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Command & Conquer: Red Alert 2

Command & Conquer: Red Alert 2

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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 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: 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

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

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

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

 
 
Wikipedia: Command & Conquer: Red Alert 2
Command & Conquer: Red Alert 2
C&c_redalert2_box.jpg
Red Alert 2 box cover
Developer(s) Westwood Studios
Publisher(s) EA Games
Latest version 1.006, 25 May 2001
Release date(s) North America October 23 2000

Europe October 27 2000

Genre(s) Real-time strategy
Mode(s) Single player Multiplayer
Rating(s) ESRB: Teen
ELSPA: 15+
PEGI: 12+
Platform(s) Microsoft Windows
Media 2x CD-ROM
System requirements Windows 95/98/2000/NT,

266 MHz Pentium II Processor, 64 MB RAM (450 MHz processor and 128 MB RAM needed for 3-8 player multiplayer game), 4x CD-ROM, 2 MB video card,

DirectSound-compatible soundcard
Input Keyboard, Mouse

Command & Conquer: Red Alert 2 is a 2.5D real-time strategy computer game by Westwood Studios, released was released for Microsoft Windows on September 28 2000 [1] as the follow up to Command & Conquer: Red Alert, another game in the Command & Conquer series.

In contrast with the previous installment on the series, Red Alert 2 features improved graphics, multiplayer and a continuation of the original plot, which features a fictional struggle between the western Allies against the Soviet Union as direct result of time travel; although now focusing on the role of the United States, picking up 20 years after the events of the first game.

The game mostly uses a tongue-in-cheek fashion in both gameplay and storyline[2], best described by most reviewers as "intentionally silly" [3][4], featuring cutscenes that include known actors, such as Udo Kier and Kari Wuhrer and borrowing heavily from Cold War popular culture, particularly movies such as Red Dawn.

Although it was successful both with critics and sales, Red Alert 2 did not come close to the success of the previous game.

Storyline

Unlike the previous game, Red Alert 2 features no apparent connections to the Tiberian storyline.

The story takes place after the events of the original Red Alert, following on from the Allied storyline, whereby the war ends in an Allied victory. With Joseph Stalin dead and the war over, the Allies appoint Alexander Romanov as a puppet ruler, stating that "although an aristocrat and a member of the Communist party, Romanov was an advocate of peace". Under Romanov's leadership, the USSR rebuilds itself from the destruction of the first war. However, unbeknownst to the Allies, Romanov harbours a deep hatred of the victorious Allies, and secretly works to develop military technology and rebuild the Red Army. Romanov builds up a supposedly peaceful "World Socialist Alliance" that is ostensibly meant to lend peaceful aid to other socialist nations, notably Iraq, Libya, and Cuba.

When a civil war breaks out in Mexico, a member state of the peaceful WSA, Romanov dispatches troops as peacekeepers. Sensing that the time is right for an attack, Romanov launches a full-scale invasion of the continental United States. Russia's "peacekeepers" in Mexico roll across the border into the United States, while the Red Navy and Red Air Force launch devastating attacks on America's Pacific and Atlantic coasts. When US President Michael Dugan threatens nuclear retaliation against the USSR, Romanov's Science and Technology Advisor, Yuri, uses psychic technology to sabotage America's nuclear capabilities. As the Soviet military machine swarms across the United States, President Dugan makes a desperate plea for assistance from the European Union. European forces unite with the war-torn United States after the United States neutralizes Soviet missile silos and the world is plunged into a Third World War, as the Allies and Soviets once again grapple over the fate of the entire world.

