Red Alert 2 Command And Conquer Free Download
For many people Command and Conquer Cherry-red Alert 2 is classed as the best in the series and I would take to concord with that. With this game, they but got everything perfectly right. As far every bit real time strategy games go, even later all these years Red Alert 2 is ane of my all-time favorites. It is more focused on the player having a fun experience than bogging them down with a bunch of useless game mechanics.
One War, Two Stories
The story that is told here can be played from the Soviet and Allied signal of view. This time the Soviets are more dangerous than ever thanks to Yuri. A psychic that they have who has the ability to command others. Yuri is a fantastic graphic symbol, so much and then he gets his very ain expansion. However, here you become to use him and also go up against him and it is very well done. The story has more than than a few twists and turns along the manner as well.
This Is What War Looks Like
At the fourth dimension Control and Conquer Red Alert 2 was a fantastic looking game and in some ways, I do feel that it holds up fairly well to this twenty-four hours. The unlike maps are spread out all across the earth ranging from Russia, France, and Hawaii. The buildings, tanks, planes and so on all have a nice look to them. The only thing I exercise not like is that some of the maps take water and the water does not move! Information technology looks super awkward and when everything else has a realistic look to it, information technology stands out like a sore thumb.
The voice acting is groovy. If you lot ask me, we were entering an age where voice interim was becoming better and better and this game has some very impressive performances. I like the sound design in general as explosions, tanks and everything else all have some real heft to their sound furnishings.
Making The Right Movies
Command and Conquer Red Alert 2 is still so popular to this day because of the gameplay. I can see some people thinking that this kind of existent time strategy activeness is a fleck simplified and in comparison, to what some modernistic RTS games offer, information technology is. However, I feel that there is the perfect blend of resource management, resources gathering, action, and micro-managing in this game. It never feels too overwhelming, fifty-fifty when you lot are getting a existent beatdown, you never 100 percent feel all is lost, and with the right movement, you tin can brand it happen.
I like to focus on edifice as many tanks every bit I can, but it is really upward to you in how you lot become most the game. Each mission in the campaigns has its own set of objectives and some are more fun than others, but that is to exist expected. Also as the campaign, you lot can play skirmishes confronting the AI or a buddy. The AI in skirmishes puts upwardly way more of a fight than y'all would think.
There are some games that you have dandy memories of, simply they do non hold upwards all that well. Control and Conquer Red Alert 2 is non 1 of those games! I found this to be just every bit much fun playing it now every bit information technology was back when it was released many years ago. If I had to recommend just one game in the series, it would 100 per centum be this 1.
Pros:
- Two fantastic campaigns to play through
- Yuri is the all-time villain in the unabridged series
- The game is a keen deal of fun to play
- It is not over complicated like many other RTS's tin can be
- Some of the visuals agree up pretty well
Cons:
- I hate the way the water is withal!
- Some might find it a tad simplistic compared to a modern RTS game
Download Command & Conquer: Red Alert 2
PC
System requirements:
- PC uniform
- Operating systems: Windows 10/Windows 8/Windows 7/2000/Vista/WinXP
Game Reviews
Considering all the delays, hype and disappointment that surrounded last twelvemonth's release of Command & Conquer sequel TiberianSun, Ruby Alert ii has, in comparison, had a rather quiet time of it. Its announcement in May took many by surprise (including us) and now it seems barely has the marketing machine had time to get into first gear than the game has been finished, packaged and readied for release.
Consequently, thanks in no small part to the worldwide panning of Tiberian Sun, expectation for Westwood'due south new real-fourth dimension strategy game has been but marginally higher than that we would reserve for a decent English language summer. To its credit, programmer Westwood has neither proclaimed Red Alert 2 exist ground-breaking nor World-shattering and, later on the tragic anti-climax that was Tiberian Sun, nosotros wouldn't accept believed them if they had.
Using an enhanced -unnoticeably so - version of the Tiberian Sunday game engine and sporting many gameplay features and units from a four-year-old game, Red Alert 2 could be seen as a glorified remake of its predecessor. Westwood has done the same matter before, with Dune 2000 - the botched upward remake of existent-time strategy'due south most influential game - then it wouldn't exist below them to practise the aforementioned once more.
