A new Command and Conquer: Red Alert game

Dixie_Rebel

Still Mildly Glowing
WOOHOO!!!!

The next game in the Command and Conquer: Red Alert series has been announced.

New Command & Conquer Game Unveiled (PC)
EA LA is working on their next game in the Red Alert universe.
By John Keefer | Dec. 6, 2004

Hot on the heels of The Battle for Middle-earth, which is to be released Dec. 7, it has been revealed that the team that developed the game has moved on to their next project, a new game in the Red Alert universe, using an upgraded Sage engine from Command & Conquer Generals.

Mark Skaggs, vice president at Electronic Arts and head of the EA LA team, revealed the plans in an EA newsletter released today to fans of the Command & Conquer series, including PlanetCnC:

On the eve of one of our own major releases, The Lord of the Rings, The Battle for Middle-earth, the one thing we've grown to understand is how important the community - our most loyal supporters -- is for industry. This started back in our days at Westwood where the community for our games has always been a big priority. We understand that you are the most important and influential group for us and we are constantly amazed at the amount of talent used to create quality assets and mods.

Having said that, we have a MAJOR announcement to make and we are making it exclusively to our long time C&C fans. This announcement is not going out to the press and it won't appear on the EA website or anywhere else online. We are very proud to announce that the team that brought you Command & Conquer Red Alert 2, Command & Conquer Yuri's Revenge, and Command & Conquer Generals has officially started work on our next project set in the Red Alert universe!

As I mentioned, we're very proud to ship what we feel is one of the best RTS games ever released. Most of you have probably heard of The Lord of the Rings, The Battle for Middle-earth which hits stores this week. We've introduced some really innovative features and gameplay mechanics, which you should definitely check out when you get a chance. You will also see a major enhancement to the Sage graphics engine we originally created for Command & Conquer Generals. Expect us to leverage and continue to evolve this powerful engine as we start work on our new Command & Conquer game.

As more news becomes available, we'll let you know. In the meantime, check out the our review for The Battle for Middle-earth.

http://pc.gamespy.com/pc/command-conquer-red-alert-3/571431p1.html

This is AWESOME news!
 
I would be impressed if anything they considered "innovative" really meant something other than frozen rivers, while they are also using an antiquidated building scheme and the same poor LOS code worthy of the first one that results in the same "clusterfuck a mass of units around your main production buildings and rush the opponent" "strategy" of the first one. I won't go further into the rant about the crappy "expansions" that would make beware envious of how mindlessly the expansions (material par to a fan tinkering on five minutes with a unit editor for another game) are gobbled up.

Knowing EA, this might very well not be the same people who brought you the first ones, but instead be the same team in name. Much like Sean K Reynolds' BIS. Although for innovation's sake, since they love to use that term, a new team should be used because the old team has run out of ideas after the three "new" ones they strained out over the time since the last "sequel" of tragically poor acting. This is assuming, of course, that this is a sequel rather than another spin-off.
 
Red Alert 1 and 2 along with expansion were very enjoyable games. This is good news. Meh.
 
Baboon said:
Red Alert 1 and 2 along with expansion were very enjoyable games. This is good news.

I agree. I also agree with a lot of what Roshambo said. I had A LOT of fun playing them but that was also in my kind of "n00bie" period of playing RTS games. I used to play Dune on Sega Genesis though when I was younger. I really liked Dawn of War and thought it was very innovative as well as Starcraft. Great story, new game elements, improved previously introduced game elements, etc. I think RA2 had a few innovative features as well such as infantry being able to go into buildings (not just bunkers), the proning (SP?) of soldiers, submarines, good urban combat environments, etc. While that may not be much to some, I sure enjoyed it as well as other features in RA2. I really disliked Generals though. Now that brings me to this: I hope I can try RA3 out before I buy it because if they release a half assed P.O.S. RA3 that is like Generals I will be very upset. As a matter of fact, I really dislike EA Games as a whole. It seems like anything that comes out of their hands ends up as a crappy pocket filler (Battlefield: Vietnam and Command and Conquer: Generals for example). I just hope they take the time to give the care it needs instead of rushing it and doing a half ass job on it. I really hope the storyline improves as well. I guess we will see how much effort they are going to put into their newer RTS games by watching how LOTR: BFME does. If RA3 is going to be better than RA2 then I do not think it will be half bad. Until then, I hope Act of War ends up being a good RTS game.
 