Cast & Characters

Allies

  • Ray Wise as President of the United States of America Michael Dugan
  • Barry Corbin as Major General Carville — Highly-respected Texan general of the United States Army National Guard. Carville trains and commands new commanders in the military.
  • Kari Wührer as Special Agent Tanya Adams — United States commando who demands to undertake missions her way and with no meddling of any armchair strategist. Tanya first appears in the original Red Alert as a commando for the Allies: she can kill any infantry unit almost instantly and can destroy entire buildings and bridges just by getting close enough to them and attaching a C4 charge.
  • Larry Gelman as Professor Albert Einstein — Scientist who works for the United States. He is responsible for the removal of Adolf Hitler through time using the Chronosphere. He also developed prism technology to aide the Allies during the war
  • Athena Massey as Lt. Eva Lee — Intelligence advisor. She will guide the Allied player through the entire campaign and regularly provides first-hand mission briefings. Played by
  • Frank Bruynbroek as General Raleigh Lyon- Commander of the French Allied forces. He is only seen in one FMV, during which the player is in a meeting with other Allied leaders. He bears a striking resemblance to Charles de Gaulle, including wearing a kepi. He is in favor of working with the United States and, in fact, desires to command the combined Allied forces including Tanya's forces (the player's forces).
  • The British Prime Minister. She is unnamed, seen only in one FMV (the same FMV during which Lyon is seen), and bears a resemblance to Margaret Thatcher. She expresses strong concerns about Soviet nuclear missile silos, which she desires removed.
  • The German Chancellor. He is unnamed, seen only in one FMV (the same FMV at which Lyon and the British prime minister are seen), where the player is briefed by the European leader and bears a resemblance to Helmut Kohl. He is a somewhat brusque commander, and is deeply skeptical of the United State's ability to address the Soviet threat. He emphasizes that he will promise only "the possibility" of German cooperation after the Soviet missiles are removed.

Soviets

  • Nicholas Worth as Alexander Romanov — Premier of the Soviet Union. A distant relative of the last Czar of Russia, Romanov became a Bolshevik, and was appointed by the Allied commanders as (presumably) the puppet head of the Soviet Union. Instead, he forms the World Socialist Alliance and begins a new war against the United States.
  • Udo Kier as Yuri — Alexander Romanov's aide-de-camp. Yuri's arch-nemesis within the Soviet ranks is General Vladimir. Yuri is responsible for the Psychic technology the Soviets use to gain control of their enemies, although his loyalty to Romanov is questionable. Yuri bears has a strong resemblance to Vladimir Lenin and Grigori Rasputin. In one of the Soviet campaign briefings, Yuri displays a photo of Vladimir Lenin and Joseph Stalin that has been doctored so that Yuri is in place of Lenin.
  • Adam Greggor as General Vladimir - A loyal general of the Soviet Union, Vladimir is most suspicious of Yuri's intentions and is eventually proclaimed a traitor by Yuri. He is the one who leads the attack on the Allied Naval base in Florida.
  • Aleksandra Kaniak as Lt. Zofia — The Soviet equivalent of Lt. Eva. She is the advisor of the Soviet Commander.

Countries

Just like both World Wars both the Allies and Soviets have other nations joining their cause. Each country has a specific unit although only available through multiplayer in Red Alert 2. In some single player missions, mainly Yuri's Revenge missions, some of the country specific units appear. Each country has their own special unit that can be acquired by constructing an air force command center (Allies), or a radar dish (Soviets).

Allies

The Allied forces focus on lightning fast attacks and military intelligence in order to win. The European nations from Red Alert with the exception of Greece join the United States along with the Republic of Korea to fight the Soviet onslaught.

  • America - Airborne. Similar to Paratroopers, they can be dropped out of cargo planes anywhere on the map, after which they behave like normal GI units. Unlike other countries, who can only obtain paratroopers ability by capturing a neutral airport building, United States automatically receives the ability to paradrop periodically for free after the construction of their airforce command center. The Airborne ability has a minor advantage over the Paratrooper ability in that it can drop in two more reinforcing units than normal, totaling eight units instead of six. Also, if an American player captures a neutral airport, they will receive the Paratrooper ability in addition to the airborne ability they receive as part of their country bonus.
  • France - Grand Cannon. A large, long-range defensive cannon with moderate rate of fire. Deals considerable damage to both tanks and infantry. However, it can not fire at air units. Grand Cannons can also cause splash damage to any unit standing too close to where it is firing at. It has a minimum firing range, so it will be unable to fire upon any unit standing close to it. Interestingly, its range is larger than its sight range, so it can fire and destroy units that the player cannot even see.
  • Germany - Tank Destroyer. A dedicated anti-vehicle tank, its armor-piercing shells can quickly destroy any vehicle. When these units are deployed properly, they can even devastate Apocalypse tanks. However, these units are almost useless when firing upon infantry and buildings.
  • Great Britain - Snipers. Similar to Tanya or Navy SEALS, their sniper-rifle is able to kill almost any type of infantry in one shot, but is ineffective against vehicles. Unlike Tanya or Navy SEALS, they have very long firing range, although they possess a much slower rate of fire and are also ineffective against buildings.
  • Korea - Black Eagle Jets. A stronger, faster and tougher version of the standard Allied Harrier unit, whose missiles also deal more damage. The Black Eagle is the same price as a regular Harrier, but its increased firepower makes careful use of air power a realistic option for players.

