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Introduction
Comrades, welcome, welcome! Come in from the blistering Canuckistani cold and sit down next to the warm fire; sit down, and listen to Comrade HeXetic tell you all about the next game in the Command & Conquer series: Red Alert 3!
Me and trips to visit Westwood & EA have an interesting history. I first started here at PCNC in the fall of 2001, as a humble files reviewer guy. That December, Westwood wanted PCNC to send someone down to preview Renegade and, incredibly, nobody else could go -- they either had school, or work, or no passport. So I got sent, tried the game I'd only barely heard about, did the writeup, and then got invited back in February for the launch party.
Since then I've been brought down to EA another five times, which is pretty incredible if you think about it -- how are they not totally sick of me yet?
Regardless, trip number 7 sent me to preview Red Alert 3. I hope I put in a good effort to give EA the feedback they need and you guys the info you want. This article is but one of four pieces I'm composing on the summit experience; in addition to this write-up and the almost 350 photos I took, I'll have another write-up coming in July (see the next section), and, of course, a video.
The embargo on much, but not all of the information I learned is now expired, so by all means, if I haven't answered a question in this article (or if you can't find the answer), then feel free to ask in the comments thread or on our new Red Alert 3 forum.
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But speaking of embargos...
What I Can't Tell You (Yet)
Unfortunately, we did not learn anything at the summit about the campaign or the cutscenes, so I can't tell you a single thing about them, because I know nothing. Believe me when I say I wish I had something to tell you, because I myself am totally a campaign and skirmish guy. We'll all just have to wait.
But that's not the only thing that I can't talk about. Because of EA's plans for E3 unveilings, there is a second embargo on information about Japan and also anything we learned from playing the game.
I know you're grumbling already -- I certainly took a lot of questions about Japan into the summit, and we did spend a fair amount of time playing the game in skirmish and multiplayer modes -- but unfortunately I can't tell you about them until mid-July or the public beta, whichever comes first. Rest assured I am already preparing my article about those two things so that the minute Apoc says "go", I'll be gone.
So, once again, apologies for the omissions, but from what my 12 pages of notes look like, there's a lot of information I can tell you without crossing EA's boundaries!
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Day 1
With a hearty breakfast under our (now-loosened) belts, it was time to begin. Day 1 kicked off with a number of presentations, the contents of which I'll be bringing to you in their own sections.
Design
First up was Executive Producer Chris Corry, who gave us a quick run-down on the game and its design. At the time of our visit, the team was pushing hard to make their "Alpha" release -- "Alpha" in game development terms is defined as the game being "feature-complete" and basically playable end-to-end with no huge chunks missing or colossal crashes.
Chris Corry said the emphasis for RA3 gameplay is on "force composition plus micromanagement", meaning that you win by having the right selection of units and putting the most effort into controlling smaller squads of them, rather than the emphasis being primarily on territory control (like in Company of Heroes) or on strategic warfare using huge numbers of units (like in Supreme Commander).
With respect to the campaign, EA feels that time travel is a key plot device in Red Alert series, which is why they felt RA3 should start off with one -- if you didn't already know, the premise of the game is that the Soviets travel back in time to assassinate Einstein, with the intent of being able to take over the world without having to deal with his meddling Chronosphere, Mirage technology, Prism technology, Gap generators, etc., etc...
Aside: As a matter of fact, Prism Cannons (the defensive tower) are in Red Alert 3 -- but they're called Spectrum Cannons, because, you know, Einstein is dead and couldn't invent Prism tech. In a later presentation, Greg Black explained that although, yeah, it is a bit of a hole, the operational mechanic for Prism Cannons (the way they supplement each other) was too cool to leave out.
Back to the campaign, there's going to be about 60 minutes of High-Definition video cutscenes and cinematics, so there's definitely quantity in terms of video -- don't fear another Generals! As previously announced, the campaign is essentially co-operative, and when you play through it alone you will actually be playing with another AI-controlled general, to whom you can give basic orders. You can even pick which general you play with, and completing special bonus objectives may unlock new generals, which will have different personalities and/or abilities.