At present before you all showtime sending me expiry threats for my contemptuous indifference, let me but say if I hadn't been so pessimistic earlier playing the game, I wouldn't take enjoyed it as much every bit I did. Think virtually it - and be honest - what are your expectations for the next Star Wars game? I'd wager non too high later having wasted your money on Strength Commander. Only because nosotros are all Star Wars fans, or at least we should be, in that location is the hope that the next one will be vivid. All the same, in Red Alarm 2s example I wasn't hoping for much at all. You'd practise well to call up the same, for if you lot practice, I guarantee y'all'll be pleasantly surprised.
Heroes And Villains
When you review a game - or at least when I exercise - ane essential technique is to jot down pages of notes while you're playing, and then when it comes to writing the review, you tin refer back to them. Normally what is written down, though illegible, makes some sort of sense, just ane of the final things I wrote was "missions good. Nothing special. Addictive". I am at a loss as to what I was on almost, just I can tell you this: the missions in themselves are pretty undemanding, yet taken equally a whole (and separated by a story that sees the USA being invaded) the ii campaigns on offer (yous can play every bit Allies or Soviets) are very engaging.
As is par for the grade, you build a base, harvest ore, aggrandize your borders and impale the unending trickle of enemy units until you overrun their base, all with scant regard for tactics - been there done that, we all have. With that in listen, what has been baffling me is why I enjoyed Ruby-red Alert two so much and however could not derive any pleasure from Tiberian Sun. Both games are practically identical in structure, offering similar units to play with across a linear series of missions, liberally interspersed with high-quality video sequences. The merely answer I can offer is a subtle departure in feel and mood. Where Tiberian Sun was a nighttime and faintly absurd yarn full of square-jawed heroes and boo-hiss villains, Red Alert anti its illustrious predecessor are somehow believable, despite being even more outlandish.
Graphically, Cerise Alert 2 is far from great. The animation for some of the larger units, ships particularly, is juddery and the explosions are inappreciably spectacular. However, bearing brilliant colours and full of tiny details - like baseball and football pitches, fast food bars and houses - many levels are full of civilian life that have petty impact on the game, just add a bear on of fun to the proceedings. Sunbathers run half-naked on the beaches and cattle make themselves targets for your restless attack dogs on the farms. Elsewhere, across maps frozen with ice, all the buildings are draped with snow equally if to fool united states that they had been there forever. They haven't of course, but it's seemingly insignificant details like this that add a bit of colour to our interminably slow lives.
Creature Magic
In regard to the 2 sides you tin can choose to play, both are as distinct equally any you'll discover in a real-time strategy game. One of Westwood's strengths is that it e'er offers two very unlike challenges in all its strategy games, by throwing in units and buildings that wait and play to different styles. Many of the units are standard fare with infantry and tanks in abundance, just there are a number of clever differences between even those.
Soviet conscripts are both inexpensive and weak, American GIs are marginally more expensive and can exist deployed in a defensive role, able to fortify themselves in an instant within a cocoon of sandbags.
The Allied Infantry Fighting Vehicle (IFV) is some other interesting unit. Alone it is a weak reconnaissance tank, armed with a uncomplicated rocket launcher. But put a Gl inside and its turret becomes a powerful anti-personnel platform. With an engineer at the controls it alters into a mobile repair vehicle and there are other transformations that can be achieved by trying out other, more potent infantry units inside. Things similar Rocket Launchers, Tech Yards and Gap Generators we've seen before, merely many units, both former and new, tin can combine in interesting means.
Place some Tesla Troopers with their electrifying weapons effectually a static Tesla Scroll and they'll boost the power of it and keep information technology charged even when the power is down during an enemy attack. As in all RTS games, both sides' infantry units are hands overrun, even in large numbers, but this time around they tin can observe shelter in many of the neutral buildings that pepper the levels. It'southward a feature that is long overdue in a Westwood game (Age Of Empires IIanti the soon-to-be-released WWII RTS Sudden Strike both offer the same selection) and although not every edifice tin be captured, certain ones that are tin be a powerful complement to your base by creating chokepoints through which a lightly armed enemy can quickly perish.
Furthermore, there are 4 neutral Tech Buildings that can be procured - Airports, Hospitals, Outposts and Oil Derricks - all of which tin back up and furnish units that might otherwise have to brand a long journey back to base.
