Command & Conquer: Red Alert 3 / Empire of the Rising Sun / Japan / Full Campaign ﴾No Commentary﴿

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🟣((((INFO ABOUT GAME))))🟣
Command & Conquer: Red Alert 3 is a 2008 real-time strategy game developed by Electronic Arts Los Angeles. It is the third major installment in the Red Alert series and features the original two factions, the Allies and the Soviet Union, joined by the newly introduced Empire of the Rising Sun, a high-tech fictionalized Japanese army. Although co-op campaigns were not new to Command & Conquer games, as special co-op missions existed in Red Alert 2 and Yuri's Revenge, Red Alert 3 was the first (and currently only) Command & Conquer game to exclusively use co-op mechanics in the main singleplayer campaign.
The PlayStation 3 version was released later than the PC/X360 versions, and was titled Command & Conquer: Red Alert 3: Ultimate Edition.

Uprising is the game's standalone expansion on the PC, while Commander's Challenge, a stripped version of Uprising was released for the PlayStation 3 and the Xbox 360. Both were released in 2009.
Red Alert 3 retains the core RTS mechanics of the Command & Conquer series. Warring factions harvest resources using vulnerable collectors and then 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-armor tanks etc. Red Alert 3's major refinements are the addition of the Empire of the Rising Sun to the factions of the sub-series, similar to what Tiberium Wars did with the Scrin faction, a co-operative campaign, and expanded naval warfare.

The "single-player" campaign is now fully co-operative, with each mission being played alongside an ally. When played online (but not in LAN; GameSpy was the only platform that natively supported co-op until its inheritance by C&C:Online), this is another human player. If played offline, one of several computer-controlled characters acts as the player's ally. Teams share income and generally start with the same forces. Computerized characters can be given extremely 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 (see Co-Commanders). Each side's plotlines are mutually exclusive, in contrast to Tiberium Wars, but alike the previous Red Alert titles.

Naval warfare is emphasized as another front. Many units are now amphibious, trading effectiveness for increased flexibility. Buildings and entire bases can be constructed on water, save for such structures as ground unit production facilities. According to executive producer Chris Corry, 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, most multiplayer maps have significant bodies of water in them. The use of naval units and various unit abilities attempted to diversify the gameplay and add variety to build orders compared to previous games in the series.

Manually controlled secondary abilities are common to each and every unit in the game. How each ability is employed varies: some are toggled on or off, others are targeted, and still others are triggered the instant one presses the button. An Imperial constructor might be able to deploy once at a specified location, a Soviet conscript can switch weapons at will, or an Allied artillery piece can engage its shields with a button press but with a cool-down that requires a period of time to pass before the ability can be activated again are such examples of secondary abilities. All abilities are bound to the same key. The game also features experience points that are used to unlock upgrades to unit types as well as "commander abilities" used to call in air strikes, recon sweeps, magnetic satellite beams, etc.. Commander abilities have no resource costs but have significant cool-down periods.

Ore fields as resource sites have been removed. These originated in the first Red Alert as a functionally identical equivalent to Tiberium, in C&C similar to a strip mine. Gameplay mechanics haven't changed a great deal since fields have been replaced with stationary ore mines - although this does impact on strategic ore-refinery placement and covert refining to an extent.
Each of the three powers has something to boast at:

🔹️The Soviets gain supremacy of the land;
🔹️The Allies gain supremacy of the air;
🔹️The Empire of the Rising Sun gains supremacy of the sea.

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