On the multiplayer side, we've seen the new resource system, which is basically a refinement of the one in Generals. EA felt the problem with C&C3's Tiberium fields was that matches too often boiled down not to who could control the most number of fields, but rather who could slap down more refineries and pump out more harvesters to gather tons of money fast from their starting field(s). The "resource node" system, with its highly controlled income rate -- assuming you place your collection building right in front of it, you only need one truck for maximum cash flow -- means that gameplay should be more about controlling resource nodes across the map rather than simply trying to get the most income from your starting nodes. Also note that these nodes never completely expire -- like the Vespene Geysers in Starcraft, when they're empty they still give a minimal amount of cash (about 25% of the original rate, currently).
Many, if not most, units in Red Alert 3 are amphibious, and this is reflected in a big way in Red Alert 3. Chris Corry said that almost 100% of the multiplayer maps in the game feature water -- presumably, he meant "feature" in the sense of having resource nodes in the water, and enough water around to build whole bases in. All three sides can in fact build amphibious bases, and some of the maps even start with your con yard floating in the water, so C&C fans yearing the first real naval action since Red Alert 2 should be in for some real good eats.
Chris Corry also put up a few slides about how EA sees the community. I thought this one was particularly neat, so I asked to take a picture of him standing in front of it:
If there's one thing I've taken away from all the summits and other game events I've been to, it's that yes, they really do care, they really do listen, and often they really do think the same way. Soemtimes the problem is priorities, sometimes it's business... One of the problems with supporting older games is that the current prodution structure requires them to pull people from live projects (like, say, RA3) in order to work on other stuff (like, say, a patch and mod toolkit for Kane's Wrath). Apoc has already made it known that EALA is building a special "support team" made up of a few devs; I can tell you that this team, headed by former EA RTS German community manager Pete Larsen, is still in its infancy, but RA3 will be the first game they'll be responsible for supporting. The dedicated support team should mean faster patches, better mod and worldbuilder tools and documentation, and -- perhaps most importantly of all -- no vicious cycle of compromising future games to maintain present ones.
Game Overview
The next presentation was given by C&C's Six Million Dollar Man, Greg Black, the face that launched a thousand sidebars (well, one -- C&C3's). He presented a pretty complete overview of all three sides' units, structures, and powers. Although I can't, unfortunately, tell you about Japan (see above), I can tell you that all three sides have roughly analogous buildings, except when it comes to defensive structures. Some of the units are pretty analogous too, but not nearly on the level of Supreme Commander, and the one thing that makes Red Alert 3 special from every other C&C is that every unit has a special power, and, more importantly, units only have ONE special power -- and the hotkey is always 'F'.
It's a simplification for people used to buckets of powers on a few units ("caster" units) and el zippo powers for most others, but personally I think it's a pretty good idea. Of course, some of the powers are obviously mundane -- the MCV's is "deploy", duh -- and others have been seen before -- the Allied GI gets an "more armour in exchange for less speed" mode switch lifted straight out of Warcraft III's Human Footman -- but some of them are pretty neat, and it certainly makes things easier with just one power per unit.
Speaking of powers, some of you asked, and more of you are probably thinking right now: what about money? Do RA3's "special powers", whether from a unit or from the returning "powers sidebar" cost money to cast? The answer is quite simple: no (with one small exception: the Allied Spy [see below]).
In this regard, Red Alert 3 is close, but not identical, to Generals. In C&C3, not only do most special sidebar powers, like the Scrin "Tiberium Vibration Scan", cost money to cast, but even some unit special abilities, like the GDI APC's "deploy mines", cost cash each time you use them. This won't be the case in Red Alert 3. Each unit's power (remember: one for each unit, and just one per unit) will be completely free. Perhaps more importantly, no special power needs to be researched. There are "upgrades" for units, sorta, but they're part of the Generals-style "Generals Points" system, not things you have to pay money for at tech structures.