The Soviets are yet the side of cheap mass-produced technology, underhand and willing to sacrifice numbers for victory. In contrast, the Allies rely on fast, loftier-tech units that are more adjustable, however weaker if left in a sustained fight with Soviet units of similar function.
Ane aspect in which Ruddy Warning always won out over CSC was its employ of naval units. And once once more, Carmine Alert 2 gives the Soviet side a greater underwater navy, while the Allied armada is predominantly surface-based with Destroyers, Cruisers and Aircraft Carriers going confronting the Russian Typhoon Subs and Giant Squids.
Trained animals play a larger office in this sequel than they did in the original Carmine Alarm. The Allies now have attack dogs, equally do the Russians, and confronting the Squids the forces of good rely on herds (or pods if you lot desire to be technical) of clicking dolphins and their sonar set on.
Bring Your Friends
Even though the storyline and the level-by-level feed of new technologies are enough to go on you entertained throughout the two campaigns - and there is always the option of the skirmish game - there comes a time when the war will be over against the computer and the time will come to take on a human being opponent.
Nosotros won't even pretend that nosotros take played Carmine Alert ii online yet, no servers are running anyhow, only nosotros did play over a LAN and, thanks to the diversity in units and the immediate familiarity of all of Westwood's games, playing against a real opponent was tremendous fun. In multiplayer or skirmish games yous not only have to pledge allegiance to the Allied or Soviet sides, yous have to choose an regular army from a particular country, each of which have a particular special unit of measurement they tin use: Frg has tank destroyers; Libya has demolition trucks; Cuba has terrorists; the US has paratroopers; and Britain has snipers. Not a deal-clincher, as Steve Hill would say, only fun notwithstanding.
As was the case in CSC, Carmine Alert, Ttberian Sun and now this, multiplayer games are all almost throwing forces (onward to eat away at the opponent's defences. As you practise and so you are constantly thinking nearly what concoction of forces to send in next and while you lot leave your units to get on with it, you're cooking up another batch to ship in. Westwood has never made strategy a priority in its games and here, besides, the multiplayer game is about a slow footstep of play that always ends up in spectacular fashion with entire bases wiped away by just one weapon. This - what we might term the railgun cistron' -makes each game a race to build the nearly devastating weapon available rather than a plod through attack, counterattack and stalemate.
The Bit At The Terminate
About as basis-breaking as Windows 98 is to Windows 95, Red Alert 2 is no less essential for it. The interface has certainly improved since Tlberian Sun and the missions, varied and interesting, are carried forth by a storyline that doesn't take itself nearly as seriously as other CSC games - for every cheesy line of dialogue, in that location'south a knowing smile backside.
Remarkably well-rounded, the phrase 'more than than the sum of its parts' could hands have been written with Cherry Alert 2 in mind. Unspectacular graphics, an AI that is clearly bogus and with little in the way of true innovation, Crimson Alert ii is, nevertheless, an excellent game, well-designed and carried through with wit and style. In these times where realism is de rigueur, Red Alert 2 feels like a breath of fresh air. Just remember not to expect too much and you'll be as impressed equally nosotros were.
Back To The Future
Ruby-red Alert, the story so far...
In theory information technology's a good plan, but the greatest theorist of them all failed to realise the implications of his actions. After developing a timetravelling device in postal service-war America, Albert Einstein returns to 1923 to wipe Hitler from the history books. Unchecked by Nazi Germany, the Soviet Union, lead by Joseph 'Madboy' Stalin, embarks on a European cause to plough our continent a nasty shade of red.
Defeated past an uncharacteristic display of unity, Stalin is killed by European Allied forces and Premier Romanov takes over Soviet control. Seemingly compliant and peaceful, he is of course quite mad and plotting his revenge against the Allies, he decides that America is ripe for invasion. Using mind control engineering, the USSR sabotages America's nuclear adequacy and a huge invasion is launched into New Mexico, Texas and California. Which is where you come up in to save the day.
It'due south an unfortunate fact of online gaming life that the more popular a game is the improve it volition be. For instance, amazing every bit Shogun: Total War is equally a singleplayer experience, as an online game it loses something almost intangible, and thanks to a few bugs, inherent lag-ridden play and a bunch of good-for-null cheats, the game has lost much of its online audience as a issue.
