

This addition makes the largest campaign missions feel wonderfully dramatic, with engagements scattered across the map involving not just your own units but friendly ones as well. If you play on your own, this position will be granted to an AI player of a fair level of competence, and you'll be able to issue basic one-click commands, such as "hold this spot" or "attack this structure." There are also some contextual commands when mission objectives get more intricate and require very specific actions, such as destroying a reactor or capturing a building. The gameplay twist within the campaign is the addition of a co-commander. Some units are helpful on land-and at sea. The campaign introduces these units with style, and the size to which some of its maps expand will often keep you busy across the entire map, particularly during the frantic final missions. Late-game skirmishes bring the best and most fun-to-use units, such as the Allied aircraft carrier, which sends a squadron of drones into the fray and is one of Red Alert 3's most autonomous naval units. For example, the ever-helpful Soviet bullfrog can transport troops across land and water (and can amusingly spew infantry a good distance with its man-cannon). All factions use ground, air, and sea units, with many of them doing double duty in water and on land. This isn't to say that Soviet and Allied units aren't equally entertaining to use. This flexibility translates to most Empire units, making them fun to use as long as your finger is hovering near the F key on your keyboard, which toggles between unit abilities. For example, the mecha tengu can attack infantry from the ground or do antiair duty in the skies.

This is particularly true when playing as the Empire, considering that most of its units are more than meets the eye they transform between two distinct states with differing strengths. But no matter whether you're using familiar units or new ones, clashes are fiery and tense, especially when you've grasped the nuances of each unit's secondary mode. Some of them, such as attack dogs and flak troopers, are carryovers from previous games. Nevertheless, a slower economy doesn't make for less explosive gameplay, and each faction boasts a number of awesome units to throw into the fray. The method of implementation is a departure for the Red Alert franchise, given that it generally means a one-to-one ratio of ore collectors to refineries and a resulting slower pace.

Gem fields are gone, which makes ore mines your only source of income. Of course, these differences extend to ore refineries, but in all cases, resource collection is more measured than in prior C&C games. Additionally, most Empire structures (with the exception of defensive turrets) can be placed anywhere without the fetters of a nearby base, which makes them the easy choice for players who like to establish an early presence across the entire map. In this case, you queue up movable vehicular pods called cores that then unfurl into the appropriate structure. The new faction for the franchise, Empire of the Rising Sun, is even more flexible in this regard, but it also requires a bit of micromanagement. For instance, Allied structures can be placed only after fully completed within the build queue (a standard C&C mechanic), whereas Soviet refineries can be placed immediately and assembled afterward. Skimpy, ill-fitting costumes, blatant computer-generated graphics, and bad accents-it's all quite wonderful, with tongue firmly planted in cheek.Īll three factions-Soviets, Allies, and Empire-are fun to play, and though not dramatically different from each other, they’re distinct enough to make each of them feel fresh. Then there is Jenny McCarthy as Tanya, stroking an enormous toy gun in one scene, holding a sexy pose but still prepared to slit a man's throat in another. The whole thing is a live-action riot: JK Simmons as US President Ackerman is all anticommie swagger, and George Takei scrunches his face into superserious knots as the Emperor. Instead, this bit of time tampering gives rise to a new threat, the Empire of the Rising Sun-and, of course, more broadly played histrionics. The theory is that doing so will change the course of history, causing the Soviet Union to dominate as a world power. So here's the setup, told in a hysterically overacted cutscene that could have been ripped directly from a bad sci-fi flick: Russian leaders, including the premier (played by a heavily accented, wonderfully hammy Tim Curry) travel back in time to kill Albert Einstein. Now Playing: Command & Conquer: Red Alert 3 Video Review By clicking 'enter', you agree to GameSpot's
