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Command & Conquer 3: Tiberium Wars
Developer(s)EA Los Angeles
Publisher(s)Electronic Arts
Producer(s)Amer Ajami
Designer(s)Jason Bender
Programmer(s)Austin Ellis
Artist(s)Matt J. Britton
Adam McCarthy
Writer(s)Brent Friedman
Composer(s)Steve Jablonsky
Trevor Morris
SeriesCommand & Conquer
EngineSAGE
Platform(s)Microsoft Windows, Xbox 360, Mac OS X, mobile
ReleaseWindows
  • NA: March 26, 2007[2]
  • EU: March 29, 2007[1]
  • AU: March 28, 2007
  • UK: March 30, 2007
Xbox 360Mac OS X
  • NA: August 28, 2007
Genre(s)Real-time strategy
Mode(s)Single-player, multiplayer

Command & Conquer 3: Tiberium Wars is a military science fictionreal-time strategyvideo game developed and published by Electronic Arts for the Windows, Mac OS X and Xbox 360 platforms, and released internationally in March 2007.[2] The direct sequel to 1999's Command & Conquer: Tiberian Sun by Westwood Studios which was taken over and liquidated by EA in 2003, Tiberium Wars returns the Command & Conquer series to its roots in the Tiberium story arc of the franchise, again featuring the factions of the Global Defense Initiative and the Brotherhood of Nod, and also introducing a new extraterrestrial faction known as the Scrin. An expansion pack to Tiberium Wars, titled Command & Conquer 3: Kane's Wrath, was released on March 24, 2008.

Tiberium Wars takes place about sixteen to seventeen years after the events of Tiberian Sun: Firestorm, at the advent of and during the 'Third Tiberium War' when the Brotherhood of Nod launches a worldwide offensive against the Global Defense Initiative, abruptly ending 17 years of silence and temporarily crippling GDI. With the odds tipped in the Brotherhood's favor this time, GDI field commanders rally their troops and begin to combat Nod's second re-emergence, trying to restore lost hope. In the middle of it all, a new playable faction appears: the alien Scrin.

  • 1Gameplay
    • 1.2Multiplayer
  • 2Plot
  • 3Development
  • 5Reception

Aug 9, 2018 - Tiberium timeline Command & Conquer (1995) C&C Sole Survivor C&C Tiberian Sun C&C Renegade C&C 3 Tiberium Wars C&C 4. Command and Conquer 3: Tiberium Wars General Discussions Topic Details. イードミン(Eyd) May 17, 2017 @ 11:45pm best C&C 3 mods? Are there any good mods for C. Command & Conquer 3 Tiberium Wars - Walkthrough. PO 3) Destroy an Avatar with the Commando Use the Commando to attack the Nod Avatar. The Commando is an expert at taking down large walkers.

Gameplay[edit]

Command & Conquer 3 features returning aspects of gameplay from the previous series. The player oversees the action, ordering multiple units to move and attack targets. The construction yard, a moveable base, is the central platform from which the player constructs other structures. Certain structures can then produce units and resources are needed in order to fund the continuous building of structures and units. Typically the player's primary goal is to defeat an enemy by assaulting and destroying their base, while defending their own.

A supporting structure, a crane, can be constructed which can also construct structures. Thus, when multiple production structures of the same type, such as cranes and barracks, are built, the player is given more queues from which to train and produce units and structures. Though these simultaneously save time, funds are deducted for the extra cost as well; careful management of production, training units and funds are key to strategy. When a structure is built, the player can select anywhere near an existing structure to place it, gaining more territorial control.

Tiberium is the sole resource and is usually gathered from fields of Tiberium crystals scattered around the map. The crystals are gathered by harvester vehicles which unload their cargo into refineries, supplying the player with credits which are then automatically used when training units and building structures. Certain maps also feature Tiberium spikes, which, when captured by the faction's engineer unit, allocate a certain number of funds per second. Other neutral structures, such as an EMP weapon, are also present on maps to be captured. Base defense is provided by specialized defensive towers which are placed within a structure's territory.

All three factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles and aircraft, each with their own specialities. Unit effectiveness against opponents follows the rock-paper-scissors principle found in most real-time strategy games. Virtually every type of structure in the game acts as a tech tree and additional units, structures and faction-specific abilities will become available to research and create as new structures are built. Production and construction may become temporarily blocked if the required structures are destroyed, or if they are not provided with adequate power by the supporting 'power plant' structures. A highly destructive superweapon for each faction can also be constructed and used after a certain timer expires. Once used, the timer must expire again before the superweapon can be activated for an additional time.

There are three factions playable in the game. The Global Defense Initiative fights with conventional modern weapons and tactics, utilizing both technologically advanced armor and firepower, making them typically more destructive in open confrontations, but more cumbersome. GDI's special weapon is the quintessential Ion Cannon, an orbital laser guided energy strike. The Brotherhood of Nod features flexible guerrilla warfare forces, using stealth and Tiberium-based weaponry, though they are typically weaker. Like in the original Command & Conquer, their superweapon is a Nuclear Missile. The third faction, the alien Scrin, features units and structures that are Tiberium based, including the ability to promote the growth of the substance and to store infinite amounts of it. The Scrin are immune to the radioactive effects of Tiberium but vulnerable to anti-Tiberium weapons. Their superweapon is the 'Rift Generator', which creates a wormhole that pulls in nearby units.

Single-player[edit]

The story driven single-player mode of Command & Conquer 3 consists of 38 missions,[4] spread over three campaigns (17 GDI missions, 17 Brotherhood of Nod missions, and 4 Scrin missions). Each campaign depicts the view of its respective faction on the globalized 'Third Tiberium War', with the portrayed story being furthered by full motion video cutscenes which play in between each of the individual campaign missions. Players can select to start with either the Global Defense Initiative or the Brotherhood of Nod campaign. However, both campaigns of the traditional two factions are required to be completed before the bonus campaign of the new third Scrin faction is unlocked and becomes playable.

Each campaign mission features main objectives, the completion of which will instantly end the mission successfully. Several optional bonus objectives are also available to be completed. Completing optional objectives usually gives the player a tactical advantage in order to complete the main objectives or provides reinforcements or supplies upon completion. All campaign missions can separately be given a difficulty rating on the 'theater' screen before they are started; the available difficulty settings range from 'Easy' to 'Normal' to 'Hard'. As the player progresses through one of the campaigns, new entries in the game's 'Intelligence Database' become unlocked, providing the player with additional background information on the storyline, the factions, as well as their units and structures. Several of these database entries require the player to complete the bonus objectives of the various missions before they can be accessed. When a player completes a mission, they are awarded a medal on the campaign screen, which progresses to gold if completed on the hardest difficulty. Two extra ribbon decorations are also attained on the medal if the player completes the bonus objectives and finds the intelligence. All cutscenes which the player has unlocked by progressing through the campaigns are made available for viewing at any time within the game's menu.

