Commander & Conquer 3: Red Alert

Perhaps M said it best in Casino Royale “Christ, I miss the Cold War.” Well, M, I would suggest you and James sit down for a good round of Command & Conquer 3: Red Alert. Sure the tone of the game is less Cold War and more scorching hot, blast the fuck out each other war, but you do get to fight Russians.

CC3:RA is set in an quirky alternate future created when Russian agents travel back in time and kill Albert Einstein and prevent the development of the A-bomb. This creates a present in which The Soviet Union is besieged by two world powers; a powerful Technocratic Japanese empire and the Allies, made up primarily of Brits and Yanks. The Germans I suppose just got tired of the whole world conquest thing and sat this future out. 
The Command & Conquer series has always paid particular attention to casting good actors to play the various characters you encounter in the game and this one is no different. The IMDB listing for the game is a sci-fi geek’s wet dream, including Star Trek and Heroes alumni George Takei. The ladies in the cast are no less notable, including Kelly Hu from X-Men 2 and Jenny McCarthy who, while not totting any notable sci-fi cred, is still hot. Speaking of hot, the entire cast of women in the game is played exclusively by extremely beautiful women. Apparently killing Einstein forced all pretty girls to join the military ranks. The same cannot be said for the men in CC3:RA. Tim Curry, Peter Stormare, Jonathan Pryce and the aforementioned Mr. Takei are all fine actors but none of them are what you would call beautiful. The closest you get are a pair of handsome Asian actors and a way past his prime David Hasselfhof. Clearly the game developers weren’t banking on having a large female audience. That being said, the story lines and live action sequences are put to good use through the various cut scenes and in game prompts and do help immerse you in this alternate universe.

Cut scenes aside the game itself looks beautiful. The level of detail in everything from your faction’s G.U.I to the individual units is astonishing. As I was playing I was perversely thrilled to watch an enemy infantry unit I’d shot slowly keel over and die. This on a unit in a battlefield that had over two dozen separate units. This level of detail is not for the “not so new Mac” crowd. On my 2008 3.06Ghz iMac with the NVIDIA 8800 GS the game choked on High settings. The best I could muster was full resolution 1900×1200 at Medium settings with one option switched to High, in my case the unit textures. I imagine the really high graphic settings are really only for Mac Pro’s that have opted for a BTO graphic cards.

Sadly the lord giveth and taketh. Some of the issues with CC3:RA are in those very beautiful details; there’s just so many of them. First of all unlike other RTS where each faction has one or two unique units, CC3:RA gives each faction standard units that vary slightly. Every unit has as secondary ability and it’s these that vary from faction to faction. The standard infantry for example has the following abilities depending on faction: Imperials have a banzai charge of speed, Allies have shields, and Soviets molotov cocktails. Multiply this by all the different types of units and you get a sense of just how complex it can get.  Sound fun right? Sort of. Here’s the rub. Since each factions units vary so much from your own, it’s a bit of a challenge keeping track of what units you need to counter your opponents. Having only played this game for a little more than a week I’ll concede that the hardcore gamer may very well figure this out with time. Initially though it proved incredibly frustrating as the fast pace of the game left little time to click on an enemy unit, figure out what it was and then choose what unit to attack it with. With the A.I at anything above Medium I was summerly handed an ass kicking every single time while i was still trying to figure out what sort of Tank would best counter their flying units. 

Second, each faction takes a different approach to constructing buildings. It breaks down like this; Imperials create buildings as separate units that are unpacked once built, Soviets place buildings and construct them out in the open on location, and Allies create buildings in a queue that can be placed instantly once finished. This adds another layer of strategy. Since Imperial buildings are actually units you could stockpile a slew of, say, turrets and deploy them all at once when an enemy approaches. Soviets build the fastest but are vulnerable to attack while being constructed. Allies are the safest since buildings are constructed in a queue and aren’t placed on the map until finished, but they take the longest to build. I didn’t much care for these differences since they force you to stick to the faction that most suites your building style. Personally I like the Allies way of constructing but much prefer the high tech Imperial units.

Lastly we have the Top Secret Protocols and Super Weapons. Each faction has 15 abilities that are unlocked each time you fill your aggression meter. Some are instantaneous upgrades to your units abilities or performance, while others are Super Weapons to rain down like the fist of god unto your worthless opponents. My favorite is the orbital dump, which decommissions a group of satellites and brings them crashing down on your target. This is in essence a missile strike but the choice of delivery system is offbeat and in line with the general eccentricities of the game. I have nothing but warm fuzzy feelings for this feature. It’s flat out fun. An added touch of smiting the enemy from above. 

New to the series is a full co-op mode, with the ability to go online and find friends to play through the campaign missions. Since I have no friends – at least non who play CC3 –  I was unable to test this with a live player but it works well enough with an A.I that you can issue general commands to, much like secondary squads in an FPS. The game integrates nicely with GameSpy to let you find random players online to co-op or go head to head with. Unfortunately the few times I tried it I had little luck finding a player who wasn’t already in a match. Your mileage may vary. If you do have friends, you’ll appreciate the game’s broadcast and commentary option. This works much as you’d expect it, you can choose to broadcast a match for friends to watch with the ability to provide play by play commentary or allow someone else to do so. I’ve never met anyone that liked “watching” me play anything, but it’s a good option if you have a particularly witty and opinionated friend who can zing out one liners every time your weapons lab gets slammed. 
Command & Conquer 3 is a game I’d recommend with a few caveats. This game is complex. Be prepared to spend some time getting to know it. The tutorials and early campaign missions can easily take up an afternoon. However, the more I played this game, the more rewarding the gameplay became. The live action sequences were always entertaining and it was fun watching all these recognizable actors show up as I progressed. This is truly a game that gives you a lot for it’s asking price.

About Luis Sosa

Luis Sosa is the iOS Editor for The Mac Gamer (which means he has the biggest iPad). His favorite games are Knights of the Old Republic, Civilisation IV and Fallout 3. He still holds out hope that Ambrosia Software will bring EV Nova to the iPad.

4 Responses

  1. High settings (shader, and maybe water and shadows) drop into count-the-frames mode on a Radeon 4870. It doesn’t seem to matter at what resolution. Seems bug-like… I’d expect high to be slower than medium, but not freeze-frame, especially when there is still a very high option. It was quite a dreadful experience trying to find the “right” settings.

  2. Alex McLarty says:

    I’ll give C&C3:RA a shot once I manage to get a 4870 for my Mac Pro.

    What Mac Pro are you using? Must be a brand new one or an older model with a flashed card?

  3. Sithu Win says:

    Got new nehalem mac pro single cpu, quad-core 2.66 3gb ram ati radeon 4870. Running at 2560×1600 and having same bug as Nathan — about 3 frames per second.

    Only runs reasonably at medium. Obviously a bug…

  4. Alex McLarty says:

    There is an issue regarding texture fetches in vertex shaders for water effects. According to AMD, this issue should be solved in 10.5.7.