What this means is that, although some aspects of the game are looking a lot like Generals, we shouldn't be seeing multiplayer battles devolving into hordes of GLA Scorpion Tanks as each player waits to grab the rockets upgrade. Instead, because all the special powers are right there from the start, what EA is designing the game to make happen is that when two players are embroilled in a low-tech-tank-versus-low-tech-tank battle, the player who makes better use of their special powers and/or gets the low-tech-tank-counter first, should be the one to win the fight (if not necessarily the war...). The removal of research also brings the game closer to its true parent -- Red Alert 2 -- which of course featured absolutely no research or upgrades whatsoever, beyond veterancy (which is, of course, present).
"Sidebar" powers work more like they did in Generals, but not entirely. Whereas some special structures in Generals provided "superpowers" of their own (e.g., the USA Prison's "Intel Scan"), all powers in Red Alert 3 are exclusively derived from either superweapon structures (Iron Curtain, etc.) or the XP-based "General's Points" system. And yes, for those of you wondering, these powers can include reinforcement drops, support powers to spy on the enemy, and immediately destructive powers (bomb drops, etc.).
One of the key things about the destructive powers in Red Alert 3 is that EA has recognized they can be really annoying to use when the destruction delivery mechanism (the bomber that delivers the carpet bombs, for example) is inconsistent in its delivery times. If you recall, most of the "bombing run" type powers have depended on the bomers spawning in on one side of the map and making their way across to the target. Although it's realistic, and gives the enemy the chance to avoid death by shooting down the bombers, it also means that it's hard to use these powers on enemy armies, since the time-to-death is inconsistent. In Red Alert 3, all destructive powers have been designed so that there's a consistent amount of time between your "click" and the game's "kaboom". In my opinion, this is a welcome design upgrade that should promote the more tactical use of powers.
For you turtlers, before I get to the unit run-down, a little note: Yes, walls are in. They build roughly like those in Battle for Middle-Earth II, though, of course, each side does have a unique build mechanic...
Oh, and one last thing before we begin: infantry squads are gone. With every unit, it's one sidebar click, one guy pops out of the barracks.
Here's a quick run-down on some of the Soviet and Allies' more interesting units:
Allies
Units:
Dolphins: Yes, Dolphins are back. They're the only allied *water* unit that can reverse-move, by standing up on their fin and paddling backwards in a suitably cute/silly animation. Equipped with a sonic weapon, their special ability allows them to jump out of the water, either to cross a narrow strip of land or to avoid an area-of-effect weapon targeted at them. Unfortunately, there are no Soviet Squids for them to do battle with... Besides sinking boats, you'll have to settle with harassing enemy Bears or Dogs paddling in the water.
Dogs: Dogs also make a return. They're amphibious (they doggie-paddle), though they're obviously not going to be much use against a sumbarine in the water. Their special ability is an instant-cast "bark" that stuns nearby infantry -- including other dogs and bears, bringing an element of fast-response micromanagement to early dog-scouting wars.
Cryocopter: This is a fun one. The only true "support unit" in the entire game, it's incapable of killing stuff on its own. What it can do is apply one of two special effects to other units. In its main firing mode, it fires a cryonic blast that eventually freezes units and structures, rendering them inoperable and causing them to shatter (instant death, but not for structures) if hit by a bullet or explosive weapon. Its secondary firing mode (its special ability is to switch between firing modes) is a shrink ray -- yes, that's right. Shrink a tank and not only does it get a boost in speed and reduction in hitpoints & attack damage, but it also can be crushed by normal-size enemy tanks. Of course, the audio for the unit gets all high-pitch as well. It's useful even on your own stuff: shrink your MCV and it can motor instead of plod over to where you want it to go -- just be careful it doesn't encounter any enemies on the way.
Peacekeeper: The basic minigunner infantry, except these guys have a shotgun whose damage decreases with target distance. Their special power, as previously noted, is the ability to pull out a shield giving extra armour (all-around armour, not just in the front) at the expense of a slowed movement speed
IFV: The IFV is also back, but unlike the original, its "empty" firing mode is only anti-air, not rockets that can hit both air and land. However, each and every infantry unit will give it a unique weapon (let's hope there's no President IFV...), so there's a bit of variety there. For example, put a dog in and the IFV gets huge speakers to blast the infantry-disabling bark in a large radius. Looks-wise, it could be a distant cousin of C&C3's GDI Bulldog.