AndCommando

The skirmish mode in Tiberium Wars is essentially the game's arena or sandbox mode, where the player chooses teams and factions to battle against until the enemy's base is destroyed. Numerous AI settings embody a type – or a combination of types – of classic RTS strategies,[5] such as 'turtler', 'rusher' and 'steamroller'. These behavioral settings can additionally be given a difficulty rating ranging from 'Easy' to 'Medium' to 'Hard' to 'Brutal', along with 'handicap' settings that can be applied to either the AI, the player, or both. Whenever a skirmish mission is successfully completed, a star is placed next to the map in the skirmish menu, showing that the player has won the skirmish on a certain difficulty level.

Multiplayer[edit]

Command and Conquer 3: Tiberium Wars supports multiplayer games over LAN, and online play, originally over GameSpy servers.[6] After the shutdown of GameSpy in 2014, community-based alternatives were developed.

Players can participate in '1v1', '2v2', and clan-based '1v1' and '2v2' ladders – each using separate Elo rating systems – or they can elect to play unranked. Broadband-based multiplayer features VoIP support.[7]

BattleCast[edit]

Electronic Arts was making an attempt through Command & Conquer 3: Tiberium Wars to market 'RTS as a sport',[6] through a project entitled 'BattleCast'. A service centered on the game's official website, 'BattleCast' is designed to allow for players to schedule upcoming games with others, to spectate in games that are being played, and to serve as a centralized replay archive of matches. 'BattleCast' additionally allows for players to function as commentators in a game, providing a running description of the match as it unfolds. Commentators can talk to other observers of a game through 'BattleCast', and use a Paint-style brush to draw onto the screen.

A free 'BattleCast Viewer' is available for download from the official C&C website. This viewer will allow for people who do not own the game to watch others playing.[8] Player may also download custom maps.

Plot[edit]

Setting[edit]

The storylines of the game's three factions are closely interwoven in the same fashion seen in the Firestormexpansion pack of Command & Conquer: Tiberian Sun. In any one faction's campaign, references are made to the events and missions that occur in the campaigns of the other two factions.

Command & Conquer 3: Tiberium Wars begins in 2047. While the conflict between the Global Defense Initiative and the Brotherhood of Nod has subsided substantially, Tiberium infestation has begun to reach critical levels and continues to destroy the Earth's ecosystems at an alarming rate. This has prompted GDI to divide the world into three different geographical zones based on the levels of local infestation.[9] 30% of the world's surface has been designated as 'Red Zones', which have suffered the worst infestation and can no longer support human life. 50% of the regions in the world have been designated as 'Yellow Zones', which are dangerously infested yet contain most of the world's population. Decades of war and civil unrest have left these regions in a state of social collapse and have continued to provide the Brotherhood of Nod with opportunity for concealment as well as large-scale recruitment over the years. The remaining 20% of the Earth's surface is unscarred by Tiberium and is relatively untouched by war. These 'Blue Zones' are considered the last refuge and hope of the human civilized world and have been placed under the direct protection of the Global Defense Initiative.

In March 2047 the Brotherhood of Nod suddenly fires a nuclear missile at GDI's orbiting command station GDSS Philadelphia, destroying the fulcrum of GDI's senior command structure in a single major blow, after taking out their anti-missile defense station in Goddard Space Centre in a surprise raid. Since the end of the Second Tiberium War, Nod has silently built up its influence and its military potential into the status of a true superpower, and by providing enforcement of stability, strategically placed medical aid and hate-mongering against GDI and the Blue Zone populations from within the Yellow Zone territories, the Brotherhood is now supported by a significant percentage of the world's population. Unprepared to handle the Brotherhood's coordinated offensives across the entire globe, the remainder of the Global Defense Initiative's top military and political officials take charge and begin rallying all of their standing forces, determined to turn the tide and achieve a new victory over Nod.

As the conflict unfolds however, extraterrestrial forces known only as the 'Scrin' suddenly enter in the battle, and alter the nature of the Third Tiberium War entirely.

Campaigns[edit]

After driving the invading Brotherhood of Nod forces out of a number of the world's Blue Zones, GDI's General Granger (Michael Ironside), acting on intelligence gathered from Nod POWs, begins to fear that the Brotherhood may be preparing to use WMDs and orders a pre-emptive strike on a Nod chemical weapons facility near Cairo, Egypt. Once there, GDI discovers that Nod was not only preparing to deploy their full nuclear arsenal on them, but that they are also in the process of manufacturing a liquid Tiberium bomb of unprecedented destructive power. The swiftness of GDI's response prevents a pending nuclear strike from Nod, but Kane continues the construction of the liquid Tiberium device unabated within his newly erected 'Temple Prime' in Sarajevo.

Temple Prime subsequently comes under siege by GDI forces. General Granger plans to lay siege to the site until Kane and his Inner Circle would surrender, but Director Redmond Boyle (Billy Dee Williams) orders the use of the ion cannon upon Temple Prime to eliminate Kane's threat 'once and for all'. When the ion cannon is fired over Granger's strenuous objections, it detonates the liquid Tiberium bomb inside the temple, creating a cataclysmic explosion that reaches out into space and kills millions of people in Eastern Europe's Yellow Zones. Kane and his Inner Circle are believed to be among the casualties.

Shortly after these disastrous events, GDI's deep space surveillance network suddenly begins to detect multiple large unidentified objects rapidly closing in on Earth. Director Boyle orders the ion cannon network to be turned against the vessels, but the craft are unfazed by the attack and alien forces, known only as the Scrin, land on Earth and begin to swarm throughout the world's Red Zones, soon after launching massive assaults on all major cities across the globe. GDI realizes these attacks are meant to divert their attention away from the construction of massive tower structures in the world's Red Zones.

Kane, who somehow escaped alive, reveals to the Nod player commander that he deliberately started the war with GDI to provoke the ion cannon attack on Temple Prime. It was the only thing that could detonate his liquid Tiberium bomb with sufficient power to lure the Scrin to Earth. It was the Scrin who seeded the Tiberium on Earth, and they took the Tiberium explosion as a sign the planet was ripe for harvesting. Kane hopes to seize one of the Threshold towers the Scrin are building, which are interstellar teleportation devices they use to ship Tiberium off-world. The Scrin, for their part, realize they were tricked into coming too early, since the overwhelming majority of the planet's Tiberium deposits are immature. They also did not anticipate such heavy resistance from the humans, whom they thought were driven to extinction by the Tiberium. Curiously, they recognize Kane from their databanks, and seek to learn more about him. However, the organized attacks on the towers endangers the Scrin player commander's safety, forcing them to focus on protecting and completing at least one tower to allow their escape.

GDI succeeds in destroying all but one of the towers, which is protected by elite Nod forces, and the Scrin are able to finish the tower's construction just before GDI destroys their central control node in Italy. With the tower completed, it becomes invulnerable to all known forms of human weaponry and GDI is left with no option but to leave it standing under close observation, as it is completely inert following the destruction of the control node entity. Kane prepares to enter the tower using key codes stolen from the Scrin forces. At the end of the Nod campaign, Kane welcomes the Nod Commander to his Inner Circle. The GDI campaign has two endings, depending on whether the GDI Commander uses a GDI-built liquid Tiberium bomb in the final mission. If the bomb is used, the Scrin are defeated at the cost of massive collateral damage. The commander becomes a hero and Granger resigns from the GDI military in disgust. However, if the bomb is not used, Boyle resigns to avoid being tried as a war criminal. The Scrin, meanwhile, plan to invade Earth with a larger force.