Not then Red Alert 2, which like its predecessor, is one of the biggest real-time strategy games played online and off. It's piece of cake to meet why: non only is CSC itself a tag as pop in gaming circles as Westlife is in pap music (and infinitely more enduring), simply the gameplay mechanics have changed little since Westwood single-handedly invented realtime strategy with Dune 2, back in 1993. Information technology's a cinch to larn, runs on about any PC and yous don't accept to fart about with IP addresses, obscure applications (to the simpleton anyway) like GameSpy or pay a monthly subscription. You just punch-in, click and play. Everything is navigated through the flAPmenu system, yous won't have bug finding people to play against, twenty-four hour period or nighttime and if you lot're new to the delights of online gaming, there is no better place to start.
Ranking Furiously
If yous've played Carmine Alarm 2 s Skirmish game, you won't accept much of a trouble with its Multiplayer. In fact, the only difference is that your opponents will be more vocal and varied in skill and predictability. Online, all the same, there is a ranking arrangement in place. And, in theory, finding a like-skilled player to mouse-duel should exist simple cheers to the fact you can click on their name and see at a glance where in the globe they are from and how high they sit in the RA2 rankings. In practice, rankings aren't that helpful and sometimes don't even evidence up. As a guide, lose your first tournament game and you'd probably get direct in at 40,000. Play someone ranked around 300 as I stupidly did (he was tagged every bit 'unranked' when I chose to play him) and you can expect a mauling. Still, the RA2 community is a pretty friendly bunch, whether they win or lose, as long as the game is a good one there are plenty of virtual handshakes and cocktails by the puddle subsequently.
Life's Elementary Pleasures
One game not available to the skirmisher is World Domination. First introduced in last yr'southward C&C: Tiberian Lord's day add-on Firestorm, it is essentially a series of linked missions set across Risk-like maps of Asia, America or Europe, depending on which server y'all are continued to at the time. You choose one of the contested territories, fight, and whether you win or lose, the overall map changes colour and, at the end of each day, a side is declared victorious. No big shakes really, but information technology's bizarre why yous can only play Domination in 640 10 480 resolution.
So, fiddling has changed then. Online Red Alert ii is just as good equally all the other Westwood games accept been since time began. It's not as good looking as many other RTS games we could mention, neither is it specially the most strategically challenging game around. As long as yous know each unit and every keyboard shortcut, you can pretty much dominion the online roost. While y'all're there, however, Red Alarm 2 is a lot of fun, easy to play and unendingly popular - and if you lot've already got the game, information technology would exist a crime not to bring your modem to the party.
Walkthrough
Information technology's not all 'destroy the base' so If yous're stuck we've hopefully got the solution. Enjoy It while Information technology lasts considering information technology looks like information technology's the last 2d version to come up from Westwood. And then we'll only accept the Army Men series to look forward to in that genre. Oh honey.
Soviet Missions
Reddish Dawn
Train about xv conscripts and head to the north. Mend the bridge to the west of the second pocket-size base of operations to become your hands on 4 tanks. Go upward and assault the Pentagon. Like shooting fish in a barrel.
Hostile Shore
Capture the Centrolineal refineries to get some cash. Construct a shipyard, build six or seven Subs and take them down south to sink all the Destroyers and the Allied shipyard. Build a lot of tanks and head down the left of the map. Destroy the construction yard (the barrels nearby make it easier) and they'll surrender and shut downward the base. Finish everything off and remember that the Chrono Miners count also.
Big Apple
Capture the three derricks in front of your base. Fortify the building downward the slope. Use almost fourV3 Rocket Launchers to clear up whatsoever pillboxes on the mode north. Mop upwards infantry with Tesla Troopers and tanks. Destroy the pillboxes around the base with V3s again while using everything else to destroy enemy structures. Yous can utilize some engineers to repair the skyscrapers around the base to give you a fortified advantage if y'all want. Before you capture the boxing lab, railroad train 10 Flak Troopers and place them nearby. Beef upward your tank sectionalization then hold on tight until the timer runs downward.
Habitation Forepart
There's two means to do this, an easy way and a hard way. Guess which one we went for? Build up two or three Subs to guard the shore and nearly four Flak Cannons to defend the air. At present the sneaky chip: send about five conscripts and Tesla Troopers to the east to have over and baby-sit the lighthouse at the stop of the map. When the invasion starts an Allied MCV should attempt to set itself upwardly close by. Blow it upwardly before it tin build anything or else yous're going to have a lengthy boxing on your hands. Your own base should be safe from set on if you've fortified the buildings nearby and left a few Tesla Troopers guarding information technology.
