Red Alert 3, the third installment in the Red Alert series, was developed by EA Los Angeles and released in October of 2008, almost eight years after the release of Alert Two. It is a sequel that many fans thought they would never see, as series creator Westwood was abruptly dissolved by EA in 2003. However, by 2008, EA LA had become experienced in real-time strategy (RTS) games, having developed The Lord of the Rings: The Battle for Middle Earth One and Two. They were determined to prove themselves worthy of the Command and Conquer franchise, one of the most renowned RTS series in the world. EA LA’s previous games included Generals and Commander Conquer Three: Tiberian Wars.

Introduction to Red Alert 3, the third installment in the series
The third installment in the Command and Conquer mainline series, this game is a direct sequel to Tiberian Sun. While it was well-received on its own and is my personal favorite in the series, many fans believe that it falls short of its predecessors. However, Generals, which is also available for rental at 2, is considered one of the best RTS games of all time. Creating a sequel that lived up to its legacy was a daunting task, but EA Los Angeles was up to the challenge. Both Red Alert 3 and its standalone expansion, Uprising, were mostly well-received by the public, although they did receive some criticism. Overall, opinions have settled with time and context has been given, especially after the release of the disappointing CNC4. Ultimately, we will be the final judges of this game’s place in the series.
The recently launched Command and Conquer Remastered received excellent reviews, so let’s consider all of that as we assess Red Alert 3 with the last 25 years of history in mind. The question is simple: should you play it in 2023?

Presentation: the game’s visuals and soundtrack
As for the game’s presentation, I’m no stranger to the campiness that the series has become known for since the original game in 1995. The series has embraced its B-grade charm and turned it into one of the most defining traits of its single-player campaigns. I thought I had seen it all, from the complete wackiness of Red Alert 2 to the campy yet dark tone of Kane’s Wrath, and whatever that was. However, Red Alert 3 is an entirely different beast, unique in its presentation in more ways than one. It begins with the familiar premise that World War III is in full effect between the Soviets and Allies.
As with the previous Red Alert games, this one is set in a different reality from the others. However, this time, things are different. The Soviets figure out that if they go back and remove Einstein from the temporal plane, Allied technology won’t develop to the point where they could defeat the Soviets. So they do just that, and while this indeed limits the Allies’ capabilities, the change in history allows the Empire of Japan to rise as the world’s third superpower. This sets the stage for Red Alert 3 and its three campaigns, one for each superpower. The campaigns can be played in any order, and while somewhat interconnected, each will lead to a different conclusion with the faction you’ve selected eventually being victorious over the others. The standalone expansion, Uprising, includes four extra campaigns, all assuming an Allied victory has taken place.
Please keep in mind that everyone has their own headcanon regarding the Soviet victory, and that all the stories in Red Alert 3 are presented in the familiar tone that you have come to expect. However, Red Alert 3 stands out because of the big EA money behind it. The list of big-name actors and actresses is impressive on its own, and who wouldn’t want more President J.K. Simmons? The detailed sets and computer-generated elements make for what is probably the most bombastic and visually impressive Command and Conquer campaign ever. Everyone owns their roles and radiates that signature CNC tone and charm that you love.

One complaint is that it’s a shame that, as far as the writer knows, there are no returning actors or actresses from previous Red Alert campaigns. It would have been a welcome fan service to see Yuri from Red Alert 2 or the President from real life make a little cameo somewhere. However, some characters have made the jump between games, like Tanya, but she is portrayed by a new actress and doesn’t quite hit the mark.
Graphically, Red Alert 3 is really, really nice. It’s a Sage Engine game, after all, so if you’re a fan of the effects and visuals of Command and Conquer 3 or Battle for Middle Earth 1 and 2, you’re sure to be happy with what’s available here. Despite being 12 years old, some things really do stand out. Particle effects, for one, look excellent, and things like smoke, fire, and reflections are on a similar level. Just look at how these missiles reflect off the ocean after they’re launched! Great stuff, and in classic Command and Conquer fashion.
The unit design in Red Alert 3 is outstanding. The list of mechanical units is more diverse than in previous games, with fewer tanks, APCs, and trucks, and more multi-role vehicles and various naval vessels. In the past, both Red Alert and the Tiberium saga have featured some pretty awesome-looking units, such as the Nod Avatar, but in Red Alert 3, it feels like every unit has had some real-time put into it with the intent of making it stand out in one way or another. It’s supported by incredibly high-quality animations that are easily the best in the series.