Development[edit]

A sequel to Command & Conquer: Tiberian Sun had been expected since the game's release in 1999. Work on such a sequel was believed to have been started at Westwood Studios in 2001, however Electronic Arts decided to shift the focus of the would-be successor to Tiberian Sun from a science fiction theme to a modern theme based on contemporary real-world conflicts, the result being the title of Command & Conquer: Generals and other SAGE engine based games. Developers still retained the Command & Conquer 3 idea (tentatively named 'Incursion'), intending it to be an update of the original C&C game in terms of gameplay and setting.[10] Just prior to the release of Generals however, EA announced that Westwood Studios (Las Vegas) would be closing and would be consolidated into EA Los Angeles. This merger split the original Westwood team, with some of its members not being willing to relocate and quitting to form the company Petroglyph Games, with the remainder moving to Los Angeles to work at the newly consolidated studio. With this, the development of Command & Conquer 3 was effectively put on hold.

Early concept artwork of GDI Zone Troopers crossing a Tiberium field.

In 2004, old concept art from Westwood Studios was made public under the name 'Command & Conquer 3'. The artwork showed a 'mech' unit, a full 3DRTS gameplay environment similar to that used in the title Generals, and the original interface system from both the original Command & Conquer game and its sequel of Tiberian Sun. The unveiling of this artwork fueled speculation that Electronic Arts had begun work on a Command & Conquer game. In December 2004, after the EALA team settled down, then executive producer and Command & Conquer lead Mark Skaggs announced in a mass e-mail that this next Command & Conquer game would be Command & Conquer: Red Alert 3, and not the awaited sequel to Tiberian Sun.[11] Shortly thereafter however, Mark Skaggs left EA for unspecified reasons and ideas for the Red Alert 3 title were mothballed. Mike Verdu later became the new lead on the Command & Conquer series. On April 18, 2006, Command & Conquer 3: Tiberium Wars was prematurely announced. On April 20, the official press release was made,[12] and Electronic Arts Los Angeles would begin to host several fan summits for previews, feedback and discussions on the new title.[13]

Tiberium Wars was released in three separate editions;[14] the pre-order edition, the standard edition (box art featured at the article header) and the Kane Edition, which constitutes a special collector's edition with various extras and a bonus DVD featuring exclusive content. Tiberium Wars was given a suggested retail price of US$49.99, while the C&C 3: Kane Edition is available at 'select retailers' with a suggested retail price of US$59.99 in the USA.[14] It is also sold in the Command and Conquer: Saga bundle pack, along with Command & Conquer: The First Decade.

The game was additionally released for the Xbox 360 in May 2007,[15] Support for the Xbox Live Vision Camera is included.[16]

The official map editor for Command and Conquer 3: Tiberium Wars was released on April 20, 2007.[17]

A modified version of the SAGE engine is used to run Command & Conquer 3's graphics. SAGE technology had been used in the RTS series Generals and The Battle For Middle-Earth games, and the engine's features subsequently are present in C&C 3.

Soundtrack[edit]

The soundtrack for Tiberium Wars was composed by Steve Jablonsky and Trevor Morris.[18][19]Frank Klepacki – the composer of all the previous C&C installments with the exception of Command & Conquer: Generals – was contacted by Electronic Arts to compose the soundtrack for Tiberium Wars, but turned the offer down to focus on his career at Petroglyph Games.[20] The titles of some songs show references to Command & Conquer: Renegade. Music is itself futuristic and is reflected in military and desert themes.

Casting[edit]

Joseph D. Kucan reprises his role as Kane, the leader of the Brotherhood of Nod. Tiberium Wars also features Tricia Helfer as Nod General Kilian Qatar, Josh Holloway as Nod Intelligence Officer Ajay, Michael Ironside as GDI General Jack Granger, Jennifer Morrison as GDI Intelligence Officer Kirce James, Grace Park as Lt. Sandra Telfair, and Billy Dee Williams as GDI Director Redmond Boyle.[21]The cutscenes of Command & Conquer 3: Tiberium Wars were directed by EA in-house cinematic director Richard Taylor.[22]

Expansion pack[edit]

On August 14, 2007, the Electronic Arts team for Command & Conquer 3: Tiberium Wars launched an online television-style broadcast under the title of 'BattleCast Primetime', which was meant to periodically provide C&C fans with information and news on future Tiberium Wars-related developments, expansion packs and patches. During 'BattleCast Primetime's pilot episode, the expansion pack to Tiberium Wars, entitled Kane's Wrath, was officially announced.[23]

Novel[edit]

A novel based on the game was written by Keith R. A. DeCandido, and released by Del Rey Books in June 2007. The story is set simultaneously during the events of Tiberium Wars. Many game characters are either featured or mentioned such as Kane, Lieutenant Sandra Telfair, Gen. Jack Granger, and W3N reporter Cassandra Blair. The novel describes the actions of GDI's 22nd Infantry Division, led by Michael McNeil, who are decorated as heroes for their adventures, as well as describing the effects of Tiberium on the world with a trip to Atlanta by W3N reporter Annabella Wu. Atlanta is a 'Yellow Zone' partially infested with Tiberium but still under GDI control. The story alternates between the experiences of Ricardo Vega (nephew of Nod's General Vega) and Annabella Wu during the conflict.

Reception[edit]

Reviews[edit]

Reception
Aggregate score
AggregatorScore
MetacriticPC: 85/100[24]
X360: 82/100[25]
Review scores
PublicationScore
1UP.comA[26]
Eurogamer8/10[27]
Game Informer8.5/10[28]
GamePro[29]
GameSpot9/10[30]
GameSpy[31]
IGN8.5/10[32]
OXM (US)8.0/10[citation needed]
Awards
PublicationAward
GamestarBest RTS Game of 2007[33]
G-Phoria Awards (2007)Best Strategy Game[34]
1UPStrategy/Simulation Game of 2007[35]
Firing Squad (2008)Number 10 on Top Ten PC Games of 2007[36]
11th Annual Interactive Achievement Awards (2007)Best Strategy/Simulation Game of the Year[37]

PC Gamer U.S. gave the game its 'Editor's Choice' rating at 90%, stating that 'One of the greatest RTS franchises of all time returns to glory', While PC Gamer Sweden and UK gave it a more reserved rating of 81% and 82% respectively, stating that it was 'A welcome, but limited, return'. GameSpot gave the game a 9.0 out of 10 and the 'Editor's Choice', referring to Tiberium Wars as 'one of the finest real-time strategy games in years.'[30]IGN labelled the game as 'great', rating it at 8.5/10.[32]GamePro gave Command & Conquer 3: Tiberium Wars its 'Editor's Choice' rating at 4.5 out of 5, designating it as 'Game of the Month' in its June 2007 issue.[29] UK magazine PCFormat gave the game an 81% rating and praised the 'greased eel-slick presentation and explosive, ripping action' which makes Command and Conquer the 'distillation of what RTS is all about', however it also criticised the lack of innovation present. Finnish game magazines Pelit and MikroBitti gave it 89/100 and 4/5, respectively. MikroBitti applauded the game's appearance and sounds, but criticised it for lack of loyalty to the early Command & Conquer game mechanics. UK magazine Edge gave the game a rating of 7. Due to the intentionally faithful recreation of the original Command and Conquer experience, the magazine felt that the game's strategic formula was too dated in comparison to more strategic titles available in the real-time strategy market.