Spy: The Spy is definitely back, with an all new British accent. One of the more amusing things about him is his amphibious animations: When ordered to get into the water, he peels off his tuxedo to reveal a SCUBA suit. When you bring him back onto land again, he peels off his SCUBA suit to reveal... another tuxedo! A classic gag. Unfortunately, you won't be using him to unlock any fancy secret units like Chrono Terrorists. Instead, while he can infiltrate buildings to steal cash, shut down base power, or shut down a single production structure, his special power is the ability to bribe enemy units. Wade him into a pile of enemies and hit the "F" key -- and have $$$ ready. It's the only special ability in the entire game that needs cash to use, but in return for your money you get permanent control of a randomly selected enemy unit within the bribe radius. Obviously, a great deal when you can steal an Apocalypse tank, but not so much when you rip off a Conscript. The Spy can disguise himself as either friendly or enemy infantry -- your choice.
Riptide: The Allied Riptide is one of the three tier-one amphibious APC units (each side gets one). Being a hovercraft, its main claim to fame is that ability to use a machinegun on land and water, but with the extra boost of torpedos when operating in the great blue sea.
Century Bomber: The big bomber on the Allied side, this one is also the transport, dropping parachutists or bombs off wherever you please. It can only carry one or the other at a time, though, so make up your mind before you send it out.
Carrier: Pretty much a straight copy-and-paste from the RA2 version. You know what this is already.
Engineer: Your typical Engineer guy, except now he's amphibious. The Allied Engineer pulls out a jetski to operate on water.
Javelin Soldier: Literally, the Generals USA Missile Defender, complete with "laser lock" special power. I sense the Generals players salivating uncontrollably with thoughts of shutting down tank rushes with just a couple of these guys.
Mirage Tank: Besides being able to disguise itself as an enemy vehicle, the new Mirage Tank can also provide a cloaking radius for units around it, making it a useful support unit.
Athena Cannon: This Allied artillery unit basically calls down a blast from the heavens in a manner reminiscent of the USA Particle Cannon -- except you can't move it around.
Tanya: Of course she's back, but there was more than one person at the summit complaining that -- horror! -- Tanya Adams is now a blonde. Beyond a change in hair colour, she can still blow up buildings and vehicles with one click, as well as mow down infantry with pistols. Her special power is pretty neat, though: one click, and she's transported about 10 seconds back in time. This means you can run her into a defended base to blow up the MCV, and, right before those minigun towers finally gun her down, you click the power and she's back outside the base, at full health. Talk about ridonculous.
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On the structures side, the Allies' build mechanic is actually fairly involved. Their buildings do not provide 'build radius'. Instead, to expand your base, you must build a harvester truck and deploy it (its special ability) into an outpost, which provides build radius around it. Their upgrade system is also unique. Instead of placing tech structures to unlock new units (as in previous C&C games, as well as RA3's Soviets), or upgrading individual factories (like in BFME II), you upgrade your Con Yard or Outpost, providing the enhanced tech to all the buildings in its control radius. This means if you've got five war factories all linked to your Con Yard (a blue line appears to show which control building they're linked to), then if you upgrade your MCV to tech level 2, you now have five factories all capable of spitting out T2 units. If you pack up or lose your MCV, though, it's back to low-techsville for you until you deploy another MCV or Outpost and upgrade it back up. Definitely a vulnerable point for the allies.
Besides the unusual 'build radius' system, the Allied build mechanics should be familiar to everyone by now -- you click a button in the sidebar, wait for the structure to build, then click again to place it. Nothing new to see here. With regards to defences, the Allies get the aforementioned "Not Prism Towers No Sir" Spectrum Towers as their high-level defence, with an IFV-style turret as their core-level defense: its gun changes depending on who you've got in it.
Soviets
Units:
Tesla Tanks: Bad news, guys, the Tesla Tank is not a regular unit in RA3. It'll appear in some of the campaign missions as a unit on the map, but you won't be able to build it in skirmish & multiplayer (and probably not even in the campaign). The reason behind this unfortunate cut is that the Soviet Tesla Boat is already amphibious, sprouting legs on land, so the tank is unnecessary. Sorry!