It’s impressive to see the Japanese helicopters deploy and land on the ground, and how the Stingrays sprout legs and clamber onto shore. Even just seeing them perk up as you select them, the level of detail is impressive and it shows a really solid amount of dedication from the development team who put this all together. Unfortunately, it’s not all good news though. There are a couple of things that detract from the love of the visuals.
Firstly, I am not a fan of this.
The unit design in the game is outstanding, with a more diverse list of mechanical units than in previous games. There are fewer tanks, APCs, and trucks and more multi-role vehicles and various naval vessels. In Red Alert 3, every unit seems to have had some real time put into it with the intent of making it stand out in one way or another. The high-quality animations that accompany the units are easily the best in the series, with a solid amount of dedication from the development team put into making them.
However, there are a couple of things that detract from the visuals. Firstly, the thick outline given to whatever is selected makes things look too cartoony. Additionally, the game’s lock to 30 fps is a disappointment, as the effects would really shine at 60fps or higher. The game’s graphics are permanently shackled to its frame lock, and as far as I know, there’s no reliable way to fix or change it. Some things in the game are animated at what seems like 15 fps, making them stick out like a sore thumb.
Moving on to the soundtrack, Red Alert 3’s ranges from really good to just okay in the opinion of the author. While Frank Klepacki did return to create some tracks for the game, the majority of the rest was put together by Timothy Michael Wynn and James Hannigan, who have credits on games like XCOM 2 and Total War.
Warhammer 2″ and “Super Smash Brothers” are two games that they also worked on. Personally, I enjoy both games. The main theme of “Soviet March” is particularly impressive, although some of the other tracks could be considered background music. However, this is a common trait in many games. In my opinion, the music in these games may not be as iconic as in previous entries, but it’s still noteworthy.

The challenge of creating a worthy sequel after eight years
When EA LA was tasked with creating a sequel to the highly influential and acclaimed game “Red Alert 2”, they had to make some tough decisions in company meetings about how to move the game’s mechanics and systems forward while still maintaining what people loved about the original. Fortunately, they had experience with “Command and Conquer 3” and “Generals” beforehand, which helped them successfully bring CNC out of the 2D age and into the third dimension.
“Red Alert 3” feels very similar to “Command and Conquer 3” at its core, but features enough individual traits to make it stand apart from both games. The developers didn’t rip the backbone out of the previous game to make the new one, so the basic mechanics of “Red Alert 3” remain the same as they have since the first “Command and Conquer”: build a base with a mobile command vehicle, power it with reactors, and harvest a singular resource until you have enough strength to wipe your opponent from the face of the earth.
However, “Red Alert 3” also makes some significant changes to the gameplay formula, most of which are positive. The first change is resource harvesting, which now involves set stockpiles on the map instead of fields that can be harvested from anywhere. This change feels limiting to the author, and they don’t see the potential gameplay benefits.

In my opinion, it’s definitely a downgrade, but it’s not a big deal compared to everything else. One thing I love is the increased naval presence, with more units and the ability to build bases on water. This allows for completely offshore bases, which can be easier to defend or attack from depending on the situation. There’s also a greater variety of water-based units, making naval combat more diverse and enjoyable. Fan favorites like the Allied combat dolphins make a return, and there are some awesome new ones like the Soviet Stingray and the Japanese multi-role submarine fighter planes. As for land units, there’s a renewed focus on religious vehicles with multiple roles, such as being amphibious or able to land on the ground after launching in the air. I really enjoy this diversity, and it’s not just because of the cool animations.
The gameplay implications of the variable strengths and weaknesses of units are significant, and they can be changed on the fly to excel in different roles. However, I found myself relying on these jack-of-all-trades units more than normal, which led to a lack of army diversity overall. But that’s more of a personal problem that only hinders my own performance.

Faction diversity and unique abilities in Red Alert 3
One thing Red Alert 3 does really well compared to other Command & Conquer games is faction diversity. Of course, it has an advantage due to the fact that there’s an entirely new third faction in the game, with its own unique units and abilities. This is similar to how Red Alert 2 added Yuri or how Command & Conquer 3 added the Scrin, but Red Alert 3 takes it even further than those games.
All three factions in Red Alert 3 are now more unique than ever, each having their own ways to strike buildings, individual ability trees, and super weapons that cause great destruction. There are also a variety of units and building types that come along with each faction, and a laundry list of fancy new unit abilities that make the game even more diverse. Nearly every unit has a special ability that can be used, ranging from a temporary fire rate increase that slowly damages the unit in question, to a one-off sphere of electricity that shocks anything in a small radius.
The factions feel like they each have their own thing going on, and there are less similarities between them compared to other Command & Conquer games, particularly Red Alert 1 and 2.