Sales[edit]

Command & Conquer 3 sold 128,000 units in the week after its release,[38] and one million units were reported as sold by May 31, 2007.[39] Its computer version received a 'Gold' sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[40] indicating sales of at least 200,000 copies in the United Kingdom.[41]

Awards[edit]

The Academy of Interactive Arts and Sciences (AIAS) gave Command & Conquer 3 the Best Strategy/Simulation Game of the Year for 2007.

References[edit]

  1. ^'EA Command and Conquer 3 Tiberium Wars' (in German). Electronic Arts Germany. March 12, 2007. Archived from the original on April 29, 2007.
  2. ^ ab'EA Command & Conquer 3 Tiberium Wars – News'. Electronic Arts, Command & Conquer website. March 12, 2007. Retrieved March 12, 2007.
  3. ^ ab'IGN: C&C3 Gets Demo, Release Date'. IGN. April 11, 2007. Retrieved April 12, 2007.
  4. ^'Command and Conquer 3 Details'. Electronic Arts. Archived from the original on June 14, 2007. Retrieved June 16, 2007.
  5. ^Dave McCarthy (December 22, 2006). 'Command & Conquer 3: Tiberium Wars interview'. Eurogamer. Retrieved January 27, 2007.
  6. ^ ab'Command & Conquer 3: Tiberium Wars (PC)'. Gamespy staff. Archived from the original on July 23, 2007. Retrieved November 18, 2007.
  7. ^'Command and Conquer 3 Details'. Electronic Arts. Archived from the original on June 13, 2007. Retrieved June 28, 2007.
  8. ^'Get the free Battlecast Viewer!'. Electronic Arts, Command and Conquer website. October 25, 2007. Archived from the original on October 28, 2007. Retrieved October 30, 2007.
  9. ^'Living with Tiberium'. Mike Verdu blog entry, executive producer Command & Conquer 3. August 21, 2006. Retrieved December 22, 2006.
  10. ^'Ask Petroglyph!'. Petroglyph Games. Retrieved January 2, 2007.
  11. ^Tom McNamara (December 6, 2004). 'Red Alert 3 On the Way?'. IGN.
  12. ^'EA Announces Command & Conquer 3 Tiberium Wars; The Genre Defining Series is Back!'. Electronic Arts. April 20, 2006.
  13. ^'C&C 3 Community Summit feature story'. Electronic Arts, Command and Conquer website. January 19, 2007. Retrieved January 20, 2007.
  14. ^ ab'Kane Edition Announced'. Electronic Arts, Command and Conquer website. December 22, 2006. Archived from the original on December 26, 2007. Retrieved December 23, 2006.
  15. ^'C&C 3 Announced For Xbox 360'. Electronic Arts, Command and Conquer website. November 20, 2006. Retrieved December 22, 2006.
  16. ^'C&C 3 Xbox 360 Q&A'. Electronic Arts, Command and Conquer website. November 24, 2006. Retrieved February 24, 2007.
  17. ^'C&C3 Worldbuilder Download'. Electronic Arts, Command and Conquer website. April 20, 2007. Retrieved April 20, 2007.
  18. ^'Steve Jablonsky, IMDB entry'. Retrieved December 19, 2006.
  19. ^'Trevor Morris, IMDB entry'. Retrieved June 28, 2007.
  20. ^Frank Klepacki (June 8, 2007). 'News at Frank Klepacki.com'. Frank Klepacki. Retrieved June 8, 2007.
  21. ^'Casting Line-up Announced for C&C 3!'. Electronic Arts, Command and Conquer website. October 18, 2006. Retrieved December 14, 2006.
  22. ^'Bringing C&C To Life'. Electronic Arts, Command and Conquer website. November 24, 2006. Archived from the original on December 26, 2007. Retrieved December 14, 2006.
  23. ^[1]
  24. ^'Command & Conquer 3: Tiberium Wars for PC Reviews'. Metacritic. CBS Interactive. Retrieved November 14, 2018.
  25. ^'Command & Conquer 3: Tiberium Wars for Xbox 360 Reviews'. Metacritic. CBS Interactive. Retrieved November 14, 2018.
  26. ^Peckham, Matt (March 27, 2007). 'Command & Conquer 3: Tiberium Wars (PC) Review – 1UP'. 1UP. Archived from the original on July 15, 2007. Retrieved September 20, 2008.
  27. ^Meer, Alec (March 26, 2000). 'Command & Conquer 3: Tiberium Wars (PC) Review – EuroGamer'. EuroGamer. Retrieved September 20, 2008.
  28. ^Adam Biessener, Adam McNamara. 'Command & Conquer 3: Tiberium Wars'. Game Informer. Archived from the original on June 12, 2007.
  29. ^ ab'Command & Conquer 3: Tiberium Wars (PC) Review – GamePro'. GamePro. March 27, 2007. Archived from the original on September 27, 2008. Retrieved September 20, 2008.
  30. ^ abVanOrd, Kevin (March 26, 2000). 'Command & Conquer 3: Tiberium Wars (PC) Review – GameSpot'. GameSpot. p. 2. Retrieved September 20, 2008.
  31. ^Keefer, John (March 30, 2007). 'Command & Conquer 3: Tiberium Wars (PC) Review – GameSpy'. GameSpy. Retrieved September 20, 2008.
  32. ^ abAdams, Dan (March 26, 2007). 'Command & Conquer 3: Tiberium Wars (PC) Review – IGN'. IGN. p. 2. Retrieved September 20, 2008.
  33. ^http://www.commandandconquer.com/community/blogs/default.aspx#allblogs
  34. ^http://www.g4tv.com/gphoria2007/index.html?cat=3
  35. ^'Archived copy'. Archived from the original on January 30, 2010. Retrieved February 21, 2008.CS1 maint: Archived copy as title (link)
  36. ^John Callaham (January 2, 2008). 'The Top Ten PC Games of 2007'. Firing Squad. Archived from the original on February 23, 2009.
  37. ^http://www.commandandconquer.com/intel/default.aspx?id=99#NewsMain
  38. ^'EA's quarterly losses, annual income climb'. Gamespot. May 10, 2007.
  39. ^HeXetic (May 11, 2007). 'C&C3 PC Sold 128,000 in U.S.A. In First Week (1M Worldwide So Far)'. Planet CnC. Archived from the original on January 2, 2008.
  40. ^'ELSPA Sales Awards: Gold'. Entertainment and Leisure Software Publishers Association. Archived from the original on March 19, 2009.
  41. ^Caoili, Eric (November 26, 2008). 'ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK'. Gamasutra. Archived from the original on September 18, 2017.