Tesla Boat: Okay, so no tank, how's the boat, then? The Tesla Boat in RA3 is sort of like the Flak Boat in RA2 -- pretty small and fast, and not particularly well-armoured. The difference is that it packs a nice punch in the form of its Tesla attack. It can also get up on land and walk around on legs, a la Supreme Commander. Its special ability is only useable in the water, however. Whack 'F' and the unit shoots out a Tesla Nova, killing any infantry or dolphins around it, and damaging anything else. Allied enemies will need to make sure they use the Dolphin's special "leap" ability to get out of the way.
Sickle: This one's already up on the unit profile pages, so I won't say too much about it, except that it looks pretty good skittering across the map. Its special ability allows it to leap across terrain, jumping up to plateaus where other units won't be able to spot it (units cannot see "up" cliff faces).
Bullfrog: The T1 Soviet amphibious AA vehicle, doubling as an APC. I trust we all know about its unique disembarcation method by now -- a huge cannon shoots the infantry into the air, and they parachute down. Although Terror Drones are in the game, they don't count as infantry, so no para-dropping them onto masses of enemy tanks, sorry!
Terror Drone: Yeah, they're back, but you won't be stuffing them in a flak track and praying your enemy undeploys their con yard. Their special ability allows them to "lockdown" an enemy unit, rendering it immobile but still able to fire. As with many units, they're now amphibious, so while you can't ferry them into a base in an APC, you gain the ability to terror drone your enemy's expensive Dreadnoughts and Carriers -- but please remember while giggling uncontrollably that the enemy ships can still move around and fire, and they've got a lot of hitpoints, so don't think Terror Drones are the be-all and end-all of weapons. They're just close.
Conscript: EA's already got his unit profile up, so there's little to say. You build 'em, you stick 'em in buildings, and sometimes you use their special "molotov cocktail" power, if you're feeling particularly lucky and/or suicidal.
V4: This guy has also already been profiled on the RA3 website, so you already know that his -- actually her, as the pilot voice is female -- special ability fires a MIRV'd saturation barrage to take out weak infantry and wounded units in a small area. Otherwise, the main difference here is that the rockets can no longer be shot down by enemy AA, making this unit a lot more useful in small numbers than it was in RA2.
Kirov: Yes, Kirovs are back, just the same as ever. Their special ability engages a sort of 'overdrive mode' where they go at turbo speed but gradually lose health -- useful for barging past enemy AA to get to that juicy con yard, I'd imagine.
Dreadnought: Also almost identical to its RA2 progenitor, including the ability to fire while on the move, and it has a similar ability to the Kirov -- a temporary firing rate boost that allows for faster salvos at the expense of gradual hit point damage.
Surveyor: The Soviets's base-building mechanics, while slightly different from those in C&C3 (see below), obey the same rules for expansion. Buildings provide build radius, and if you want to plant down a base across the map, you've either got to send an MCV and deploy it into a con yard, build a line of power plants a mile long, or send a Surveyor in to deploy into an outpost. As with C&C3's outposts, you cannot undeploy the Surveyor.
Akula Sub: Basically the same Soviet sub you know and love. Its special ability shoots off a dumb-fire (non-tracking) heavy-damage torpedo straight ahead that will run across the whole map if it doesn't hit anything on the way. This could be very deadly in the hands of micromanagers with good aim: send a scout over to your enemy's naval base, line up your subs a mile away, and let rip with the dumb-fire rockets!
Twinblade: Simple anti-ground helicopter. Blow dem stuffs up.
Bear: Bears are here, son, and there's nothing quite so funny as to park one in front of an enemy barracks and watch them futilely pump out infantry only to have the units torn to shreds by the bear. These guys also doggy-paddle (bear-paddle?) along in the water.
Apocalypse Tank: You've all seen the redesign now -- that was in response to fan complaints that the original didn't look "Apocalypse Tankish" enough, with only two sets of treads instead of four, and long, slim, barrels that didn't look imposing. The Apoc's special ability is a magnetic grapple that sucks enemy tanks in and grinds them up right in front of it -- useful for dealing with masses of enemy tanks. Not amphibious.
