The gaming press can be a fickle lot. Last year,
when Westwood Studios released Tiberian Sun, just about every game magazine and
web site panned it for not being innovative. After several months of hype, the
sequel to the original Command & Conquer went the way of Star Wars: Phantom
Menace: too much hype, too little entertainment. In truth, no game could have
lived up to the predictions about Tiberian Sun, and the game actually had some
pretty well-crafted missions, varied units, and balanced gameplay.
The proper sequel to Command & Conquer: Red
Alert is not exactly a Herculean leap in innovation, but pretty much matches the
expectations you might have for one of the top tier game developers around.
There was very little hype about this game, so it more than exceeds what little
publicity the gaming community gave it.
Red Alert 2 does succeed is offering some basic
innovations and much faster pacing over previous games. It’s actually a return
to the original game concept. Command & Conquer featured some
tongue-in-cheek pre-mission cutscenes and 3D-rendered action sequences. Red
Alert 2 offers even better introductions to each mission, thanks to well-acted
scenes by some faces you will probably recognize from TV and movies. The
rendered scenes are the best the genre has to offer and help get you pumped up
for action.
Actually, the full-motion video is part of the
actual game itself, helping carry the story. You will notice right away that
Tonya has returned to fight for the Allied forces, and her video counterpart
adds a sultry component to the game. More than anything, the missions are just
fun to play. Each mission has some clever new objectives, and you will get to
blow up a lot of stuff, wind your way through many mazes and develop your
strategies.
The Red Alert 2 interface has improved. Unit
queuing is a carry-over from Tiberian Sun, but you can now switch between modes
to queue buildings or units. There’s also a new menu at the bottom of the screen
that allows you to perform grouping and guarding functions, something that used
to be done (and still can be done) through key commands.
Unit variation is better than ever. I found that
the rocket-propelled infantry units were very handy because they were not
encumbered by terrain. As usual, finding the way to best use all the new units
is part of the fun. I also enjoyed using the new Desolator unit to scorch areas
of the map to make them impassable, thus thwarting the enemy attack.
Gone are the days of the tank rush, due to the
fact that the costlier units can all be used for rushes and each unit has its
own strengths and weaknesses. It’s still true that the Allied forces are better
equipped technically and the Soviets are basically better off en masse. This
helps connect the game to the original and makes it feel like a true sequel.
One looming question with this series is how well
it compares to the new breed of RTS games. True 3D games like Force Commander
are very weak graphically, and Red Alert 2 looks a whole lot better even though
it uses 2D maps and animated sprites. However, Dark Reign 2 is a more
interesting game to play because it feels more realistic. Red Alert 2 always
feel like a game, and there’s never any attempt to make the graphics look
realistic. Dark Reign 2 uses its game engine to full effect so that you can
immerse yourself in the action and the strategy at the same time.
Gameplay = 6 The Red Alert series is rich
in gameplay, due to the sheer number of gameplay options, varied missions, and
developing strategies and storyline. The pacing of the game has improved
dramatically, although it never gets quite as arcade-like as Star Trek: Armada.
Graphics = 6 For a 2D-animated game, Red
Alert 2 certainly improves on previous RTS games. There’s not as many brightly
colored terrains and polygonal-rich units and structures in the game, but
Westwood makes up for this by creating some gorgeous looking locales.
Sound = 7 One recent RTS game called
Submarine Titans was sorely lacking in sound variety. All the units seemed to
grunt the same, and the ships were hard to tell apart. Not so in Red Alert 2.
There’s a distinct sound for just about every unit. Bombs and blasts all
contribute to the sense that you are part of some huge global conflict.
Difficulty = 8 This is where the game
really shines. Red Alert 2 will have you pulling your hair out trying to reach
your objectives and figure out the strategies behind all the units. The action
is always furious, and there’s always just one more objective waiting around a
Soviet or Allied installation.
Concept = 5 Of course, Westwood invented
the RTS concept, so they are really on the bock to re-invent it. Red Alert 2
never makes any claims about innovating, but there is a feeling of "been
there, done that" on some missions. This will probably divide the RTS fan:
either you want more of the same from the true masters of RTS, or you will
wonder why no one can come up with a new gameplay mode for a tired genre.
Multiplayer = 9 One of the reasons that
Red Alert 2 ranks so high overall is because the multiplayer game is so balanced
and fun. It’s great to try out new units for the first time in multiplayer where
you are in a pressure situation to make them perform. Many of the maps are fun
to play against as many opponents as you can find, and the interface for
connecting with other players is just short of genius.
Overall = 8
Installation = No problems.
Buy the Game? RTS fans will really enjoy the
faster pacing, new objectives to complete, and the well-acted cutscenes. Other
fans looking for 3D graphics or new gameplay options will be disappointed, but
the missions are still entertaining enough to keep them happy.