External links[edit]

  • Official website via Internet Archive
  • Command & Conquer 3: Tiberium Wars on Command & Conquer Wiki

Command And Conquer 3 Commando Full

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Command_%26_Conquer_3:_Tiberium_Wars&oldid=898153099'
Command & Conquer: Red Alert 3
Developer(s)EA Los Angeles
Publisher(s)Electronic Arts
Producer(s)Amer Ajami
Designer(s)Jasen Torres
Programmer(s)Austin Ellis
Artist(s)Matt J. Britton
Adam McCarthy
Writer(s)Mical Pedriana
Composer(s)James Hannigan
Frank Klepacki
Timothy Michael Wynn[1]
SeriesCommand & Conquer: Red Alert
EngineSAGE 2.0
Platform(s)
ReleaseMicrosoft Windows
  • NA: October 28, 2008[2][3]
Xbox 360
  • NA: November 11, 2008[2][6]
  • EU: November 14, 2008[4]
PlayStation 3OS X
  • NA: March 2009[9]
Genre(s)Real-time strategy
Mode(s)Single-player, multiplayer

Command & Conquer: Red Alert 3 is a real-time strategy video game developed by EA Los Angeles and published by Electronic Arts. It was released on October 28, 2008 in the United States for Microsoft Windows and October 30, 2008 in Europe. An Xbox 360 version was released on November 11. On January 21, 2009 EA announced Command & Conquer: Red Alert 3 – Ultimate Edition,[10] the PlayStation 3 version which contains additional material was released on March 23, 2009 along with the OS X version by TransGaming. The game is a continuation of the Red Alert games within the Command & Conquer series. Command & Conquer: Red Alert 3 – Uprising, a stand-alone expansion pack, was released for Microsoft Windows in March 2009. It was offered via digital distribution.[11]

Like the previous entries in the Red Alert series, the game is set in an alternate reality from World War II, in which the Western Allies fight the Soviet Union. In Red Alert 3 the Soviet leadership, facing defeat, goes back in time to kill Albert Einstein and prevent his assistance to the allies, paving the way for Soviet domination in the present. However, as an unintended consequence, a third world power, the Empire of the Rising Sun, is created and all three sides go to war. The three factions are playable, with the gameplay involving constructing a base, gathering resources and training armies to defeat other players. Each faction has a fully co-operative campaign, playable with either an artificial intelligence partner or with another player online. The game intersperses strategy missions with full motion video footage featuring an ensemble cast starring J.K. Simmons, Tim Curry and George Takei as the leaders of the three factions.

The game received mostly positive reviews, with reviewers citing the co-operative and multiplayer components as strengths, along with the enhanced role of naval combat compared to other real-time strategy games. Commonly cited weaknesses included aspects such as unit pathfinding and an unstable netcode.

  • 1Gameplay
  • 2Plot
  • 3Cast
    • 3.3Empire of the Rising Sun
  • 4Development
  • 5Marketing

Gameplay[edit]

Almost all structures can now be built offshore, out of reach of some enemy units – and in reach of others

Red Alert 3 retains the core real-time strategy mechanics of the Command & Conquer series. Warring factions harvest resources using vulnerable collectors and use those resources to construct military bases and forces on-site. Structures form a shallow but wide tech tree with a variety of units and elusive superweapons. Weapon types are specialized to the point where a rifleman can withstand direct hits from an anti-tank cannon. Red Alert 3's major refinements are the addition of the Empire of the Rising Sun to the factions of the sub-series, a co-operative campaign, and expanded naval warfare.

The single-player campaign is fully co-operative. Each mission is played alongside an ally. These can be played online, with another player. Offline it is one of several computer-controlled characters. Teams share income and generally start with the same forces. Computerized characters can be given simple commands, such as an order to take a specific position or to strike a specific target. The campaign has nine missions for each side. Each side's plotlines are mutually exclusive.

Naval warfare is emphasized as another front. Executive producer Chris Corry has stated that many units are amphibious, trading effectiveness for increased flexibility. Buildings and entire bases can be constructed on water, save for such things as ground or naval unit production facilities (e.g. tank factories are ground-only, but tsunami tanks are amphibious and can be produced in Naval Yards),[12] and players who 'ignore the ocean [are] likely forfeiting a significant part of their potential economy to their opponents.' Further stressing this is the fact that, despite some campaign maps being entirely land based, all multiplayer maps have significant bodies of water in them. The use of naval units and various unit abilities also helped players counterattack their opponent's units specific to that unit's strongpoint.

Almost every unit in the game has a secondary ability. Their usage varies: some are toggled on or off, others are targeted, and still others are triggered the instant one presses the button. The Imperial King Oni can bull-rush enemy units as a secondary ability, a Soviet Hammer Tank can toggle between a tank gun and a laser beam that can leech HP from enemies, and an Allied Athena Cannon can engage its energy shields with a button press but with a cooldown period before they can be used again. All abilities are bound to the same key. The game also features experience points that are used to upgrade unit types and to buy 'commander abilities,' which call in air strikes, recon sweeps, magnetic satellite beams, etc. Commander abilities have no resource costs but do have significant cooldown periods.

Ore fields as resource sites have been removed. These originated in the first Red Alert as a functionally identical equivalent to Tiberium, and what were ostensibly strip mines had ore growing out of the ground. Gameplay mechanics have not changed a great deal since fields have been replaced with stationary ore mines. Strategic ore refinery placement and covert refining are impacted to an extent.

Design[edit]

The first Red Alert revolved around a different World War II between the Allies (including Germany) and the Soviet Union, with some high-tech esoterica, such as weaponized tesla coils linked to Tesla's abortive death rays and limited time travel linked to the rumored Philadelphia Experiment. Red Alert 2 featured a Soviet invasion of North America with tanks, conscripts, gargantuan airships, and psychically dominated anti-ship giant squids; its expansion, Yuri's Revenge, escalated matters up to UFOs and Soviets on the Moon. Executive producer Chris Corry stated in a pre-release interview that Red Alert 3 will further differentiate the playable factions from each other and '[play] up the silliness in their faction design whenever possible.'[13]

The Soviets and Allies have a mix of old and new features. Soviet units lean towards ruthlessness and brute force: giant Kirov airships are retained and flak troopers are now penal troops, while attack dogs are an Allied unit that the Soviets have replaced with functionally identical armored war bears. New units include heavy tanks known as 'Hammer Tanks' that can tear weapons from the enemies they destroy with a magnetic beam, light anti-infantry walkers known as 'Sickles' that can jump over terrain elevations, the amphibious 'Stingray' attack craft with twin-mounted tesla coils, and amphibiousAA-only 'Bullfrog' transports that can only shoot their passengers out of a 'man cannon'. The Soviets have lost their nuclear technology due to the events of the backstory, but can leverage their simple tech, cheap units and 'quick fix' structures like the Super Reactor and Crusher Crane, enabling them to easily overwhelm enemy bases. Soviet armour are considerably tougher than Allied and Japanese on the whole, and augmented with their infamous Iron Curtain, can be extremely dangerous.

