the globe.
Online Play allows for tournaments, private games, public games, ladder ranking games and also contains a chat system. In 2005, control of online play for Red Alert 2 and a number of older C&C games was passed over from EA to XWIS, a well-established community run server that now organizes the ladder, and with the help of a community reporting scheme, bans cheaters. The server is sponsored by the EA Germany Community Team.
LAN play allows for only Skirmish Mode that is available in single-player.
Red Alert 2 received almost all positive reviews, with IGN calling it outstanding and GamePro's Editor's Choice. One reviewer on GamePro noted "It's not the most innovative game, but with its solid gameplay and alternate Cold War storyline, Command & Conquer: Red Alert 2 is the best 2D real-time strategy game since Starcraft.".
While Red Alert 2 was not heralded for innovative gameplay or redefining the genre as its predecessor had helped do, it generated mostly positive buzz with its "go the full distance" approach by using actors to produce "live action" cutscenes as opposed to the in-game cutscenes which were considered "standard" by the industry.
Mods/maps
Red Alert 2 is a popular game for modding. Hidden within the ra2.mix (ra2.mix\local.mix\rule*.ini) is a configuration file called rules.ini. This file can be extracted using a tool called the XCC mixer and edited after extraction. The rules.ini is constructed in such a way that it is very easy to modify; no programming skills are required. There are tags which refer to the strength of a unit, such as its hit points, which can be modified with the text program.
It is also possible to create whole new units. There are other .ini files, such as the art.ini and ai.ini, which allow for further modification, like adding a cameo (build icon) to one's units and making the AI use them.
While Westwood / EA do not provide much official support for modding, you can find various tutorials and modding tips at community sites such as C&C Guild.
FinalAlert is a map editor for Red Alert 2 that went through numerous revisions. First came FinalAlert, developed independently by Wagner. It was later replaced by FinalAlert 2, a collaboration between Wagner and Westwood Studios, which was in turn upgraded to FinalAlert 2 Yuri's Revenge to allow support for Yuri's Revenge—this version was still an official utility. Wagner later released a tweaked version which had some bug fixes and included tunnels–leftover code from Tiberian Sun—although this version was no longer classed as an official Westwood utility. A number of well made singleplayer missions, complete with storylines, were written for both Red Alert 2 and Yuri's Revenge by fans using FinalAlert. These can be found at http://www.cncgames.com/.
Original soundtrack
The Red Alert 2 soundtrack was composed by long-time Command & Conquer collaborator Frank Klepacki.