Soviets

The Soviet Union focus on pure power and sheer numbers to overwhelm the enemy. The union of Soviet nations in game is explained as a "World Socialist Alliance" that the Soviets built up since the last war, ostensibly for foreign aids to other socialist countries but which was really a front for a new military alliance to attack the Allies.

  • Russia - Tesla Tanks. Whereas the previous Tesla tanks in Red Alert were more like half-tracks (and the prototypes modified captured Allied radar jammers) their new versions now make use of full tracks, making it a true tank. Between the Tesla Coil and Tesla Troopers in terms of damage, it is capable of damaging all ground units as well as the capability of firing over walls at their targets.
  • Cuba - Terrorists. A suicide bomber, the terrorist is an infantry unit that will run up to enemy units or buildings and self-destruct. They function relatively similar to the Crazy Ivan units. In addition, they are cheaper and faster.
  • Iraq - Desolators. Using radiation-based attacks from a radiation cannon, and wearing armored suits which render them immune to surrounding radiation, they are destructive against enemy infantry, but are incapable of damaging buildings. Their secondary ability is to irradiate the ground around them, to devastating effect.
  • Libya - Demolition Trucks. Functioning like the Allied Remote Control Demo Trucks in Red Alert, they have smaller payloads and upon reaching a target, detonate with a strength somewhat weaker than a nuclear missile. Despite their damage, they are vulnerable to mind control.

Command & Conquer: Yuri's Revenge

Command & Conquer: Yuri's Revenge is the expansion pack for Red Alert 2, released in 2001. It features a whole new faction: Yuri's psychic army, which is playable in multiplayer and skirmish modes. The Allies and Soviets each have a new singleplayer campaign of seven missions. The expansion also features upgrades to general game balance, and gives individual voices to each unit in the game.

Controversy

Image:C&C Red Alert 2 Box Flap.png
Original Inside-Flap Art

Westwood found itself in a storm of controversy regarding Red Alert 2 after the events of September 11, due to the contents of both the game and its packaging, despite the fact that Red Alert 2 was released before the attack on the World Trade Center. In the first mission of the Soviet campaign, the player is required to destroy the Pentagon, and in a later mission, capture the Allied Battle Lab at the base of the twin towers of the World Trade Center, once the Battle Lab is captured a Psychic Beacon is built between the twin towers, the player must then defend the Psychic Beacon for a given amount of time to complete the level. Destroying the World Trade Center towers (or garrisoning Conscripts in them) gives the player bonus crates. In addition, the original packaging for Red Alert 2 had a hinged cover that would open to show a scene of New York City under attack by Soviet forces. In the middle of the box, the twin towers were shown with a plane flying near them, and the words "The Invasion has begun" over them. Westwood immediately pulled all remaining copies of Red Alert 2 in the original packaging from stores, and retooled the box art before reissuing the game. None of the game's content was changed, except for the names of famous landmarks.

Later versions of the game (after patch) would rename the World Trade Center and other famous landmarks (Arc de Triomphe for one) to more generic names (Arch of Winning for example). This has, ironically, caused a bit of controversy among fans who prefer the real names; fan made patches are available to restore the original authentic names. Later versions of the game also replace a portion of the Intro movie, removing the part of the scene in which the statue of Liberty's head is destroyed by a missile, instead showing it already headless.