A major change from Red Alert 2 is the Soviet Air Force: in addition to Kirovs, the Soviets have access to MiG ('Mikevich and Guroyan', a play on the real-life Mikoyan and Gurevich) fighters and versatile attack helicopters. In lieu of nuclear bombs, the Soviets have developed the Vacuum Imploder, a warhead which sucks humans, vehicles and damaged buildings into a dense hole before exploding.

The Allies come with a wide variety of gadgetry (mostly nonlethal), much of it as a comeback of Red Alert 2's advanced units. New units include Hydrofoils with weapon-scrambling rays, unarmed helicopters with freeze and shrink rays, and an amphibiousdestroyer with treads and magnetic armor that can draw enemy fire. Allied units have a variety of different accents and 'good guy' overtones: their basic infantry unit is the Peacekeeper, which seems to have been derived from riot police. Red Alert 2's advanced chrono-technology has been largely but not completely lost, so that the Chronosphere superweapon remains and the returning Tanya unit is now equipped with a 'time belt' that allows her to wind her location and health back a few seconds. Allied advances are driven by the FutureTech corporation in Einstein's absence. Since the tech and base building takes some time the Allies are more patience-friendly.[14] The Allies' predominant strength is in air power, with the best selection of aircraft available ranging from bombers to air superiority fighters. The Allies' ultimate weapon is now the Proton Collider, a cannon which fires five bolts of energy that explodes in a series of atomic-scale explosions.

The Empire of the Rising Sun has infantrymen in samurai armor with energy rifles and katana, giant transforming mecha, ninja, a psionic schoolgirl, and submersible planes/flying submarines. Several of the Empire's key units can change forms to switch from land-to-air or sea-to-air, giving them much greater versatility than Allied or Soviet units. Conversely, some of their 'core units' are weaker than their counterparts, forcing the player to produce them in large numbers or use them effectively with support. Japanese naval units, however, are considerably capable, from dedicated anti-ship cruisers to heavy battleships. Their forward bases are easy to build and fully functional bases don't take much power. Their buildings also have no proximity requirements, allowing the Empire to expand its bases much more quickly and efficiently—and by extension to nab ore mines faster. Being in the altered timeline, the Japanese are now masters of psychic/psionic weaponry, not only with their commando, but with their Psionic Decimator. This ultimate weapon launches a wave of psionic energy which can easily level a base. They also have the Nanoswarm Hive, a machine that generates a nanoparticle shield, similar to an Iron Curtain, but is stationary and prevents anything coming in or out.

The campaign mode maintains the theme of camp warfare played perfectly straight, with the occasional secret volcano lair, android infiltrator (Empire of the Rising Sun campaign) or an anti-Soviet madman (Allies; has to be killed) as the President of the United States, and more than one thing shooting lasers out of its eyes. It also continues the use of full motion video cutscenes featuring real-life actors. Filming started in April 2008.

Multiplayer[edit]

The game features online multiplayer, originally via GameSpy servers. Due to the shutdown of GameSpy, original Red Alert 3 online services are no longer available. A separate online solution, provided by Revora, is called C&C Online.

Plot[edit]

As the Soviet Union faces defeat at the hands of the Allied Nations, Soviet General Nikolai Krukov and Colonel Anatoly Cherdenko use a time machine beneath the Kremlin to travel back to Brussels in the year 1927 at the International Physics Conference and eliminate Albert Einstein, thus changing the future.[15] Returning to the present, they discover that Cherdenko is the Premier of the Soviet Union, much to General Krukov's chagrin; the Soviets are on the brink of conquering Europe, when the Empire of the Rising Sun, in Japan, declares war on both the Soviet Union and the Allies with a desire for complete world domination, something they perceive as their divine destiny. Due to the elimination of Einstein, nuclear weapons have not been invented and the Soviet Union is unable to stop the invasion. This begins the War of Three Powers, a three-way war between the Soviet Union, the Allies and the Empire.

Soviet Union[edit]

In the Soviet campaign, the player assumes the role of a Soviet commander whose first task is to expel the Imperial Japanese forces from Soviet territory by defending the city of Leningrad, securing a satellite launch facility and eventually re-taking a Soviet naval base on the Pacific coastline in the city of Vladivostok.

Afterwards the Allies are rallied together by U.S. President Ackerman, forcing the commander to lead attacks in Europe on their HQ in Geneva, and later capturing and securing a research lab in Mykonos; during these assaults, an attempt is made on Premier Cherdenko's life. The fight against the Allies in Europe culminates in a strike against the Von Esling Airbase in Iceland; during the conflict, Cherdenko names General Krukov as the traitor who tried to take his life, ordering the commander to kill him.

Next, the Soviets launch an invasion of Japan, in order to kill Emperor Yoshiro in his palace at Mt. Fuji. Despite an initial setback, the commander successfully defeats all three Imperial commanders and kills the emperor on board his large battle mecha, effectively eliminating the empire from the war. Dr. Gregor Zelinsky, the scientist who created the time machine, contacts the commander and tries to reveal the events that has altered the past, but the communication link is abruptly cut and Zelinsky soon disappears.

The Premier orders the commander to Easter Island, to arrange a trap for the Allies, under the ruse of a peace treaty, effectively removing the Allied Military leaders from action, only for Cherdenko to finally declare that the commander has outlived his usefulness and launch a surprise attack against him; fortunately, he is defeated and killed at his volcano fortress. The Soviet commander launches a final invasion on New York City, destroying the Statue of Liberty. The war ends with the player becoming the next Premier of the unopposed Soviet Union.

Allies[edit]

Command And Conquer 3 Cast

In the Allied campaign, the player takes on the role of an Allied commander, who must first repel a Soviet invasion of Great Britain. Later, the Allies launch operations on the European continent, retaking Cannes and saving Allied leaders there, followed by destroying the Soviet HQ in Heidelberg, Germany. The campaign, however, leaves both sides vulnerable to the Empire of the Rising Sun, who make their move by sending a floating fortress to blockade the Allies and the Soviets from entering the North Atlantic.

This prompts a joint attempt between the Allies and the Soviets to repel the Japanese, retaking a naval base in Gibraltar and destroying the Imperial fortress in the North Sea. U.S. President Ackerman, who did not approve of such a coalition, goes rogue, and attempts to destroy Moscow with a laser superweapon in Mount Rushmore. The Allied commander defeats Ackerman's forces and kills the president himself when he attempts to escape.

With the alliance secured, the coalition plans a joint attack on Tokyo to wipe out the entire Imperial Japanese military leadership with one stroke. This critical battle gets complicated when the Soviet forces fail to show up, leaving the Allied forces to fend for themselves. Despite the overwhelming odds, the commander succeeds again, wiping out the Empire's forces and vital structures required to maintain their war effort.