Every Westwood/EA game after Dune 2 was formulaic and uninovative. They kept insisting on the same shitty concepts even after games like Total Annihilation and Starcraft proved how poor and outdated they were. From poor interface that consistently lacked such basic options as building multiple units at a time (which they finally implemented in Tiberian Sun, woohoo), to awful path finding, terrible gameplay where the most effective tactic is the idiotic tank rush and WMDs are powerful enough to wipe out an entire base, and technological laziness demonstrated in insistence on the crappy old 2D engine, Command & Conquer and Dune series have in my eyes always been the prime examples of mediocre, poorly-designed strategy games. Though I managed to find some fun in the multiplayer aspects of C&C, Red Alert 2 and Tiberian Sun, I was always quickly revolted by same flaws and issues that plagued every single sequel since Dune 2.

Obviously, I'm not looking forward to the new Red Alert game. For me, the Command & Conquer series has been dead ever since that atrocity Cover Operations from 1996, and Red Alert specifically since the last sequel, which was so outdated and primitive for its time that even newer version of Minesweeper provided a better RTS experience.
 
Good point, Ratty, and I have to point out that what passes for innovation around EA is sorely lacking as of late.

Innovation is allowing infantry to enter in any building? I'm sorry, but that's MOD-worthy work. That isn't worth the amount of money for crap "innovation" that is little more than a few new units and maps that show jack shit for creativity.

Take a look at the units in C&C "expansions". Unimaginative to an extreme. I was playing with Tesla Hounds, Firebreathing Hounds, Tesla Tanks, and Tesla Troops long before those units ever were "innovated" into an "expansion", in Red Alert. The maps? Hell, I've seen better, and as Ratty has pointed out, other games have managed to improve over RTS standards from ten years ago more than five years ago, while what is left of Westwood hasn't even bothered to try keeping up while calling frozen rivers innovation. Other companies also give a lot more support for their games, but I can understand why they wouldn't want to release an editor to change a couple of properties of a unit when they could just as easily have the developers do the same, add a few craptacularly uninspiring maps, charge money for it, and don't even bother to give any more depth to the new unit other than "Hey, this is REALLY kewl! Check this new unit out at the vocal request of the obviously budget 'actors' we hire."

"Why is my retarded harvester driver going through the enemy base when there's another nearby patch?" was another happy-happy fun-fun aspect of Red Alert 2 and a trademark bumblefuck of the series. Still not fixed in...ten years, and it's quite a popular point since programmer incompetence ruins the game for the player(s), while the twits will try to claim that their next installment is (they feel) teh bestest RTS evar when it only includes a couple of token things but all of the repeated game-killing flaws that make people avoid such hyped crap due to the flaws from the previous hyped releases in the series never being fixed. That they are using a new engine isn't that reassuring, as I avoided the obvious mess of Generals and don't care to waste any more money until a developer specifically states that finally after all of these years, they can finally afford someone to work in design.

Simply put, there hasn't been anything remotely innovative around C&C since the first one, Dune 2. In fact, it's more like antiquidated, and it is because it teaches the players "strategies" and limitations due to C&C's continued poor design that they often end up with their asses handed to them by players of other RTS games. Nothing says "fucked" more than someone who has been trained to consistently believe that no matter how many barracks you have, you can only set a building queue for them to pop out of the one you set primary. This antiquidated building scheme was excusable, but there is something called "multiple fronts/bases" that C&C games notoriously suck at supporting any strategies involving such. It was amusing explaining to the occasional RA fan who tried TA that yes, you don't need to juggle your building units like mad in order to have *gasp* more than one base producing units. It also becomes amusing when they try to play any other race in Starcraft than the Zerg. :)

C&C isn't the only RTS series that has stagnated. Cavedog screwed the pooch with TA:K, and there are many others who have run into similar. Dark Reign was another, and I think the same goes for Battlezone, though I have only played the second of the latter.

