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The Command & Conquer: Red Alert series takes place on an alternate time-line to the main Command & Conquer series, forming a separate continuity. As a result, Command & Conquer: Red Alert 3 is a direct sequel to Red Alert 2, and can be considered entirely distinct from 2007's Command & Conquer 3: Tiberium Wars.

Red Alert 3 is the first game in the series to use a 3D engine, resulting in graphical improvements. It also introduces a third faction to the Red Alert universe, the Empire of the Rising Sun. But do these improvements really enhance the franchise, and does the gameplay improve upon Red Alert 2 and the other Command & Conquer games?

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Like its predecessor, Red Alert 3 is set in an alternate reality, where the Western Allies and the Soviet Union were on opposite sides during the Second World War. The plot for this particular game sees an almost-defeated Soviet Union travel back in time with the intention of killing Albert Einstein; preventing him from assisting the Allies.

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When it comes to actual gameplay, Red Alert 3's real-time strategy mechanics will be familiar to anyone who has played any of the previous Command & Conquer games. Although it is the first game in the Red Alert sub-series to use 3D graphics, its appearance will also be familiar to anyone who played Command & Conquer 3: Tiberium Wars.

One of the game's big plus points is a new emphasis on naval warfare, with more water-based units than in the past. All multi-player maps have water elements included, which demonstrates this shift of focus. Moreover, many buildings and structures can now be built off-shore, keeping them out of the reach of land-based units.

The three main superpowers in the game all have different units, giving them a distinct feel. For example, the Soviet units emphasise power, the Allies rely more heavily on gadgets and the Empire of the Rising Sun have greater versatility, with many amphibious units.

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As usual, the game adds a number of more unique and bizarre units: the Soviets now have armoured 'war bears', while the Empire of the Rising Sun have ninjas and schoolgirls with powers of psychokinesis. The game's graphics, audio and video are all of far superior quality to the last Red Alert game, marking major plus points.

On the other hand, despite the new additions and more polished presentation, there is a feeling that the game represents evolution, rather than revolution. The core gameplay is very similar to previous instalments in the series and for some players, it may not be quite different enough.

Yet, in spite of that, Command & Conquer: Red Alert 3 is a strong effort and one of the best real time strategy games on the market. Complete gameplay innovation may be slightly lacking, but the addition of a third world power, the visual improvements and the excellent storyline all make it a worthwhile acquisition.

Pros

  • Significantly improved graphics and sound
  • Introduction of a third major world power is a welcome addition
  • The storyline is less serious, with excellent comedy elements
  • Naval warfare is given an enhanced role

Cons

  • Major gameplay innovations are few and far between

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Command & Conquer 3:
Incursion
DeveloperWestwood Studios (2000-2003)
EA Los Angeles (briefly in 2003)
PublisherElectronic Arts
SeriesTiberium Universe
Release dateAll variants cancelled by the end of 2003
GenreReal-time strategy
EngineSAGE
PlatformsWindows
Command & Conquer 3: Incursion is a stub and needs your help. You can help by expanding it.
Please refer to the talk page for further discussion.

Command & Conquer 3: Incursion (also referred to as Tiberian Twilight during development) was the working title for an iteration of Command & Conquer 3 while being developed by Westwood Studios.[1] It used the SAGE engine and started development after Command & Conquer: Tiberian Sun, with a total development time of at least three years. Development halted in favor of Continuum, a Command & Conquer MMO which was also cancelled.[2]

The C&C 3 concept underwent numerous revisions. The eventual product, Command & Conquer 3: Tiberium Wars from Electronic Arts Los Angeles, evolved to be very different from Westwood's concept.[2]

Development[editedit source]

The game was intended to finish the Tiberium universe and was already under development after Tiberian Sun was released. Westwood intended to keep the range of Tiberium fauna and flora from Tiberian Sun. However, the SAGE engine was not designed to handle Tiberium growth; this remained unresolved when Westwood stopped development.[3]

There were four versions of the game developed, as described by Adam Isgreen:[4]

The C&C3 story changed with each new location / producer and time period it went through. There are at least 4 versions of C&C3 (WWv1, WWv2, EAv1, EAv2) that had different factions and story concepts. I worked on the WWv1/2 and EAv1 versions. EAv2 is pretty much TW. The WWv2 story was the one that the EAv1 was going to use as well (or a modified version thereof).

WWv1 started right after Firestorm shipped, and we voluntarily stopped it to work on Continuum. All existing design docs were given to WWP for ideas for RA2 / Yuris. Some of the units in Yuris are modified versions of that first C&C3 design.

WWv2 started towards the end of WWLV's existence, right before the consolidation. It continued on for a bit at EALA before sputtering because all of us working on it were put onto ZH.