City Of Lights
Go to the left and capture the derrick to get some cash. Travel around, fortifying the buildings near whatsoever enemies to give you an advantage. Keep some engineers nearby to repair them if they get damaged. Information technology'south best to go in past the middle enhance to the north and take out the tanks in the park before moving in your Tesla Troopers to charge the Eiffel Belfry.
Sub-Divide
Start upwardly your base and quickly transport some troops off to the left to stem whatsoever landings. Take some conscripts over to the house on the small island to gain a bonus. For another cash bonus, take an amphibious transport along the bottom left until you reach land and you'll find a crate. Build up some small-scale defences, so concentrate on building Subs and a few Sea Scorpions. Deploy them almost the housed isle to take out the Koreans when the timer runs down. Continue the dreadnought reinforcements at a distance.
Defend your shipyard from whatever remaining ships while stocking upward on Subs. Head to the west so upward the small channel in the heart. Employ your Dreadnoughts to accept out the Prism Towers. Then sub-rush the Allied fleets and the shipyards. And you don't fifty-fifty demand to set pes in their base.
Chrono Defense
You need to defend all four points of your base. Before y'all practise, send a couple of Tesla Troopers to take out the propaganda van to the west, then send some engineers over to the far east derricks to go some extra cash. Build three miners to harvest the northward field, guarded by a few tanks and Troopers. Churn out some Flak Troopers and cannons around your battle lab. Hold out and build up a few heavy tanks, some Apocalypses and Terror Drones and position them next to the entrance (ii of each should do the job) forth with a whole bunch of Tesla Troopers. Build some Tesla Coils nearby and add others when you've got the money. A few dogs should sort out any spies equally well. The attacks keep getting stronger but equally long as y'all go along an even mix at each point, you lot'll be able to hold them off. Phew.
Desecration
Defend your base from Paratroopers every bit you build. Send a few tanks, backed upwards by iv V3 Launchers and Tesla Troopers over the bridge. Take out the Prism Towers and the buildings with V3 Rocket Launchers. When you've taken out their units, send a few engineers over to capture what'due south left.
Build one plasma whorl to the north-east. Proceed a skillful supply of Terror Drones to assistance accept out enemy infantry and mix with a few Apocalypse tanks. Money can exist tight here so ship a few units to destroy the memorials and make some cash when in that location'due south a lull in the fighting. To penetrate the White House base, the best affair to do is to amass your forces up at the north-west and assault the left wall. Enemy buildings tin jump up pretty apace, so take out the construction thou with Apocalypses first of all while using V3s on the war factory. Then just clear up the power plants to take the coils off line and destroy the billet. Kill any remaining units and capture the White House.
The Flim-flam And The Hound
Kill the two guards in the base to the n with the IFV and heed command the engineers to take over the base. Take over another IFV, build an engineer and put him in 1 to plough it into a repair vehicle. Have the two upwardly to the northeast base and blow up the pillboxes and guards, using the repair IFV to fix whatsoever damage. Send the rocket IFV downward south to destroy the enemy IFV outside the east archway. Past now he should exist to at full strength. Go rid of the repair IFV and employ the psychic commander to have over the sniper, who should then take out all the guards and dogs continuing at the entrance. Build a spy and send him into the base of operations. Position your IFV at the south wall and launch rockets at the power plants while your spy takes the power downwards. The two tanks should pose no trouble if y'all're at full rank. Snipe the remaining infantry and transport in a psychic commander to take over the President. A job well washed.
Weathered Alliance
It can exist a piffling difficult getting started only baby-sit the shores with Tesla Troopers and a few tanks while you lot build upward. Build plenty of Flak Cannons and Troopers to protect from air attack. When your base is established build plenty of Subs, two or three Dreadnoughts and a couple of squid and take out enemy naval units near the coast. Use the Dreadnoughts to take out the beach defences and articulate the area. When that'south done, stick a load of Apocalypses, Tesla Troopers and V3s into amphibious transports and take them over. Use the V3s to have out Prism Towers and surge in with the residual to knock out the base. Build a silo while you're doing this and so it's ready when yous capture the battle lab. Defend it from any air assault while yous expect for the inaugural to finish and can nuke the weather condition control device.
