|Command & Conquer:|
Red Alert 3
|Developer||Electronic Arts Los Angeles|
|Series||Red Alert Universe|
|Release Date||October 28th, 2008|
|Platforms||PC, Xbox 360, Playstation 3|
|Input||Keyboard, mouse, microphone (optional)|
The damage is too extensive!
Command & Conquer: Red Alert 3 has been marked for cleanup. Reason(s):
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a real world point of view.
Command & Conquer: Red Alert 3 is a real-time strategy game developed by Electronic Arts. It is the third major installment in the Red Alert series. Command & Conquer: Red Alert 3: Uprising is the game's expansion.
- Main Article: War of the Three Powers
The introduction features Moscow in turmoil, following what appears to be the Allies' eminent victory over the Soviet war machine, as seen in Red Alert 2, with Premier Romanov having fled the country. With the USSR at death's door, Anatoly Cherdenko and his commanding officer, General Nikolai Krukov take a secret elevator to a laboratory beneath the Kremlin. Cherdenko reveals to his superior that he was put in charge of a top secret project a year prior to the fall of the USSR, stating that "time is on our side."
In the secret laboratory, Dr. Zelinsky has been commissioned to create a time machine (similar to how the Allies defeated Yuri in Yuri's Revenge). Cherdenko, Krukov and Dr. Zelinsky enter the machine and go back to 1927, where Cherdenko "erases" Albert Einstein from existence, in a similar way to how Einstein erased Adolf Hitler in Red Alert 1.
Upon return to the present, it is revealed that the USSR is victorious, having conquered most of Western Europe. Oddly enough, though, the chain of command has been broken and Cherdenko is now premier, much to General Krukov's dismay. Suddenly, a message appears from Soviet bases in the east: a new enemy has arisen, the Empire of the Rising Sun, a technological super-power bent on achieving its "divine destiny" of world conquest. Krukov orders a nuclear strike on the Allies and the Empire, but is met with blank stares. Apparently, Einstein's removal from the timeline has made nuclear weapons nonexistent. Dr. Zelinsky comments: "Who knows what nightmares we have created?"
The Return of Red Alert™! - After seven years, the most popular series in EA's 25-million unit-plus selling Command & Conquer™ franchise has returned with a vengeance. Red Alert™ 3 brings back everything fans loved about the series, the humor, the popcorn style story and the franchise's fast, action-oriented gameplay, while breaking new ground for the genre, with an entirely co-operative, story-driven campaign mode and an increased emphasis on naval gameplay.
Co-Op Done Right - Every mission is designed from the ground-up with co-operative gameplay in mind. Join forces and strategize with friends online or join forces with nine AI commanders, three for each faction, all of whom have their own unique personality and style of play that might come in handy depending on the situation.
Command the Seas, Conquer the World - Experience Gameplay as for the first time in the series, waging war on the water will be every bit as important as dominating by land and air. Gain strategic advantages by controlling resources in the seas and mounting three-pronged attacks from all directions.
A New Threat from the East - The Empire of the Rising Sun is a technological terror, with unit designs influenced by a mixture of science-fiction, martial arts and robot culture. The Empire's futuristic units can transform into alternate forms, and they specialize in naval warfare.
Star-Studded Storytelling - Command & Conquer™'s trademark live-action videos return in HD, with over 60 minutes of footage featuring the largest cast in the history of the Command & Conquer™ franchise.
CommandStick 2.0 - Improving on the CommandStick interface first pioneered in Command & Conquer™ 3: Kane's Wrath, 360 owners will get an unparalleled console RTS experience, with controls that continue to bridge the gap between the PC and 360 and a game designed to meet the needs of the console gamer.
Another feature in Red Alert 3 is where you can have a Co-Commander to do all your hard work. There are several orders you can give to him or her, such as:
- Strike Target
- The Co-Commander will immediately send available forces to deal with the targeted unit/structure.
- Take Position
- The Co-Commander will immediately send available forces to the indicated location. These forces will only stay there for a short while after the position has been secured.
- Plan Attack
- The Co-Commander will begin to build up forces to attack the unit/structure. Should there already be enough forces, the co-commander will send the forces there immediately. This continues until the unit/structure is destroyed.
- Keep Command
- The Co-Commander will fend for himself.
- Co-Commander Strike
- Co-Commander strikes appear halfway through the missions and have a short description of what they will do when activated.
- To view the description, click on the Co-commander strike. The activate button will also appear under the description.
The first four orders, Strike Target, Take Position, Plan Attack and Keep Command can be found in the top-left hand corner of the screen. Beside this, there is a portrait of the co-commander and a status bar below. The status bar gives information on what the co-commander is doing.
Note: In all the campaigns, the Co-Commander will always be assigned the color green (except for allied joint operations with Soviet forces, where the co-commander's forces are red) and the player is always assigned a Co-Commander. Also, if the Co-Commander's army has been destroyed, you can not command them and the mission will increase in difficulty.
Empire of the Rising SunEdit
※ [UR] means this character also appears in Red Alert 3: Uprising.
Almost all structures can now be built offshore, out of reach of some enemy units.