Hammer Tank: This one-armed guy is the basic Soviet tank, available at tech 2 (as are all of the basic tanks). His special power is a sort of energy leach that does a small amount of damage to an enemy vehicle, but if the vehicle is destroyed while the leach is active, then the Hammer Tank gets the dead unit's gun -- anything from a King Oni's head to an APC's minigun. Anti-air or anti-infantry weapons are, of course, especially useful upgrades for the Hammer. As with the Apocalypse, this one is strictly land-only.
Engineer: All three sides' Engineers are amphibious; this one pulls a rubber zodiac out of nowhere and gets on his way. His special power causes him to pull out a trusty sidearm, letting him defend himself, albeit poorly, against enemy infantry. Hello, Technician 2.0!
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On the structures side, while Soviet "build radius" mechanics are the same as in C&C3 (see the Surveyor summary, above), their actual construction mechanic is quite different. Instead of clicking to start construction, then waiting as the structure is built, then finally clicking to place it again, you place it first, and the structure builds up like in Generals, slowly gaining health. This mechanic tripped me up at first, since I was so used to ordering up a building and then forgetting about it, but eventually I figured it out.
For defences, the Soviets get an anti-infantry machinegun turret, an AA flak turret, and, of course, the infamous Tesla Coil.
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Japan
Hot damn, do I wish I could tell you about these guys... but I can't! Suck it up and wait a few more weeks.
Amphibious Notes
One interesting thing to note is that some, if not most, of the sea/land amphibious units can actually be built at both the War Factory and the Naval Yard -- so you don't need to have a Factory around if you want some Soviet Bullfrogs for AA defence chop-chop, for example. This rule doesn't apply to infantry, though, since most of them aren't amphibious -- no marine Barracks; you've got to get up on land to plonk them down.
Generals' Points
We were also given a little overview of some of the special powers available through Generals' Points. I can't talk about the Japanese ones, unfortunately, but one of the cooler pairs was the Soviet "suck 'n' blow" set. One power lets you haul up enemy vehicles into space using a controllable beam like the USA Particle Cannon, and another power lets you hurl space junk back down to ground -- space junk that by default includes old satellites and other crap, but will also include any units you've previously sucked up, increasing its damage!
Other special powers initiated bombing runs, popped up reinforcement units, provided minor special abilities (like auto-healing) and upgrades (more armour or firepower), or temporary castable boosts like those in BFMEII.
Generals' Points are accumulated gradually over time, so you won't fall completely behind if you're not blowing stuff up, and in fact the system favours the loser slightly, as the rate of accumulation depends on "intensity level" -- with more intensity alloted if it's your stuff being blown up rather than the enemy's. This subtle handicapping mechanic should give losing players a chance to get that zap-all-the-enemy-units-on-screen power just a leeeeeeeetle bit faster in order to save them from destruction... this time.
In the end, you'll get up to 10 points during a match, able to spend them on three progressions having 5 powers each -- in other words, you can buy two thirds of the available powers. Unlike in Generals, all powers cost one point, so you can either max out two of the three trees, spread the points around for a 3-3-4 balance, or do anything in-between.
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Environments
Next up was a presentation on RA3's environments, and let me tell you, unlike C&C3's various shades of "destroyed" across "desert", "city", and (for variety) "city in a desert", Red Alert 3 has some very colourful, pretty distinct, and definitely gorgeous environments.
There are about 12 different "locales", or sets of structures and map art, in RA3. Heidelburg, Germany, is one environment, with brick dock walls and medieval architecture. There's a locale in Greece, with a sort of RA2-beach-style look; lots of villas and colourful old cars. Geneva, Switzerland, gets a treatment with Victorian architecture, flower gardens, and banks in place of oil rigs. There's an Easter Island setting, complete with Moai statues (some of which might fire laser beams...). Another setting is Leningrad, with "Hermitage" architecture and crisp old-world designs. There's more, but some of them we didn't hear about, and some particularly cool ones we can't tell you about.
These environments aren't tilesets in the sense that you can have only one per map -- go ahead and stick beachside villas and Moai statues in your Leningrad if you want to -- but rather in the sense of sets of structures and terrain decoration that allow the campaign maps to really feel like they're where they say they are, unlike C&C3's somewhat generic locales.