After the battle of Tokyo, Dr. Zelinsky defects to the Allies and informs them of the time machine he created and what the Soviets did; he also warns them of Cherdenko's secret gathering of force in Havana, Cuba, prompting the Allies to investigate further. Discovering that the Soviets have constructed secret Kirov Hangars beneath sporting arenas, the Allied commander eradicates the Soviet forces in Cuba, preventing specially modified Kirovs from leaving Cuba's airspace.

Following this, the commander and his forces are teleported to Leningrad, and ordered to bring the Soviet leaders to justice. Cherdenko and his General attempt to escape to the Moon but are captured and placed in a Cryo-prison for life. The Vice President of the United States accepts power as the new American President in a public speech informing of Ackerman's treachery and saying that he was only trying to 'protect us' and thanks the Allied Commander for his heroic deeds.

Empire of the Rising Sun[edit]

In the Empire's campaign, the player takes on the role of a military vassal of Crown Prince Tatsu. Emperor Yoshiro's strategy involves striking at symbolic targets, such as important monuments, and employing fear to deteriorate the morale of the enemy. On the other hand, the Emperor's son, Crown Prince Tatsu, advocates direct strikes on true military targets, although his father would overrule him. The validity of the emperor's strategy however is soon challenged by the Allied full-scale attacks on Pearl Harbor at the Imperial islands of Hawaii and on one of the Empire's Floating Fortresses in the Pacific. Though both attacks are repelled and Hollywood is taken with an assault on Santa Monica supported by the Floating Fortress attacked previously, a joint Allied-Soviet task force gains a foothold in Yokohama.

Having replaced President Ackerman with an androiddoppelganger, the Emperor learns of Zelinsky's defection and Cherdenko's time travel. This devastates the Emperor, as he thinks there can be no divine destiny if history can be altered. He surrenders the leadership of the Empire's military to his son. Under Prince Tatsu's command, the joint Allied-Soviet invasion of Yokohama is repelled and a full-scale attack on the Kremlin results in the deaths of Premier Cherdenko and General Krukov. Finally, the Empire invades Amsterdam, which holds the Allied Headquarters as well as FutureTech, the company responsible for much of the Allied technological advances. At the brink of defeat, Dr. Zelinsky deploys a prototype FutureTech ultraweapon that annihilates almost everything in the city, yet the remaining Imperial forces succeed in destroying what is left of the Allied and Soviet forces. Thus the war ends and the Imperial Commander is given the title of 'Supreme Shogun'.

Cast[edit]

Soviet Union[edit]

  • Tim Curry as Colonel/Premier Anatoly Cherdenko
  • Andrew Divoff as General Nikolai Krukov
  • Peter Stormare as Dr. Gregor Zelinsky
  • Ivana Miličević as Dasha Fedorovich
  • Gina Carano as Natasha Volkova
  • Vanessa Branch as Commander Zhana Agonskaya
  • Stelio Savante as Sergei
  • Dimitri Diatchenko as Commander Oleg Vodnik
  • Gene Farber as Commander Nikolai Moskvin

Allied Nations[edit]

  • Jonathan Pryce as Field Marshal Robert Bingham
  • J. K. Simmons as President Howard T. Ackerman
  • Jenny McCarthy as Special Agent Tanya
  • Gemma Atkinson as Lieutenant Eva McKenna
  • Autumn Reeser as Commander Lissette Hanley
  • Randy Couture as Commander Warren Fuller
  • Greg Ellis as Commander Giles Price
  • Ric Flair as Commander Douglas Hill
  • Jodi Lyn O'Keefe as spokesperson for the FutureTech Corporation

Empire of the Rising Sun[edit]

  • George Takei as Emperor Yoshiro
  • Ron Yuan as Crown Prince Tatsu
  • Kelly Hu as Intelligence Officer Suki Toyama
  • Bruce Asato Locke as Commander Shinzo Nagama
  • Jack J. Yang as Commander Kenji Tenzai
  • Lydia Look as Commander/Admiral Naomi Shirada
  • Lisa Tamashiro as Yuriko Omega (voice only)

Also starring[edit]

  • Julia Ling as Izumi
  • David Hasselhoff as Vice-President of the United States
  • Smokey Miles as Professor Einstein

Development[edit]

In comparison to previous games, Red Alert 3 features a major upgrade on the naval warfare

A third Red Alert game was unofficially announced by Electronic Arts' then executive producer and Command & Conquer lead Mark Skaggs in December 2004, shortly after the release of The Lord of the Rings: The Battle for Middle-earth.[16] However, Mark Skaggs left Electronic Arts for reasons unspecified shortly thereafter, and there was no mention of a Red Alert 3 until February 12, 2008, when the PC Gamer's April issue cover was published on the Internet featuring the cover story Red Alert 3.[17]Red Alert 3 was officially announced by Electronic Arts on February 14, 2008.[18] On May 17, the first trailer was released.

Public beta testing[edit]

A public beta test was announced on February 2008, stating that PC users who registered a code contained in Command & Conquer 3: Kane's Wrath or Command & Conquer 3 Limited Collection by September 15, 2008 could participate in a multiplayer beta test.[18][19] From July 24, 2008, people who registered their beta key started to receive an e-mail stating that the participants would start receiving their Key and Client Download link throughout late-July and August.[20]FilePlanet members were also able to participate in the beta, with keys available on a first-come, first-served basis from August 22, 2008.[21] The Red Alert 3 Beta servers were closed on September 29, 2008.

SecuROM[edit]

Executive producer Chris Corry stated that Red Alert 3 would come bundled with the controversial[22][23][24]SecuROM software. The game will have to be activated the first time online, but can be activated and installed only five times per serial.[25] Note that an activation is system-targeted, so users can reinstall as often as they want on one computer but activate only on five different computers. After the fifth activation, consumers will be required to contact EA Customer Service for every additional activation. He has also stated that uninstalling the game will not return the used installation back to the user.[26] However, after several patches released by EA, in the released game, uninstalls do return the installation back to the user.[27]

In the aftermath of Spore's SecuROM controversy, there was an outcry amongst some circles of customers who began threatening to boycott Red Alert 3 if this game was bundled with such digital rights management mechanisms as well. In response, EA announced that in Red Alert 3 the activation limit would be increased from 3 to 5 activations per machine. Many customers remained unsatisfied, stating that for all intents and purposes they will be 'renting' the game from EA at full price.[28][29] The 1.05 patch provided users the ability to de-authorize the game in the game settings menu.

Prior to the game's release, Corry noted the longevity of other Command & Conquer titles and acknowledged that it was unlikely that authentication servers would remain online in years to come, which would prevent future users from authenticating. Corry stated that 'once the game has lived its natural life and the risk for piracy has died down, we... [will] decide to decommission the authentication servers [and] we will first make a patch available that will disable copy protection from the game.'[30]

On January 8, 2009, the game became available via the Steam platform[31] with SecuROM. However, on February 19, 2009 a patch was released removing SecuROM from the game;[32] it remains protected by the Steam DRM.

CD key[edit]

There has also been a stated issue with a 'limited' number of copies of the game shipping with the last digit of the CD key missing from the manual.[33] EA's initial response was to 'Guess' the last digit as a workaround,[34] but this was revised shortly after this was made public, to:

If you are trying to install Command and Conquer Red Alert 3 and the code is only 19 characters long, then it is missing the last letter or number. This was due to a misprint on a small number of manuals and we apologize for any inconvenience this has caused.