EAv1 was the real official restart of C&C3, which we worked on in both EALA locations (BelAir and Playa). EAv1 was stopped to help LotR, Goldeneye and MoH. It was never really picked back up.

After that version, I'm going to assume that the next one was TW, since I was gone at that point.'
- Adam Isgreen, 4 October 2007

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Plot[editedit source]

The introductory sequence showed a GDI commando in Screaming Eagle power armor[4] floating in the debris field of Philadelphia, destroyed off screen by Nod. There were a number of flashback sequences before the commando re-entered the atmosphere. The armor was melted during re-entry.[5]

GDI and Nod fought in Area 51. GDI was attempting to retrieve the remaining Screaming Eagle suit from the vaults. During the fighting, GDI inadvertently activated technology from Command & Conquer: Red Alert in one of the vaults, including a Chronosphere. A chrono vortex threw Yuri back in time. Yuri was the result of Nod's psychic experimentations and an acolyte of Kane. This would make Command & Conquer: Red Alert 2 another branch of the timeline.[4]

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Not that much is known about the plot afterwards, but it is known that it included the Scrin coming to Earth, lured by the Scrin rebels stealing the Tacitus, and also CABAL as a faction of its own. The Scrin believed that Tiberium would kill off humans, but didn't account for the effect it had on some humans, the Forgotten. They were able to harness Tiberium's energies themselves, able to direct them against the Scrin, nullifying their powers or even controlling ion storms. They were supposed to be a playable faction in an expansion pack for Incursion[6].

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Gameplay[editedit source]

The game was to feature four factions - GDI, Nod, a CABAL faction and the Scrin. It is unknown if the Scrin were intended as a playable side, although concepts for a Scrin trooper exist.

Legacy[editedit source]

Not all of the ideas from Westwood were scrapped. The idea of CABAL's faction was recycled in Kane's Wrath as the Marked of Kane, but it was loyal to Kane and the Brotherhood. However, all that CABAL itself was used for was merging with LEGION. The designs for sniper teams, GDI and Nod power plants, as well as civilian architecture and vehicles were almost completely copied from Tiberian Incursion to Tiberium Wars.

Gallery[editedit source]

Videos[editedit source]

Unit group selection concept
Interface variation concept
Upgrades concept

References[editedit source]

  1. Ishmael, 1 August 2008. Was this the supposedly Westwood's C&CIII logo?. Petroglyph Forums (archived). Last accessed: 22 January 2017.
  2. 2.02.1Ishmael, 18 December 2008. C&C Timeline. Petroglyph Forums. Last accessed: 16 October 2018.
  3. Ishmael, 17 April 2007. To Petro Dev team, #27. Petroglyph Forums (archived). Last accessed: 16 October 2018.
  4. 4.04.14.2Ishmael, 4 April 2007. Some questions (about C&C/WW), I want some confirmations, #4. Petroglyph Forums (archived). Last accessed: 17 April 2009.
  5. Ishmael, 16 April 2007. To Petro Dev team, #8. Petroglyph Forums (archived). Last accessed: 16 October 2018.
  6. The Scrin didn't account for what effect Tiberium would have on some humans (i.e. the forgotten). They thought it would kill all humans off, but unfortunately, some that were exposed survived and actually began to be able to harness Tiberium's energies themselves. They turned out to be humankind's most powerful weapon against the Scrin, since they could control Tiberium in a way the Scrin could not, making them a huge threat. The forgotten were going to become a full faction in the expansion for the game. --Adam Isgreen
Command & Conquer series
Tiberium Universe
Games
  • Command & Conquer
  • Tiberian Sun
  • Tiberium Wars
Demos
Mobile and browser games
Cancelled
Other
Red Alert Universe
Games
Demos
Mobile games
Cancelled
Generals Universe
Games
  • Generals
Demos
Cancelled and discontinued
Compilations
Pre-Tiberian Sun
Pre-Tiberium Wars
Post-Tiberium Wars
Command & Conquer 3: Incursion
Units
Infantry
GDI infantry • Rocket soldier • Sniper • Nod soldier • Black Hand trooper • Fanatics • Heavy trooper • Hacker • Mutant • CABAL trooper • CABAL swarmling • Cyborg T-rex • Squid trooper • Scrin trooper
Vehicles
Mobile defense platform • Defender • Diplomat • Whistler • Fiddler crab • Hydra anti-personnel droid • Buzz saw battle droid • Crunch 'n' munch droid • Maintenance droid • Recon droid • Puppet master • Roach • Stomper • Wasp
Buildings
Training yard • GDI power plant • Nod power plant • GDI communications facility • GDI Barracks • Unknown Nod structure
Other
Factions
Global Defense Initiative • Brotherhood of Nod • Scrin • CABAL
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