Command & Conquer Red Alert 2 is the sequel to the popular 1996
spin-off of Westwood's definitive real-time strategy game. The latest
game in the successful series isn't a dramatic technological improvement
over any of its predecessors, and its hammy alternate-World War II
setting borders on being tasteless. However, Red Alert 2 is a very
polished game that combines tried-and-true play mechanics with enough
new features, improvements, and enhancements to make it both an
excellent sequel and a great real-time strategy game in its own right.
Red Alert 2 retains many of the conventional mechanics established and
reused in the various Command & Conquer real-time strategy games. As
with its predecessors, Red Alert 2 encompasses most all of the elements
that define the genre. You view the action from an isometric
perspective typical of most other 2D real-time strategy games, and you
play using most of the same exact controls from previous Command &
Conquer episodes. The formula still works just fine - you can easily
select and move your groups of units, which generally do a good job
navigating the game's environments. Red Alert 2 doesn't offer any
especially advanced options for your units - for instance, you can't
move or array your troops in preset formations, and you can't order your
troops to automatically scout or return for repairs and such. But it's
just as well, because the units are autonomous in more important ways -
they're good about automatically acquiring enemy targets, and they're
generally responsive to orders, if only because the game itself plays
very smoothly.
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