In order to get a replacement code, please click the 'Contact Us' link on the left side of the page to send an e-mail to our team.

If you would like you can also contact us by phone using the number found on page 28 of your manual.[33]

Later EA opened a page where the missing digit can be obtained without need to contact the support, but a free account on the EA site is required.[35]

Soundtrack[edit]

Composer Frank Klepacki returned to write three tracks for the game. When interviewed regarding the matter, Klepacki indicated a strong desire to contribute more, but admitted that due to the fact that he is no longer being employed by Electronic Arts and currently works for Petroglyph Games, this may be contractually impossible. At the Red Alert 3 Community Summit in June 2008, Klepacki showed a video to the Command & Conquer community in which he stated that he had been hired to work on Red Alert 3, and that he was composing 'Hell March 3', the most recent update of Red Alert's iconic theme.[36][37]

James Hannigan and Timothy Michael Wynn wrote the bulk of the game's remaining 114 minutes of music, with Hannigan composing the 'Soviet March' menu theme along with music for the Empire of the Rising Sun faction, and Wynn the music of the Allies and the remaining Soviet tracks. Music4Games has also covered the game's music score.[38][1] The band From First to Last composed several remix versions of 'Hell March' and 'Hell March 2', featured on the Red Alert 3 soundtrack shipped with the Red Alert 3 'Premier Edition'.[39] A song in the soundtrack by James Hannigan is called 'All Your Base Are Belong To Us', a reference to Zero Wing and the internet memeof the same name.

Marketing[edit]

Promotion at IgroMir 2008

Red Alert 3 could be preordered from August 20, 2008 and contained bonuses including the Command & Conquer: Red Alert 2 game, an exclusive multiplayer map, a bonus DVD containing various films, and Red Alert 3 desktop wallpapers.[40]

Premier Edition[edit]

The Red Alert 3 Premier Edition features a soundtrack CD (including remixes of 'Hell March' and 'Hell March 2'), and a bonus DVD containing making-of documentaries, footage from the developers, scenes from the shooting of the game's cinematics, and strategy tips. The game also includes a code for the download of exclusive multiplayer maps and a key for a beta of a future Command and Conquer game. It comes in a Soviet-themed tin case with a poster of the women in Red Alert 3. In the UK, the Premier Edition is exclusive to retailer GAME.[41]

In Taiwan, an exclusive limited Premier Edition was released, featuring an additional item, the Dicota Red Alert 3 backpack.[42]

On September 18, 2008, EA announced that copies of Red Alert 3 would include a code to unlock an exclusive item in Warhammer Online: Age of Reckoning known as the 'Kossar's Helm' for a limited time.[43]

EA Singapore as well as 'Gamers.com.my' had also announced that they would be launching an exclusive Red Alert 3 Commander's Pack in Singapore and Malaysia. It was launched on October 27, 2008 for Singapore and October 28, 2008 for Malaysia. This Commander's Pack includes the C&C Red Alert 3 Premier Edition, C&C Red Alert 3 Dicota Notebook BacPac, and a Microsoft Sidewinder X6 Gaming Keyboard with Garskin Red Alert 3 decals. Exclusive posters and Soviet T-shirts were given to those who arrived earliest at the game's launch. A smaller and cheaper edition of the Commander's Pack called the Officer's Pack was also released. The Officer's Pack contained the C&C Red Alert 3 Premier Edition and C&C Red Alert 3 Dicota Notebook BacPac.[44][45]

Command

Ultimate Edition[edit]

On January 21, 2009 EA announced that the Red Alert 3: Ultimate Edition would be released on PlayStation 3 in March.[46] According to senior development director David Seeholzer the visual quality of the game would stand up to high-definition Blu-ray definition. According to EA, Red Alert 3 would have better graphics and performance on PlayStation 3 than the Xbox 360, thanks to the complex renderer from the PC version.[47]

However, the request of many potential customers to take advantage of the PlayStation 3's capability of using a mouse and a keyboard for gaming purposes, even with threats of not buying the product,[48] does not seem to be fulfilled. Seeholzer rather refers to the 'step forward' made in developing the control interface for console, than giving a clear answer to the question in an interview with IGN.[49]

Reception[edit]

Command And Conquer 3 Commando 2

Reception
Aggregate score
AggregatorScore
MetacriticPC: 82/100[50]
X360: 77/100[51]
PS3: 75/100[52]
Review scores
PublicationScore
1UP.comPC: A-[53]
Game Informer8.75/10
GameProPC:[54]
GameSpotPC: 8.0/10[55]
GameSpyPC: [56]
IGNPC: 8.2/10[57]
OXM (US)9.0/10
PC Gamer (UK)88%[58]
PC Gamer (US)92%[59]

Command & Conquer: Red Alert 3 received generally favorable reviews with an average critic score of 82/100 on Metacritic, citing a strong cooperative and multiplayer component.[50] Although the game does not innovate much on its two predecessors and basically follows the same road of Red Alert 2, this has not been generally criticized by the critics.[citation needed] It has been praised for seamlessly integrating naval warfare into gameplay, generally a neglected feature in real-time strategy games, though excessive focus on this aspect has been criticized as well.[citation needed] The game has been praised for its less serious story and brighter, more colorful environments than those found in Command & Conquer 3: Tiberium Wars.[citation needed] The decision by developers to use more 'strip mines' instead of the traditional ore field has been met with mixed response.[citation needed]

References[edit]

  1. ^ ab'Interview with Command & Conquer: Red Alert 3 Music Team'. Music 4 Games. October 1, 2008. Archived from the original on October 3, 2008. Retrieved October 6, 2008.
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  3. ^Thang, Jimmy (October 14, 2008). 'Red Alert 3 Goes Gold'. IGN. Retrieved October 15, 2008.
  4. ^ abPurchese, Rob (October 9, 2008). 'EA cements Red Alert 3 dates'. Eurogamer. Retrieved October 29, 2008.
  5. ^Capone, Anthony (October 24, 2008). 'Updated Australian Release List'. PALGN. Archived from the original on December 16, 2008. Retrieved October 24, 2008.
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  25. ^'Official post by Chris Corry on the RA 3 DRM on the EA forums'. Archived from the original on October 20, 2008.
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  27. ^EA Red Alert 3 Patch 1.04
  28. ^Thang, Jimmy (September 9, 2008). 'Red Alert 3 Eases Up On DRM'. IGN. Ziff Davis. Retrieved November 4, 2008.
  29. ^Pigna, Kris (September 9, 2008). 'EA Gives Red Alert 3 (Slightly) Less Stringent DRM'. 1UP.com. Archived from the original on July 17, 2012. Retrieved November 4, 2008.
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  34. ^Rob Purchese. 'EA makes Red Alert 3 CD key blooper'. Eurogamer. Retrieved November 10, 2008.
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External links[edit]

  • Command & Conquer: Red Alert 3 on IMDb
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