Game structure

Red Alert 2, like the other Command & Conquer games, has only one resource:Dollars . dollars can be obtained from five sources: ore, gems, spying, crates, and oil derricks. Ore and gems are mined by harvesters and returned to the refinery to produce credits. Ore is plentiful and will slowly regenerate via ore drills. Gems give the player double the credits, but are rarer and do not regenerate from ore drills. Infiltrating the enemy's refinery with a spy will give you half of their funds. Crates are placed or drop from selected buildings and units in the campaign, and spawn randomly in multiplayer. There are many effects crates can have, including giving the player who moves a unit over the crate credits, unit upgrades, or even a bonus unit. Lastly, to get money from an oil derrick, a player must capture the structure with an engineer, which rewards the player with an initial bonus of a thousand credits followed by a steady stream of income. Oil derricks do not provide a very large cashflow unless acquired en masse, so mining is the primary source of income for most players.

Red Alert 2, like all Command & Conquer RTS games (except Command and Conquer: Generals), uses a system where a sidebar on the right side of the screen is used to select what will be built. The unit will then appear at the entrance to the appropriate structure. The construction of buildings follows a similar pattern, where the building is first built by selecting it on the sidebar, then after the building time is complete, the building is placed, where it appears almost instantly. This is unlike the pattern of building in most other games in this genre, where a specialized unit must construct a building gradually on the location where the building will be placed.

Buildings can only be placed within a short distance of other friendly buildings, which is critical to gameplay as it prevents the player from simply building all over the map. As a result, bases in Red Alert 2 are often fairly compact. However, in online play "basewalking" is a common tactic, where the player builds their structures towards the ore with the purpose of collecting ore faster by placing a refinery nearby. This is similar to the "traveling sandbag" tactic of Tiberian Dawn whereby long lines of cheap walls would be built to circumvent distance restrictions.

To accelerate unit or structure production in Red Alert 2, the player must build more of the structure where the unit is built, or in the case of structures, deploy more Mobile Construction Vehicles. For example, if two War Factories are built, tank production time is decreased by 20%, and an additional (but not cumulative) 20% time off for each subsequent War Factory.

What the player is allowed to see in Red Alert 2 differs from other RTS games. In a classic RTS, such as Starcraft, Age of Empires or Warcraft, once a player has explored the area, and his or her units have left the area, all the players will be able to see is the terrain. Any enemy structures that lie within the explored area are visible, but only as static images; the present state of the structures is not shown. Terrain that is not actively being observed by a unit or structure is blanketed in Fog of War, which prevents the player from seeing what is happening in the area. In all Command & Conquer games, except Command & Conquer: Generals and Command & Conquer 3: Tiberium Wars, there is no fog of war, only shroud. Shroud disappears after a unit has observed the area once, and then the terrain is fully visible from then on even if the observing units have left. The only ways to create shroud are to either use a structure called a Gap Generator, or to sabotage the enemy's Radar Center.

Furthermore, as with previous Command & Conquer games, a game of Red Alert does not start with a minimap available to the player, unlike most other RTS games; the minimap only becomes viewable after construction of radar (for the Soviets) or an airbase (for the Allies). If the Allies have built a Spy Satellite and the airbase is destroyed, they will still keep the minimap.

Game balance

Soviet forces launching a nuclear weapon in the Red Alert 2 Demo version.
Enlarge
Soviet forces launching a nuclear weapon in the Red Alert 2 Demo version.

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.

The primary advantages of the Allied forces are:

  • Military Intelligence: The Allies can build two structures which function in an intelligence role: The Gap Generator, which blankets the surrounding area in shroud, making it impossible for the enemy to see what is in the area unless he or she explores it with their units, and the Spy Satellite Uplink, which allows the player to see everything in the game arena, except where shroud is being generated by the enemy. Once the Allies have constructed an Allied Battle Lab, they can produce a unit called the Mirage Tank, which disguises itself as a tree when it is not moving or firing its weapon.
  • Mobility: Almost all the Allied land units are very fast, while the Soviet units are slower. This gives them an improved ability to use guerrilla tactics, as their units can destroy an undefended target of opportunity and escape before the enemy can bring reinforcements to the area. The Allies can build a helicopter that does not appear on enemy radar that can transport up to five infantry units around the battlefield, called the Nighthawk Transport Helicopter.
  • The GI's: The main fighting infantry of the Allied forces are the GI's. They are quite versatile and are can potentially boast of great firepower. These grunts of the Allies have two combat stances: First is a normal stance; this allows them to move normally like other infantry units but they are equipped with small arms weapons that deal minimal damage to enemy armor, and second is an immobile stance; this stance allows the GI's to use powerful heavy machine guns which, when used en masse, can inflict a high amount of damage on a target and can potentially rip enemy armor within a few seconds.
  • Air Superiority: The Allied air force consists of Harriers and Rocketeers. Although both units are vulnerable to Soviet air defenses, their high speed and, in the case of the Harrier, high firepower, allows them to strike targets of opportunity.
  • Prism Technology: Allies have access to the Prism Tower and Prism tank, both powerful weapons. The Prism Tower is a ground base defense that increases in strength as more towers are built in close proximity. Several towers will fire into another tower, which will fire on the enemy. This defensive strength helps counter the Soviet tank advantage. The Prism Tank is a mobile version of the Tower. It has a long range and is very powerful. However, it lacks the Tower's 'connection shot" effect, instead dealing a kind of splash damage.
  • Efficient Ore Miners: The Allied ore miner, the Chrono Miner, has the ability to teleport back to the Ore Refinery, cutting its travel time in half. The Allies can also construct the Ore Purifier, this building increases the amount of money the Allied player receives when a Chrono Miner unloads its resources.


The Soviet forces, on the other hand, have the following advantages:

  • Tanks: The Rhino Tank is the backbone of the Soviet army. It is more expensive than the Allied Grizzly Tank, and does not move as fast, but its superior armor and weapons make up for this. The Soviet Battle Lab allows the construction of an extremely powerful assault tank, the Apocalypse, which is considered the most powerful ground unit in the game.
  • Anti-Aircraft capability: While the Allies have the only fast-moving attack aircraft in the game, the Soviet forces have superior anti-aircraft weapons. Soviet AA is mostly flak cannons in various sizes, ranging from shoulder-mounted to naval cannons. Because Allied air units tend to move en masse, and because almost all Soviet anti-aircraft weapons do splash damage, a deceptively small number of anti-aircraft weapons can inflict costly losses to an enemy's air force. Flak weapons are also somewhat inaccurate, having a 50% chance of missing its airborne target.
  • Cheap infantry: The Soviet Conscript is half the price of the Allied GI. In addition, the Cloning Vat provides one free infantry unit for every infantry unit built after its construction (effectively halving the cost of infantry). This bonus, however, does not apply retroactively.
  • Siege weapons: The Soviet army can build the V3 Truck, a portable long-range missile launcher that outranges all defensive structures, even the French Grand Cannon. The Soviet Dreadnought naval unit is also an effective siege weapon, capable of firing two powerful missiles at a very long range.
  • Power Plants: Soviet forces can construct nuclear reactors that provide 2000 power units. When destroyed however, the area surrounding the reactor is contaminated for a period of time.
  • Auto-Healing units: Most high class Soviet units have the ability to self-repair (like the Kirov Airship and Apocalypse tank.) All Allied units lack self repair (with the exception of the Chrono Miner) unless they are promoted to elite status. This tactic helps a Soviet player to save money on repairs for highly-expensive units.
  • Kirov Airship: The Kirov Airship is a large and expensive zeppelin. It is used by the Soviet side as a bomber aircraft and is one of the most feared units in the game. They are able to withstand large amounts of enemy firepower and each bomb can severely damage an enemy building.

Kirov Airships are probably named after one of the Bolshevik revolutionaries, Sergei Kirov.

Kirovs also appear in the introduction sequence to the game in a CGI sequence. The airships are seen flying alongside skyscrapers in what seems to be New York City and are reflected in the window glass. The overall effect is rather ominous and a Kirov is given the honour of flying across the screen (causing it to darken) and allowing the words "Westwood Studios proudly presents," to appear on the apparent underside of the airship.

Mods

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 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, such as adding a cameo to your units and making the AI use them. You can also make some units shoot nuclear missiles.

