The another game from Westwood and EA games... However, this time the title was shipped completely under EA. I have played CnC: Generals from EA and for some reason I have skipped CnC 3 : Tiberium Wars.
This is Review by Sid, upon special request from Original Blog Author.
This is 100% Original and (c) Both the Authors.
First Look
CnC Red Alert series had always been my passion ever since I had caught glimpse of Red Alert and have owned Red Alert 2. And not this is a third time, Red Alert comes up with an exciting new 3d Graphics, and high definition flashy effects.
First look of the game is really impressive, much like Red Alert 2's Opening cinematic, that makes your heart beat with double rate.
Okay, the first impression is good. The significant difference is the Gameplay tutorial, which explained almost every aspect of the gameplay, which appears to be really vast and much in-depth. The tutorial is briefed nicely and covers every tiny details of the Game, so much information that overwhelms you if you are not a Micromanagement pro. ;)
Looks
3d Graphics
Impressive 3d models and physics. Due to fact that Red Alert 3 uses RNA engine - an upgrade from CnC: Generals, you feel no significant difference in the gameplay, if you already have played Generals. The Tanks shake the earth and nearby trees, the Camera shakes and blinding flashes upon large explosions and the Appocalypse Tank Run-Overs are created brilliantly. However, there's a slight balistic problems with the new V4 Rockets at min range, (I guess it cannot be helped, as Tomahawk from Generals also had a same problem)
GFX / SFX
One word - Amazing. The Dynamic renders and GFXs are really great. The Parachutes and such props follow physics pretty well, and they are not overdone either, which is a best part of it. The Effects appear brilliantly merged with the Gameflow and do not 'Stick-out' like they used to in the old W3D engine used by Red Alert 2. Particle Effects, Fire or other trails are done pretty well, though they did not maxxed it out as they had done with Generals. (Okay, No Issues)
Sounds / Audio
Sounds are nicer this time, but I found the lack of proper sounds, actually. In Red Alert 2 the sound was heavily focused upon and units used to respond as though they were really on noisey battlefieds, In Red Alert 3, the Sound simply fades in and out, None of Distorts Cut-Offs, Noices etc. etc. to make the scene realistic. Some RTS fans would enjoy it though, but I personally prefer the true Battlefield experience. Ambience sounds seemed to playing at far distance, I believe if they really have payed attention to the 3d positioning of the sounds. Or maybe because I played with Vertical Z angles, so maybe the even Z axis is considered for 3d sounds, either ways, it was nicer than it was before.
Music
I dunno what had come over the developers, but sound tracks are not changed at all! The same sound tracks, as they were in Red Alert 2 make their return in Red Alert 3! Not even a tiny beat is changed. Of course, the Music is kick-ass, but I was expecting a bit more... New!
Cinematics
EA gets the glamour on screen now, with Real-Life actors acting on the cut-scenes and cinematics, real-life places referenced and much importantly, a former Playboy-featured model playing role of Infamous Tanya! EA succeeded in pulling over all the Glamour. With all girls wearing some nasty costumes while they brief you about the mission, your minds are naturally diverted, But it's a good commander's quality to stay focused, Got it? (As for me, I focused the Girl more than what she was saying... Hehe, Kiddin')
Storyline
Overview
Red Alert 3 is fictional universe, having a storyline about altered past and hence a new future. The Epic Saga had continued, but in a very different manner. Now this time, the Soviets are the Heroes of the Time Travel! The Soviet Generals travel back, and eliminate the Einstein, and when they come back, all they have two mortal enemies instead of the one they sought to defeat! Pretty impressive at the start, isn't it?
Unlike previous games, this time, the Storyline is not One-Way-Fluid at all. You can begin with any of the three factions, Allied, Soviets or Empire of Rising Sun, and lead your faction to the Global Conquest. Non-linear plot, where any of the sides can emerge as winner according to the alligence chosen by the player. This was a Huge Leap, compared to what other CnC games were about.
Grip
The storyline focuses on small tactical and battle missions, that play as skirmishes for most of the times, unlike few stealth missions that were available with Red Alert 2 - Tanya or Boris. But overall, even if the Grip is nice, it failed to hold me for a long time. I did not enjoy the storyline, as for the heights and standards set by the Backgrounds and Cover stories, the Core stotyline of the Misions and campaigns do not stand upto the expectations.
