Command And Conquer Red Alert 2 Yuri's Revenge No Commentary Part 3
In Command & Conquer: Yuri's Revenge, the story starts off assuming that the Allies were victorious in Red Alert 2. The game begins with the White House announcing DEFCON 2 status, as Yuri, the former head of the Soviet Psychic Corps, plans to take over the world through mind control, accomplished by activating a secretly built network of Psychic Dominators around the world. The U.S. launches an air strike on the Psychic Dominator on Alcatraz Island. Despite heavy casualties, the device loses power after its power plant is destroyed. But Yuri activates the others, and the rest of the planet quickly succumbs to Yuri's mind control.
The core gameplay for Yuri's Revenge is very similar to that of its predecessor, Command & Conquer: Red Alert 2. The objective of the game is to gather resources while training an army to defend the player's base and attack the player's enemies.
The expansion presents two new campaigns, one for Allies and one for the Soviet Union, each consisting of seven missions. A new faction, Yuri, is introduced in Yuri's Revenge, which is the main antagonist in both campaigns and is playable in multiplayer mode, but lacks its own single-player campaign. Yuri's faction consists of mostly new units and buildings, as well as Yuri's Clones and Cloning Vats previously available to Soviets. His units generally rely on unconventional tactical elements such as their characteristic mind control.
The factions of Red Alert 2 also receive new features. Allies gain the new Guardian GI anti-tank infantry. Their new Robot Tanks are immune to mind control, and the Battle Fortress mobile bunker can crush enemy vehicles. Their commando, Tanya Adams, can now destroy vehicles. The Soviets receive the Battle Bunker defensive structure from which garrisoned infantry can fire. Their new commando unit Boris (which replaces Yuri) is capable of defeating most ground units one-on-one and calling air strikes on buildings. Their new Siege Chopper can land and deploy artillery guns. Their new Industrial Plant (which replaces Cloning Vats) which decreases the price and build time of vehicles, aircraft, ships, and (Soviet and Allied ore refineries) by 25%.
All unit types now have unique voices. In Red Alert 2, this was restricted to infantry and aircraft; vehicles shared the same per-faction voices.
Various support abilities were also added: Force shields, available to all factions, make buildings temporarily invulnerable at the cost of the faction losing power. Soviets have access to spy planes that can explore territory. Yuri can use his psychic radar to reveal territory, and has access to the genetic mutator and psychic dominator, the latter of which is as powerful as the weather control device of the Allies and the Soviet nuclear missiles.
The concept of "tech buildings" present in Red Alert 2 was expanded on in Yuri's Revenge. As in Red Alert 2, capturing tech buildings gives the player access to various bonuses, but new buildings were added and some of the old ones were modified to be more beneficial. New tech buildings include power plants, machine shops for automatic healing for vehicles and ships, and secret laboratories for unlocking weaponry otherwise not available to the player's faction.