FinalAlert and FinalAlert 2

Main article: Matthias Wagner

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.

XCC WOL IRC Server (XWIS)

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, and cheat reports are handled by the Strike Team.

Original soundtrack

The Red Alert 2 soundtrack was composed by long-time Command & Conquer collaborator Frank Klepacki.

  1. Hell March 2 (the intro music theme, abbreviated into HM2 in-game)
  2. Industrofunk
  3. Ready The Army
  4. Grinder (main menu music)
  5. In Deep
  6. Motorized
  7. Power
  8. 200 Meters
  9. Destroy
  10. Burn
  11. Probing
  12. Blow It Up
  13. Eagle Hunter
  14. Fortification
  15. Jank
  16. C&C In The House

The track "Tension" is included in the in-game soundtrack but is not present on the official soundtrack release.

Historical discontinuities

The storyline for the original Red Alert established that World War II has never taken place, because a time-travelling Einstein eliminated Adolf Hitler. However, there are several problems with this: In the Allied Mission in Pearl Harbour, there is an Arizona Monument, made for the USS Arizona. The problem with this is that if WWII never happened, then Pearl Harbour would not have been attacked, and the USS Arizona would never have been sunk. (Although it is possible that Hitler's assassination prevented the European war but not the Pacific war). The Iwo Jima monument, which appears in the first Soviet mission (Flying a Soviet rather than American flag at the time), would also not exist if WWII did not happen.

    • In Europe, Germany and Poland have their post-1945 borders instead of the historical 1939 borders. This problem also exists in the first Red Alert game, which is even more strange considering that the post-1945 borders are the direct result of arbitrary decisions by a victorious Stalin after the end of WWII. Also, Yugoslavia is presented both as a united state and as separate republics on the maps.
    • The V-2 (in the first Red Alert) and V-3 weapons were named "Vergeltungswaffen" (reprisal weapons) by the Nazis in response to Allied bombing campaigns. Without World War II, these weapons would not have been developed, or at least not received these names. The Soviet copy of the V-2 was called R-1. (Incidentally, the Germans actually constructed the V-3, which was a large cannon, not a missile.) Without WWII, it is unlikely that any missile launchers would have been named "V-".
    • The Soviet nuclear missile is based on the unique multi-conical design of the first real nuclear ICBM, the R-7 (although the launch site equipment in the game is utterly dissimilar to that used in reality). The designer of this launch vehicle, Sergei Korolev, was sent to the gulag during the Stalinist purges but released years later in order to help reverse-engineer captured German V-2 rocket technology, starting the Soviet missile and space programs. With the removal of the Nazis and world war two from the timeline, Korolev would not have been released and so this distinctive design (and possibly all other large-scale rockets) would never have been produced.
    • In the Allied mission #12, when Special Agent Tanya enters the Kremlin to arrest Premier Romanov, there is a picture of Konstantin Chernenko in the hallway. However, he did not hold the office until February 9, 1984. (Magazines seen in in-game movies indicate the date as July 31, 1972.) Furthermore, there is small statue-head of Leon Trotsky in some of the Soviet missions, in spite of the Soviet government's historical animosity toward him under Stalin and his successors.
    • The date of the magazine also creates a paradox in which in a previous mission in Chicago Sears Tower can be seen - the tower was not completed until a year later in reality. The same problem arises with the World Trade Center in New York, which was not officially completed until April of 1973. It is possible, however, that the WTC as seen in the game is incomplete, given that only the bases of the Twin Towers are visible. However, in the original flap-box art, the twin towers appear to be completed.
    • Even though the Soviet Union in Red Alert 2 is a whole state (according to FMVs), only the Russian Soviet Federative Socialist Republic is playable in Skirmish, a similar error appeared in the original Red Alert, where the Ukrainian SSR and the Russian SFSR are playable. Maps also show the SSRs as post-1991 in date and with separate borders.
    • The game takes place in the 70's. Although Albert Einstein died in 1955, he is a main character of the allied side (although it is possible that this is the result of a time travel from the 1950's to the 70's, but it is never explained in-game).

See also

External links



 
 

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