Imperial Command of the Raccoon General

Thoughts and Memoirs of a Ring-tailed and Masked Dominator of the World

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Monday, November 17, 2008

Playing RedAlert 3

Recently bought and played 3 games. All of which are superb in some way, though the differing aspects and features may make others contradict my statements. For now, I'll tell you about one of that. I'll post my thoughts on the others later...

C&C: RedAlert 3

Any fool who does not know the Redalert title is either a non gamer, or a freak.

Having said that RA3 offers the most humorous gameplay I've had in a long while. Truly if there is an example of a game that does not take itself seriously, this is it. Further more, they strive so hard to amuse you and make u enjoy the experience, that one thing I commented on the game was that I'm seeing cleavage almost everywhere, The Allies have them, The Soviets are loaded with such cleavage showing soldiers, and even the supposedly traditionalist Japanese have them, though they are largely extras.

The 3 sides play fairly different enough from each other. Despite having units that almost mirror each others roles, they are diverse enough in their ability and distribution to provide a style to itself. Soviets for example, are heavy on ground attacks, and their forces are designed to match this. The bear, the tesla trooper, the tanks, terror drones all provide a wide variety of strong arm ground assault options for the soviet commander. At least that's how I see it. Soviets however do suffer in terms of expansion. Let me explain this. Firstly, unlike Japanese who can build structures anywhere, and the allies who can place a premade stucture next to a deployed Prospector (the Allied Ore miner), the soviets need a specialized unit built, called the sputnik, and even then, soviet style building methods means it will be placed first, one by one, before the building is built, given the in-building-process expansion a severe vulnerability.

Allies, the so called good guys, play traditionally as C&C games should. "Building, Construction Complete, place building, new construction options.." Allies are fun to mess around with their abilities, like the shrink rays and cryo shots. But by large, they feel ... typical. Contrast that with their usual "for freedom" rhetoric against the silly Soviets, makes them much less funny than the hilarious red army and their host of sexy soldiers, despite having one of the hottest chicks in game (your guess to which one is it) . Allies focus, on my opinion, in air power. Allied Airpower is largely specialized mixed of units with devastating ability. Every side gets an anti air fighter, so that aside the allied strike craft and bomber are the most impressive, combining strength and speed nicely.

Japanese are truly unique. Being that they are largely amphibious means that Japanese rules the waves. I think for my game play style, the japanese navy balances its units out well enough. The small attack unit for the navy is a submersible, useful for hit and runs, capitol ship assasinating and suicide runs even. The mid range cruisers packs a decent surface to surface fire power, and the Shogun battleship is simply awesome, being able to ram enemy ships as well as having primary fire that is not intercept-able, like the allied carrier and its fighter drones.

They also expand well enough due to the Nano-core style build method. Construction yard produces nano cores for the specidied building, and you can thus horde a whole array of prefabricated structures, refineries, barracks, power, turrets and all, and send them all in one go, fully bulding a well equipped and defended expansion base.

In short, the game does not offer anything new in RTS gaming, but what it does is make a regular style game largely enjoyable. I don't think many games can make themselves this silly, and sometimes borderline idiotic.... and get away with it.

On a scale of 0 to 10, I'd say a solid 8. And lastly.... Dasha is hot. :P

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