The game's core maps are all being built on a strict tier-based system, with equally spaced ground levels, like in Red Alert 2, though the worldbuilder and the engine are of course capable of doing whatever you want, including bumpy hills and smooth inclines instead of sharp ramps. Many of the structures and map doodads have some neat effects, sometimes actually appearing to create depth. I can't relate the specific example beause it was from a demo campaign map, but imagine being able to place a large underground nuclear missile silo, and being able to see deep "into" the silo when the doors open, even though the actual terrain in the worldbuilder is completely flat.
Oh, and for those of you hungry enough to eat a gorilla, McBurger Kong is in. In fact, he's got a new buddy in the form of a sort of "Big Boy" animated statue with fountain that's associated with a brewery structure. There's even a set of picnic tables and some Octoberfest decor to place with it.
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User Interface
A discussion of the User Interface was up next, and there are some welcome improvements to talk about. First off, the UI now has a neat, textured, "military-equipment" style to it, as opposed to C&C3's some more modern and spartan design. It's not as "thick" as the stuff in Starcraft or Warcraft, naturally, so you can still see a lot of the playing field, but it's a nice, immersive touch.
Speaking of the playing field, actually, one of the least-used parts of the C&C3 UI -- the stance buttons -- is now a pull-out panel in the bottom right. By default it's hidden away; keyboard shortcuts will still work, but if you want to click on buttons you've got to first click to open the bar. This is a good idea; it's easier to just use the keyboard, but letting people who can't remember shortcuts fold it out provides a UI that suits both kinds of players. The buttons themselves -- including the sidebar icons -- will have better tooltips in RA3, a step up from the terse and somewhat uninformative ones in C&C3. An icon over unit portraits tells you if the unit is amphibious, and special powers will be highlighted in different colours, depending on whether it's a targeted action, a mode switch, or a passive ability.
I was also glad to see that RA2's "waypoint lines" system is back from the dead in RA3. Hold down the waypoint button and you'll see dynamic lines showing you where units are, and where they're going. This was incredibly handy in RA2 when you wanted to make sure everybody was going to the right place, and I'm very happy it's back.
The minimap got a huge kick in the pants for RA3. I swear I could actually see every unit and structure on it -- a result of aliasing (note: not anti-aliasing) around the coloured blips. The aliasing results in blips being surrounded by a small black border that makes it easier to tell them apart when they're all clustered together. Resource nodes and other important map features will also get special icons on the minimap.
As in C&C3, the map is entirely revealed from the start of a match, but it's covered by the fog of war. Sorry, shroud-lovers! The minimap also doesn't disappear when you lose power, unless a spy or other enemy "disabling" unit gets into your base. The team wants to encourage people to pack up their Con Yard and go mobile, and they felt that losing the RADAR was too big of a hit. Of course, this means you can freely sell your MCV for some more buckazoids if you really want to rush hard, and when your power goes down you'll still suffer a 50% hit in build speed for units and structures.
You should already know that Red Alert 3 will be using a "grid-based" building system, as RA2 and earlier C&Cs did. Because the new resource points are actually oriented to face one particular direction, the UI will not only show a silhouette of the optimal refinery location when you're trying to place one, it will actually auto-rotate and even "snap" your mouse to the optimal location when you get close enough.
I don't know if it was in response to points brought up in my C&C3 User Interface article or not, but in Red Alert 3 you can now give Engineers capture orders on buildings that are in the fog of war (like oil rigs or enemy con yards). It even works with deploy abilities like that of the Soviet Sputnik [surveyor], although I admit that while playing I was still in "C&C3 mode", first ordering the Sputnik to a general area, and only then ordering to deploy: in Red Alert 3, the deploy command asks you pick where you want it to be deployed, and the location can be in the fog-of-war.
Finally, the team is looking into allowing players to "draw" on the minimap during matches and replays (a la Guild Wars), allowing them to coordinate attacks or point out things to watchers. The left-side special powers also got a little boost for readability; they all have the associated faction's logo in the background to help make it clearer which is which
Edited by {LP}Admiral-(NL), 29 June 2008 - 12:03.