I just don't believe in praising a developer when they are using antiquidated methods and use hype to spin their five minutes "work" of changing the inhabitable flag for all buildings into similar settings of the bunker, putting in "breakable" landscape that is quite elementary when you look at it from a design perspective, and then try to claim it's innovative along with the rest of the bullshit that makes it clear that these people need to pay attention to the rest of the market if they don't want the game to be considered crap or something other than newbie fodder.

They had a chance to correct a lot with Generals, but apparently didn't really bother. After wasting a few free game selections on C&C games which played the same from C&C to RA 2 except for a couple of quirky things each time, I can't really find a reason to get another sequel when they aren't even trying. Really, I'm still wondering why people buy these games when they are obviously the same game, different acting. Maybe there's something I'm missing.
 
... I feel enlightened Rosh. I never really did look at the C&C games that way but you're def right. It also explains why I totally suck at starcraft lol :).
 
Finally, the reason why Blizzard always seemed to be better then Westwood has been put into words.
 
Heh, think thats bad ?

We should get Rosh going on StarWars Galactic Battlegrounds ("offical" SW mod for AoE2)
 
A licensed game? EEEEEWWWWWW! (Or mod in this case.)

999999 out of every 1000000 licensed games are pure shit, and I'm happy to say that I have never played one.
 
Well I didnt buy it luckily. Someone bought it for me. As is, its only fun cause of the SW graphics that you can rip off.

Is the red alert series anything like Empire Earth ?
 
Roshambo said:
I have to point out that what passes for innovation around EA is sorely lacking as of late.
"Challenge everything" should be changed into "We are challenged".

Innovation is allowing infantry to enter in any building? I'm sorry, but that's MOD-worthy work. That isn't worth the amount of money for crap "innovation" that is little more than a few new units and maps that show jack shit for creativity.
Not to mention that others have done it before. I think the 1996 Close Combat was the first RTS where you could enter buildings, I'm not totally sure, though.

Take a look at the units in C&C "expansions". Unimaginative to an extreme. I was playing with Tesla Hounds, Firebreathing Hounds, Tesla Tanks, and Tesla Troops long before those units ever were "innovated" into an "expansion", in Red Alert. The maps? Hell, I've seen better, and as Ratty has pointed out, other games have managed to improve over RTS standards from ten years ago more than five years ago, while what is left of Westwood hasn't even bothered to try keeping up while calling frozen rivers innovation. Other companies also give a lot more support for their games, but I can understand why they wouldn't want to release an editor to change a couple of properties of a unit when they could just as easily have the developers do the same, add a few craptacularly uninspiring maps, charge money for it, and don't even bother to give any more depth to the new unit other than "Hey, this is REALLY kewl! Check this new unit out at the vocal request of the obviously budget 'actors' we hire."
This just shows hipocrisy and laziness of Westwood/EA. Cavedog redefined the whole concept of expansions when they started releasing new maps and units every week. Starcraft did a similar thing by featuring a fully functional map editor. And people, this was back in 1997! Neither Tiberian Sun nor Red Alert 2, which were released MUCH later, featured anything remotely similar to that - in fact, they continued the tradition of mediocre expansions featuring a few overpowered units and some pathetic excuse for a story. Though I suppose nothing should have surprised me anymore after C&C: Sole Survivor, which featured a "revolutionary" concept of playing but one unit in a multiplayer game - sure, why play Quake or Duke 3D when you get to control one pixelated mammoth in Sole Survivor?