Red Revolution
Bloody hard this one. The fox is to requite yourself some breathing infinite at the outset. As before long equally possible, send an Apocalypse and two heavy tanks to the eastward until y'all achieve a modest valley. Take out the Patriot Missile launchers upwardly the loma then head through and take out the other by the h2o. Yous can attempt to destroy the next ane, merely you lot'll probably die. Meanwhile, waypoint the two airships and so they travel due east then north towards the base and target them to take out the barracks, war factory, construction yard, psychic beacon and hopefully the nuclear constitute earlier they're both shot down. That should make things a lot easier.
Dorsum at the base of operations, send some engineers to take over the derricks to the left and right. Build dogs and Terror Drones to assist kill psychic commanders and some Apocalypse tanks to guard the front. Put Tesla Coils to the far left and far right and accuse upwardly with Tesla Troopers. Think to build a service depot at the forepart to get rid of whatever enemy Terror Drones.
Before you build a nuclear silo, make nigh x Flak Cannons and 15 Flak Tracks. Place the silo at the back of the base and employ everything you tin to have out the airships as they go far. You'll need to launch two missiles, so fix to spend most 20 minutes doing that before y'all can nuke the Kremlin.
Polar Storm
Build a barracks and train x Tesla Troopers and x Flak Troopers. Fight off any Chrono invasions while you lot work. Equally soon as possible, lay some Flak Cannons and Troopers along the w side to finish any Rocketeers and Harriers from that direction.
Build a shipyard, make some Subs, Ocean Scorpions and about three squid, then head westward to destroy the Allied fleet and shipyard. Brand three or bout Dreadnoughts and make your way around the main declension clearing all the defences you tin. One time that's done, churn out a load of Apocalypses, Terror Drones, Tesla Troopers and V3 Launchers and transport them over to the landing point. Make your mode up and around taking out the power plants. To brand things a niggling easier, send a few airships towards the north-w corner to uncover skillful places to nuke earlier they get shot downward. If you get your Apocalypse tanks ranked up, they should take no hassle storming the base, backed up with any else you've got left at the time. When you lot attain the Chronosphere, blow it upwardly and that's that.
Allied Missions
Lone Guardian
Use Tanya to sink the Dreadnoughts and caput e and so north to the base of operations. Train some GIs and an engineer to repair the bridge. Accept them over to destroy the V3 Launchers and use Tanya to take out the buildings and infantry.
Eagle Dawn
Accept Tanya north-westward, swim across the lake in front of the base and take out the Flak Cannons and infantry. Utilise the Rocketeers to destroy the sentinel guns. To destroy the enemy base of operations, it's easiest to go in the back style. Take Tanya and a few tanks down to the south-east comer and accident up the barrels to gain entry. Employ the tanks to defend Tanya from any vehicles as she sticks explosives about the base. Take out the construction yard, war factory, and Flak Cannons and then yous can send in the air units and stop off.
Hail To The Chief
Fix the monument nearby to gain some greenbacks. Build an airforce command and four Harriers to take out the small base but over the span. It's piece of cake after that and at that place's plenty of cash effectually. So just brand your way up to the north eastward with a whole bunch of Rocketeers and tanks, enter the base on the right side and accept out the defences effectually the psychic beacon earlier destroying information technology.
Last Run a risk
Another deceptively hard mission that's simple when you know how. After taking out the beach defences, build a base and brand some cash. Then build Rocketeers, GIs and a few tanks and head up the north road to the bridge. Fortify the buildings and employ the tanks to take care of Flak Tracks. Destroy the psychic amplifier with your Rocketeers and that's it.
Darfc Night
Take Tanya and the spies up north. Use a spy to take a power plant and get Tanya to blow up the coils. Be conscientious to accept any dogs out first, though. Get another spy in the battle lab to open upwardly the map. Upwards at the second base of operations, use Tanya to shoot the barrels to the south and enter the hole in the wall to get to the silo. Head back to the due south-west around the lake and up the slope to detect some trapped units. Free them past blowing up the barrels, and then accept the tank to destroy the walls to the south-east of the silo. Have Tanya in to the correct and accident it upwards.
While you're doing that, take a few Rocketeers due north upwardly the river to destroy the two lone refineries at the pinnacle of the map. The Soviets will start using Terror Drones, so build a service depot to help you. Afterward all that, lookout out the base over the bridge, so make kamikaze Harrier runs on the construction yard, and Tesla Coils. Take the ground units in to finish everything else off.