Variety of game modes: campaign, co-op, and standalone expansion
Variety is the word of the day when describing the game modes available, with the campaign being one of them. All three of the core storylines can be played in full, and co-op mode allows each mission to feature an ally on the field with you. If the spot isn’t occupied by a mate, then the AI takes control of them.
Instead, units in Red Alert 3 can be ordered around to a limited degree. This is a welcome mechanic that extends to skirmish multiplayer as well. It has given some extra life to the game by actually having your partner talk to you periodically throughout a match. For example, “Commander Giles reporting for duty, sir. You’ve got the Allies’ finest air force backing you up now. Your enemy does the same too, by the way.” This is a nice way to give some character to a simple skirmish game.
If you’re playing the standalone expansion, Uprising, there’s even more to enjoy. There are four new mini-campaigns, as well as a challenge mode that’s similar to what was seen in Command & Conquer: General’s Zero Hour. Unfortunately, all of the new content in Uprising is single-player only.

Multiplayer options
There are many ways to enjoy the content of Red Alert 3, which is already a substantial offering on its own. It’s more than I expected, especially for a game this old. Whether you prefer solo or multiplayer play, Red Alert 3 has got you covered. However, if you’re interested in the latter, you should know that there are no official servers being kept alive by EA. But there’s a solution: mods.
Red Alert 3: A Game with Abundant Community Mods
Like most Command & Conquer games, Red Alert 3 has no shortage of community mods available to expand the game. The new units in these mods are pretty cool. So, if you’re worried that you won’t get your money’s worth, you can put those concerns to rest.
Modern Capability: Command and Conquer 3 and Red Alert 3
The games Red Alert 3 and Command and Conquer 3 share very similar frameworks. Everything that was discussed in a video about Red Alert 3 can be applied almost exactly to Command and Conquer 3. Therefore, this section will not be given too much attention. First of all, it is still possible to purchase Red Alert 3 and its expansion through Origin or on Steam. However, the asking price of 20 US dollars for each game seems a bit expensive, and it would be more preferable to have them offered together in a bundle for that price. Nevertheless, Uprising is standalone, so it is easier to justify purchasing it alone if you have no desire to play Red Alert 3. There do not appear to be any obvious compatibility issues regarding system specifications or operating systems, but there is no official multiplayer support anymore since EA shut down the servers.

Online Multiplayer Options for Command and Conquer 3 Players
Fortunately, CNC Online is now available to save the day for Command and Conquer 3 players.Furthermore, CNC Online offers its own multiplayer services for players who are interested in participating. It is important to note that you must legally own the game to take part in these services, whether you have a disc version or own it digitally. However, playing LAN games is still possible, and using a service like Game Ranger or Hamachi or simply an Ethernet cable is also an option.
Conclusion: Is Red Alert 3 Better Than Red Alert 2?
Ultimately, the question of whether Red Alert 3 could live up to the high expectations set by its predecessor, Red Alert 2, was a topic of discussion when the sequel was released in 2007. Today, opinions on the matter vary. However, in my opinion, Red Alert 3 is just as good as, if not better than, its predecessors.
In my opinion, the answer is no. Red Alert 2 was a game that revolutionized not only the series it was a part of, but also the genre as a whole. It pushed gameplay boundaries, set new standards, and inspired future games for years to come. It also proved that Command and Conquer was not a series that would fade away into obscurity after being overshadowed by newer and more flashy IPs. Over the course of its life, the Command and Conquer series has witnessed the downfall of countless strategy games, yet it remains relevant even today. Red Alert 2’s success and influence played a significant role in achieving this accomplishment. Given this perspective, it would be incredibly difficult for Red Alert 3 to achieve a similar feat. Therefore, no, Red Alert 3 is not better than one of the most critically acclaimed, successful, and defining strategy games ever released. However, it is still a great game in its own right, and it pays genuine homage to the forebears that made its existence possible.
Red Alert 3 is an incredibly enjoyable game to play, with its campaigns being particularly outstanding in my opinion. It fully embraces its campaigns while still taking its story seriously enough to make it engaging and not a throwaway element. Furthermore, the gameplay advancements make a compelling case for the game’s existence in the series. Although not everything is executed perfectly, the developers clearly put thought into how they could advance the series, rather than phoning it in and relying solely on the name recognition. Unfortunately, the game engine’s technical limitations, particularly being stuck at 30fps, significantly hinder gameplay and visuals. This limitation can be particularly disappointing for those accustomed to playing games at a high frame rate. While it didn’t bother me, I can see how it can be a distraction for some and a real blemish on what is otherwise a really great real-time strategy game.
Leave a Reply