Now, to be fair, both Bliz and Cavedog had a few fuck-ups, too. Blizzard had Brood Wars, which could have fit into a 2 MB patch, and Cavedog had that uninspired Battletactics. But take TA: Core Contingency, which featured 150 new units, a huge set of new maps and two completely new terrains - in EA that alone would be enough material to constitute five different games, let alone expansions. Dune 2000 and Red Alert were nothing but redrawn C&C anyway.

"Why is my retarded harvester driver going through the enemy base when there's another nearby patch?" was another happy-happy fun-fun aspect of Red Alert 2 and a trademark bumblefuck of the series.
There's a good reason why my friends and me often turned off the ability to destroy harvesters when playing LAN. Though sometimes I wanted to turn off the entire game, especially when losing a hundred NOD artillery units in a "destructive" tiberium field, which the AI is too dumb to avoid. The fact that I was even using an army consisting of hundred mobile artilleries speaks of another wonderful aspect of C&C, namely the complete unnecessity to ever devise complex tactics or apply strategic thinking, when you can accomplish all your goals by simply sending out an endless horde overpowered tanks.

That they are using a new engine isn't that reassuring, as I avoided the obvious mess of Generals and don't care to waste any more money until a developer specifically states that finally after all of these years, they can finally afford someone to work in design.
EA problems go way deeper than an outdated engine. Whoever had any experience with Emperor: Battle for Dune can confirm this. The biggest problem with Westwood (or, should I say, the faceless division of EA that now develops games with C&C license) is their design philosophy, or rather complete absence of thereof. Even after switching to a 3D engine, the game mechanics remains the same, based on a ten-year-old concept every self-respecting developer abandoned. EA is acting like Total Annihilation, Starcraft, Close Combat and Homeworld never happened, and if sudden silence following release of Generals (Will you believe me if I tell you I don't know a single person who played that game?) is any indication, gamers are getting tired of it. Games like Blitzkrieg and Ground Control are the thing now, and C&C has absolutely no hope of keeping up with such titles. Battle for Middle-Earth has some good solutions, so I might check it out when I have time, and I'm still holding my breath about Armies of Exigo, awaiting some objective reviews. Though judging from my previous experiences, both games might turn out to be RTS equivalents of lobotomy, EA-style.

Simply put, there hasn't been anything remotely innovative around C&C since the first one, Dune 2. In fact, it's more like antiquidated, and it is because it teaches the players "strategies" and limitations due to C&C's continued poor design that they often end up with their asses handed to them by players of other RTS games. Nothing says "fucked" more than someone who has been trained to consistently believe that no matter how many barracks you have, you can only set a building queue for them to pop out of the one you set primary. This antiquidated building scheme was excusable, but there is something called "multiple fronts/bases" that C&C games notoriously suck at supporting any strategies involving such. It was amusing explaining to the occasional RA fan who tried TA that yes, you don't need to juggle your building units like mad in order to have *gasp* more than one base producing units. It also becomes amusing when they try to play any other race in Starcraft than the Zerg. :)
This is the main reason why Tiberian Sun and Red Alert 2 players, despite some improvements in game mechanics and interface, usually resort to playing tank rush. Why bother learning the new stuff, when those very same "features", and many more, exist in almost every other game, only in an infinitely more sophisticated form?

C&C isn't the only RTS series that has stagnated. Cavedog screwed the pooch with TA:K, and there are many others who have run into similar. Dark Reign was another, and I think the same goes for Battlezone, though I have only played the second of the latter.
Almost every old-school RTS series went down the road of C&C mediocrity, except maybe Warcraft. Some games that held great promise, like Gene Wars or Z, mysteriously disappeared into the ground. Actually it wasn't all that mysterious, as Gene Wars was a Bullfrog work, and we all know how that story ended. Battlezone 2 was nothing but prettier Battlezone sans the awesome Cold War sci-fi setting. I only played the demo and was happy when I noticed it supported the SSE instructions of my brand new PIII. :) There was also Uprising 2, which sucked, moreso than the predecessor, and some RTS series like Close Combat and Earth are still being dragged through the dirt, or so I hear. The RTS scene belongs to new players now. I recommend CDV games to anyone who hasn't tried any of them yet. If you are into more complex gameplay, there's the Total War series (though the latest game is somewhat of a let-down from historical aspect, and it also has some morale-related bugs and unit silliness). I also have Warhammer 40k sitting on my hard-drive, waiting to be played when I have some free time in my schedule (hopefully it will happen in time for Winter-een-mas :D ). War in the Pacific seems oddly appealing, but one has to be truly insane to play something like that.
 