Stock up on units and head due north east, keeping to the right of the map. Blow upwards the east wall most the power plants and transport up a few spies in a Nighthawk to shut them down. Bring in the tanks to take out the Flak Cannons and Flak Tracks and let the Harriers and Rocketeers destroy the Soviet buildings from the air. Then only mop up.
Liberty
The enemy will come from both sides, but they'll exist strongest on the right so concentrate most of your defences there. Fortify the buildings at the left as well, mind. Build up virtually three.
Deep Sea
Build a few Prism Towers at the north-west border of your base. Stick a few tanks nearby, and a few on the south beach just in instance. Proceed your shipyard guarded with Rocketeers while y'all build a fleet of destroyers and shipping carriers. Sail over to the enemy isle to the east and take out the Flak Cannons on the shores before sending in about eight Harriers to take out the construction thou. And then concentrate on all other defences y'all can reach with your Destroyers earlier sending some transports on the n side. Railroad train a few spies to shut downwardly the coils (using some tanks to shoot any dogs) and destroy the war factory, billet, and and then everything else.
Free Gateway
Have Tanya southward west along the freeway. Go left towards the beacon, have out the barrels then destroy the remaining power plants. Don't accept out any Tesla Coils but take out the remaining power plants instead before destroying the amplifier. After that it'south just a straightforward base assail. Fortify nearby buildings, build some good defences and brand a full assail on the enemy base.
Sunday Temple
Swim your Seals down to the bottom of the map. Get on country and piece of work your way upwards the right side of the base taking out whatever you can without cartoon the attention of enemy vehicles. Yous should destroy enough power plants to take the Tesla Coils off-line. Then get upwards north and release the prisoners. Fortify the huts for a while to help you defend from vehicles. Afterwards send everything you've got down into the base of operations, using the Seals to blow up the buildings and infantry while the tanks and troops take care of vehicles and whatever's left.
Mirage
If you want some actress cash, send an engineer down to the bottom south-east to notice a damaged refinery. Repair information technology and you'll get a free chrono miner in a crate nearby. Take your other MCV and build defences near Einstein'due south lab. Proceed on the defensive until you've got plenty forces and go for the base of operations to the eastward first. Finish that, and then take the tiptop 2 from the west. There's not that much ore effectually, so attacks should slow downward after a while.
Fallout
Guard the bridge from attack. Protect the outside refinery with Rocketeers and destroyers. Dot some prism towers and prism tanks around. One time you've built the Chronosphere, train some spies and some Seals and accept them over in a Nighthawk to the south east corner. Assail whatsoever dogs then send the spies in to shut down the plant. Get the Seals to take out every bit much of the defences equally they can (avoiding the miners) earlier they get killed. Ship in destroyers to assault from the body of water and transport some Prism and Mirage tanks to finish off the construction chiliad so everything else. Send more than spies if you oasis't got rid of all the coils.
Chrono Tempest
Train GIs and fortify all the buildings aound about the base. Build up, only remember to go along structures well-spaced in the outcome of a nuclear attack. The less damaged, the meliorate chance you'll have to fix it in time for the next one. Defend at first until you tin can brand some Seal units. Have them over to the north entrance of the base to the correct and get them to destroy the buildings, backed upwards by ane or two tanks.
Send a few spies downwards the left side of the map with some more tanks and Seals. Close down the power, destroy the coils and level what'south left. Send your forces from there to the south. Build a set of Harriers and wing them in from that bending to accept out the Flak Cannons and the nuclear reactors at the lesser. Send in Rocketeers to set on the coils and every bit many tanks as you can to take intendance of buildings. Work your way around. Yous should have built a weather control device past now, and then take care of anything left in the middle, the nuclear reactors on the right side (finish them off with Harriers) and, finally, the Kremlin itself.
Overview
America invaded. The President under set on. Russian armies are on the move once more. Now is the time for war, at present is the time to strike back. Would you take the helm of the centrolineal forces and fight back with the remnants of the American ground forces, seeking to take dorsum the US homeland from the evil Russian invaders? Or would you become the Soviet commander, fighting for Premier Romonov, backed by the psychic commander Yuri, seeking only the glory of the USSR?