Red Alert 3 retains the core RTS mechanics of the Command & Conquer series. Warring factions harvest resources using vulnerable collectors and then use those resources to construct military bases and forces on-site. Structures form a shallow but wide tech tree with a variety of units and elusive superweapons. Weapon types are specialized to the point where a rifleman can withstand direct hits from an anti-tank cannon. Red Alert 3's major refinements are the addition of the Empire of the Rising Sun to the factions of the sub-series, similar to what Tiberium Wars did with the Scrin faction, a co-operative campaign, and expanded naval warfare.
The "single-player" campaign is now fully co-operative. Each mission is played alongside an ally. When played online, this is another human player. If played offline one of several computer-controlled characters acts as the player's ally. Teams share income and generally start with the same forces. Computerized characters can be given extremely simple commands, such as an order to take a specific position or to strike a specific target. The campaign has nine missions for each side. Each side's plotlines are mutually exclusive, unlike Tiberium Wars and its preceding and following expansion packs, but like the rest of the Red Alert series.
Naval warfare is emphasized as another front. Executive producer Chris Corry has stated that many units are now amphibious, trading effectiveness for increased flexibility. Buildings and entire bases can be constructed on water, save for such things as ground unit production facilities, and players who "ignore the ocean [are] likely forfeiting a significant part of their potential economy to their opponents." Further stressing this is the fact that, despite some campaign maps being entirely land based, all multiplayer maps have significant bodies of water in them.
The use of naval units and various unit abilities also helped stop players from sticking to one unit and constructing large amounts of (or spamming) them early game. This was a standard strategy for Command & Conquer 3: Tiberium Wars/Kane's Wrath, where players would try to build more of one unit faster than their opponent. Manually controlled secondary abilities are common to each and every unit in the game. How each ability is employed varies: some are toggled on or off, others are targeted, and still others are triggered the instant one presses the button. An Imperial constructor might be able to deploy once at a specified location, a Soviet conscript can switch weapons at will, or an Allied artillery piece can engage its shields with a button press but with a cool-down that requires a period of time to pass before the ability can be activated again are such examples of secondary abilities. All abilities are bound to the same key. The game also features experience points that are used to unlock upgrades to unit types as well as "commander abilities" used to call in air strikes, recon sweeps, magnetic satellite beams, etc.. Commander abilities have no resource costs but have significant cool-down periods.
Ore fields as resource sites have been removed. These originated in the first Red Alert as a functionally identical equivalent to Tiberium, in C&C similar to a strip mine. Gameplay mechanics haven't changed a great deal since fields have been replaced with stationary ore mines - although this does impact on strategic ore-refinery placement and covert refining to an extent.
Each of the three powers has something to boast at:
- The Soviet gains supremacy of the land;
- The Allied gains supremacy of the air;
- The Empire of the Rising Sun gains supremacy of the sea.
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A special limited edition was also released: Red Alert 3 Premier Edition. This package includes a bonus DVD with behind-the-scenes footage, the soundtrack disc, posters of the female stars casted in the motion videos and a beta key for the later cancelled Command & Conquer: Arena. It comes packed in a tin can.
The tutorial feature is available to those who are beginners at Red Alert 3. A Tsunami tank, Hammer tank and Guardian Tank made a temporary truce to teach the Commander about the basics like simple commands, base building, special abilities and Co-Commanders. During the tutorial, the tanks often fire at each other when one says something ridiculous (mainly the Hammer Tank). In the final chapter of the tutorial, the Hammer tank switches to an Apocalypse tank. Upon the Commander's completion of the tutorial, the tanks withdraw their truce and begin firing at each other... this time for real.
The recommended campaign order is Soviet-Allied-Imperial, but they can be played in any order. They contain certain campaign-specific units like the Tesla tank.
Caution! May contain spoilers!
The Allied Campaign ends with the Statue of Lenin toppling and the Soviet leaders arrested and put in cryo prison. Tanya and Eva dress up in black and white respectively, wanting to date the Commander. This places the Commander in a rather interesting situation. The Commander does not get to choose, since it fades out there.
A new president of the United States gets elected (played by David Hasselhoff).
|The following is based on the Soviet campaign of Red Alert 3 and contradicts canon sources.|
The Commander takes control of the USSR and annihilates both the Empire and the Allies. The Statue of Liberty is destroyed and replaced with a statue of Lenin. The Commander, like in the Soviet campaigns of the first two Red Alert games, gains the rank of Premier. Dasha gives a toast to the Commander, and the new Premier steps onto the balcony to the cheering crowd outside the Kremlin waiting for a speech.
|The following is based on the Empire of the Rising Sun campaign for Red Alert 3 and contradicts canon sources.|
The Empire of the Rising Sun campaign ends with a King Oni cutting down the Allied flag with its lasers and putting an Imperial flag in its place. Yoshiro and his son grant the Commander the rank of Supreme Shogun, while Suki is out at Hawaii and asks the Commander to join her.
- Red Alert Universe
- War of the Three Powers
- Command & Conquer: Red Alert 3: Uprising - PC expansion pack
- Command & Conquer: Red Alert 3: Commander's Challenge - Xbox 360/Playstation 3 expansion pack
- Command & Conquer: Red Alert (iPhone) - mobile release