Oh I played some C&C generals (Downloaded of course.) and I can say that they really didn't improve on anything. In fact, the design of the game seemed really dumbed down from Red Alert 2.

There were a few thing's that really made me not like the game too much:

  • -There was only ONE (1) resource: Supplies. Yes, that's right, a big pile of crates sitting in a random location was "Harvested" by cargo helicopters for money. That has to be the stupidest resource anyone has ever come up with.

    -Thanks to C&C generals, I now know that the Chinese will use Zerg tactics in a battle. I mean, c'mon, there's just so many Chinese people in China that they would just send swarms after swarms of Chinamen right?

    -What I do remember about the game made me thing how topical it was.(The game was based on the war on _____, but I just can't put my finger on what that _____ was....)

    -One man with a briefcase could capture a whole building and subdue it's staff in a universe where a tiberium asteroid hit the Earth in 1995 or a universe where Hitler never started WW2, but in our universe, you need a bunch of soldiers to capture a building? Damn, we got screwed on which universe we live in.

Maybe this isn't so much about C&C Generals as it is about westwood's crappy design of their other games.

</rant about C&C Generals>
 
Generals was crap, and the fact that they're now part of EA, makes me think C&C:RA was the last good thing to come out of westwood.
 
Nox? True, it was similar to Diablo, but it had more than one way of playing through it, and the classes were fun in their own way. The environment was a lot more important in Nox than in Diablo, too.
 
Ratty wrote:
War in the Pacific seems oddly appealing, but one has to be truly insane to play something like that.

Ratty and i am that man! :wink: I played the original War in the Pacific by SPI and had a good time, so i was going to check it out. As Grigsby gets the details i like in games, nice and beefy stats.
I also damn EA to gaming hell for Bullfrog, as one of the best games i ever played was Dungeon Keeper one and two. Then those bastards at EA fucked them before they could do DK3. Bastards! :evil:



Cheers Thorgrimm
 
Battle for middle earth... Hmm. How to put it?
It's... mediocre. Sure, it looks spiffy and it ties into the LoTR story quite well (even if gandalf whoops the balrog's ass AND boromir survives :shock: )
The scenarios are cool, yes. Helm's Deep especially was a blast, but the cookie-cutter regular battles just plain blow.
Churn out units, capture point, defend point, repeat until done.
And the horrendous AI guarantees that the unit you are not specifically babysitting gets gangbanged by goblins.
And the "Campaign map", hoo boy. It basically gives you the opportunity to look at something that didn't get implemented at all in the game. When i got to control the Rohan army, i got a whopping choice of 3 provinces to attack. and i still had to conquer the other 2 after it :?

If you are not a total LoTR nut, go play Rome Total War instead.
 
Suicide Candidate said:
If you are not a total LoTR nut, go play Rome Total War instead.
I am a total LotR nut, which is precisely why I won't play Battle For Middle-Earth. Thanks for the heads-up, Suicide Candidate.

P.S. I just learned that Battle For Middle-Earth is based on Generals engine. Figures.
 
Roshambo said:
Nox? True, it was similar to Diablo, but it had more than one way of playing through it, and the classes were fun in their own way. The environment was a lot more important in Nox than in Diablo, too.

Hrm... I've got nox... it's fun... I love the little blue ball thing the summoner can make. I've got one problem with it though... It lures you into thinking you've a different story with each class you play... but its essentially the same thing after about 30 minutes of play. But aye it was a fun game. I dont think I ever finished it though :-\.
 
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