And thus we have Carmine Alert 2, one of the latest releases from Westwood Studios and the newest title in the Command & Conquer family unit of titles. Red Alert 2 is a Existent Time Strategy (RTS) game created past the company which practically invented the concept and it more than lives up to its predecessor's reputation.

With both a detailed single player campaign and some very fun options for multiplayer, including the World Domination Bout created for Command & Conquer: Tiberian Sun, Red Alert two gives a rich and expansive RTS experience.
Gameplay, Controls, Interface
Far and away Red Alarm 2'due south strongest category, the gameplay will not disappoint. Gone are the problems with tank rushes and engineer raids, as Westwood has decided to focus on 'balancing loftier,' a fascinating principle. Information technology relies on stiff units that tin deal out big amounts of damage, preventing the original problems with tank and engineer rushes. In fact, they are and so confident in this concept that they've included a host of powerful combination attacks, rather than just the erstwhile engineer rush, that would have unbalanced any other game of this type.
Like a normal RTS game, Ruddy Alarm 2 relies on the creation of a base of operations with a serial of preset buildings. Every bit these buildings are created, they serve whatsoever number of uses -- from building units to providing new technology with which to wage war. The manner this is handled is a slight disappointment from games of this genre, equally the basic rules governing creation of buildings and units are the same equally they've always been in Command & Conquer, with footling innovation.
The single player experience in Red Alert 2 consists of a series of 12 missions for both Allies and Soviets, with each mission having a Full Motion Video (FMV) cut-scene, which explains the backstory and the next mission. These FMVs are grea,t in my opinion, every bit they portray the story purely from the side of the game y'all're playing (allied or soviet), and none of the story relies on having played from the opposite side. If you but want to play through the Centrolineal missions, everything volition make sense.
Graphics
Following Gameplay, Red Warning 2'due south graphics are its 2nd strongest chemical element. Each unit has a lot of detail and, although only in 2nd at 16bit colour, they are highly detailed and move very well. Combine that with maps that are wonderful to await at in and of themselves and you lot've got a graphically impressive title.
Audio
Although the sound effects in Red Alarm ii don't have the sheer mass of such games as Starcraft, they do have a relatively unique grapheme. Each unit has a distinctive series of sounds, many of which are evidently faction specific, from the eerie sounds of the psychic trooper to the southern drawl of the Rocketeer commandos.
Red Alert'south soundtrack is entirely too appropriate for the missions, strong and dramatic for the allies, and grim and determined for the soviets. The ii major problems I found with the soundtrack were its repetitive nature and consummate lack of any action specific music, such as battle music that heightens every bit the fight grows more intense.
System Requirements
Miniumim: PII 266mhz, Win95/98/NT4.0 with Service Pack 3.0 installed, 64MB of RAM, 4x 32bit CD-ROM, 350MB Hard disk drive Space, 2MB Video Bill of fare w/xvi-bit Color.
Multiplayer: Two player -- 56kpbs modem, TCP/IP Connexion, or IPX LAN. iii-8 Players -- P450, 128MB RAM.
Reviewed On: AMD K6/ii 400mhz, Win98, 64MB RAM, 4GB HD, Diamond Viper V700U, Creative Labs Soundblaster AWE 64, 24x CD-ROM.
Relation To Previous Installments
Without a doubtfulness, Command & Conquer: Red Alert 2 does everything that Tiberian Dominicus should have, but didn't. It shines, it sparkles, it destroys even the toughest of stains. With vastly improved graphics, enhanced gameplay, and a far easier interface, Red Alert ii is definitely the nearly advanced Command & Conquer title ever produced.
Room For Improvement
Unfortunately, the aforementioned gameplay that makes this the best Command & Conquer championship ever, is as well its greatest hindrance. Although certain bugs in the residuum of forces have been resolve, nothing has been done to change the bones feel of the game. There isn't any innovation in the areas of building or unit production and 'superweapons' still have minutes to charge and part like 1 shot weapons.
Bottom Line
Command & Conquer: Red Alert 2 is probably one of the most entertaining RTS titles I've played all year. I came, I saw, I saved Washington, DC from certain devastation. Although the gameplay hasn't changed much from the original, the updated graphics and the resolution of minor bugs make this a wonderfully enjoyable title.
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Posted by: steeleherat1941.blogspot.com
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