Flow
Even if the Grip part fails to interest me, the Flow is good. The only reason why I would have wanted to play the missions is the flow maintained. Good work on this area, EA.
Expandible Plots
This is the speciality of EA - the coin is flipped in the air and the outcome can be both heads and tails! So is the storyline. At the end, one of the sides have achieved the Gobal Conquest, but on the other hand, the Epic Saga can still continue... Expect a Red Alert 4, Can we?
Gameplay
Factions
Okay, not to mention Allied and Soviets make their return, but now much has changed. Due to the Past altered for the second time, Soviets no longer have Nuclear Technologies. But if whatever happened in Red Alert 1 and 2 had never happened, where did Sovets get Kirov from?(Well, I guess it's a glitch, a hole in the plot they missed!) Okay anyway, Many new weapons, Tanks and stuff came up. Absense of Nukes had make the game a lot better and innovative Super-Weapon Ideas and cool stuff had kicked in. I personally loved the Magetron from Red Alert 2 and really loved to see same guy back on Red Alert 3 - Magnetron Satellite, Cool!
The Empire of Rising Sun is the New entrant this time, as the Past had changed, No nuke was ever created, and hence Japan never actually suffered the setback in mid 19th century. The growth of the technology went uninturrupted, and arose the Empire of Rising Sun!
I personally loved the way Empire was created, Impereal Foot Soldiers - With Laser Wadoichis' at their hands, Advanced Shinobi and Ninja tactics, Tsunami Tanks - Not to mention - Amphibious, King Oni that towers above all! and small Tengyus that fly around. Quite impressive reanimation of Feudal Age Japan of Warring State!
Systems
The Factions have pretty unique systems, and most notably the buillding system. The Soviets build their structures, gradually, over the area of influences. Allied still, stick to the old method, Prepare and Deploy. Empire, however, use a very different system. All the Structures they create are the Cores - which can be deployed at any spot of the Map. But that's a balance part of it. Empire needs to upgrade every structure individually. Fair Enough.
The coolest part is the Transports, This time every faction has unique transports, Allied have heavily armored transports, Soviets can 'project-like-a-balistic' the soldiers from their passenger vehicles, which, rainover the target area from Parachutes! Whereas Empire's transport vehicles can disguise themselves as other player's own vehicles or some Neutral-Looking-Limo!
Additionally, Empire fascinated me with the Mecha-units, Most of them are Transformers! Really cool animations and stuff. Planes that flip over and submerge in the Water, or Submarines that flip over and become the Planes... It's got to be one or another... Who cares?
The good thing is that almost every unit has got one or the other special ability that can be quickly used at a Button press. Many are Jumpers as well, allowing them to easily cross the Cliffs and similar areas. And Tanya's got a Time-Warp-Belt! Natasha can Kill the vehicle crew - Remember Jarmen Kell from CnC: Generals?
AI
This is where the game doesn't disappoint you. AI is good, almost too Good. Prefect at Micro and great with selection of units for both Offence and Defense. Not to mention that is it way better than Red Alert 2 and still better than Generals.
Balance
This is a Annoying part. If you have played Red Alert 2 or CnC Generals, and expect this game to turn out the same, You'd be utterly disappointed. Red Alert 2 and CnC Generals were of the Balance High type, where each unit is unique and inflicts Maxxed out damage, except at the Counter-units, where Damage is simply reduced. Whereas Red Alert 3 is of the Balance Low type. That means, the unit will deal extra damage only to the target it's strong against. If put before any other, it's worse than useless... Imagine an Infantry surviving a Direct Hit from an Oversized Battle Tank? Well, that's how it works, Sadly.
Concusion
Red Alert 3 is a great game. But do not expect it to be a True sequel of the Red Alert series.
1 comment:
'Command and Conquer' & 'Red alert' has started becoming very boring now. They just pick an ability of their game and put it in another.Only name changes. This game has completely disappointed me. Red alert 2 was far better. I miss the french GRAND CANNON.[:P]
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