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Command Conquer Red Alert 3

The single-player campaign is fully co-operative. Each mission is played alongside an ally. These can be played online, with another player. Offline it is one of several computer-controlled characters. Teams share income and generally start with the same forces. Computerized characters can be given 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. Each side's plotlines are mutually exclusive.

Command Conquer Red Alert 3

Almost every unit in the game has a secondary ability. Their usage varies: some are toggled on or off, others are targeted, and still others are triggered the instant one presses the button. The Imperial King Oni can bull-rush enemy units as a secondary ability, a Soviet Hammer Tank can toggle between a tank gun and a laser beam that can leech HP from enemies, and an Allied Athena Cannon can engage its energy shields with a button press but with a cooldown period before they can be used again. All abilities are bound to the same key. The game also features experience points that are used to upgrade unit types and to buy "commander abilities", which call in air strikes, recon sweeps, magnetic satellite beams, etc. Commander abilities have no resource costs but do have significant cooldown periods.

As the Soviet Union faces defeat at the hands of the Allied Nations, Soviet General Nikolai Krukov (played by Andrew Divoff) and Colonel Anatoly Cherdenko [ru] (Tim Curry) use a time machine beneath the Kremlin to travel back to Brussels in the year 1927 at the Solvay International Physics Conference and eliminate Albert Einstein, thus changing the future.[15] Returning to the present, they discover that Cherdenko is the Premier of the Soviet Union, much to General Krukov's chagrin; in this timeline the Soviets are on the brink of conquering Europe, when the Empire of the Rising Sun (Japanese Empire) declares war on both the Soviet Union and the Allies with a desire for complete world domination, something they perceive as their divine destiny. Due to the elimination of Einstein, nuclear weapons have not been invented and the Soviet Union is unable to stop the invasion. This begins a new Third World War, which is now a three-way war between the Soviet Union, the Allies and the Empire.

In the Soviet campaign, the player assumes the role of a Soviet commander whose first task is to expel the Imperial Japanese forces from Soviet territory by defending the city of Leningrad, securing a satellite launch facility and eventually re-taking a Soviet naval base on the Pacific coastline in the city of Vladivostok.

Afterwards the Allies are rallied together by U.S. President Ackerman (J. K. Simmons), forcing the commander to lead attacks in Europe on their HQ in Geneva, and later capturing and securing a research lab in Mykonos; during these assaults, an attempt is made on Premier Cherdenko's life. The fight against the Allies in Europe culminates in a strike against the Von Esling Airbase in Iceland; during the conflict, Cherdenko names General Krukov as the traitor who tried to take his life, ordering the commander to kill him.

Next, the Soviets launch an invasion of Japan, in order to kill Emperor Yoshiro (George Takei) in his palace at Mt. Fuji. Despite an initial setback, the commander successfully defeats all three Imperial commanders and kills the emperor on board his large battle mecha, effectively eliminating the empire from the war. Dr. Gregor Zelinsky (Peter Stormare), the scientist who created the time machine, contacts the commander and tries to reveal the events that altered the past, but the communication link is abruptly cut and Zelinsky soon disappears.

The Premier orders the commander to Easter Island, to arrange a trap for the Allies, under the ruse of a peace treaty, effectively removing the Allied Military leaders from action, only for Cherdenko to finally declare that the commander has outlived his usefulness and launch a surprise attack against him; fortunately, he is defeated and killed at his volcano fortress. The Soviet commander launches a final invasion on New York City, destroying the Statue of Liberty. The war ends with the player becoming the next Premier of the unopposed Soviet Union.

In the Allied campaign, the player takes on the role of an Allied commander, who must first repel a Soviet invasion of Great Britain. Later, the Allies launch operations on the European continent, retaking Cannes and saving Allied leaders there, followed by destroying the Soviet HQ in Heidelberg, Germany. The campaign, however, leaves both sides vulnerable to the Empire of the Rising Sun, who make their move by sending a floating fortress to blockade the Allies and the Soviets from entering the North Atlantic.

This prompts a joint attempt between the Allies and the Soviets to repel the Japanese, retaking a naval base in Gibraltar and destroying the Imperial fortress in the North Sea. U.S. President Ackerman, who did not approve of such a coalition, goes rogue, and attempts to destroy Moscow with a laser superweapon hidden in Mount Rushmore. The Allied commander defeats Ackerman's forces and kills the president himself when he attempts to escape.

With the alliance secured, the coalition plans a joint attack on Tokyo to wipe out the entire Imperial Japanese military leadership with one stroke. This critical battle gets complicated when the Soviet forces fail to show up, leaving the Allied forces to fend for themselves. Despite the overwhelming odds, the commander succeeds again, wiping out the Empire's forces and vital structures required to maintain their war effort.

After the battle of Tokyo, Dr. Zelinsky defects to the Allies and informs them of the time machine he created and what the Soviets did; he also warns them of Cherdenko's secret gathering of force in Havana, Cuba, prompting the Allies to investigate further. Discovering that the Soviets have constructed secret Kirov Hangars beneath sporting arenas, the Allied commander eradicates the Soviet forces in Cuba, preventing specially modified Kirovs from leaving Cuba's airspace.

Following this, the commander and his forces are teleported to Leningrad, and ordered to bring the Soviet leaders hiding in the Peter and Paul Fortress to justice. Cherdenko and his General attempt to escape to the Moon but are captured and placed in a "cryo-prison" for life. The Vice President of the United States accepts power as the new American President in a public speech informing of Ackerman's treachery and thanks the Allied Commander for his heroic deeds.

Having replaced President Ackerman with an android doppelgänger, the Emperor learns of Zelinsky's defection and Cherdenko's time travel. This devastates the Emperor, as he thinks there can be no divine destiny if history can be altered. He surrenders the leadership of the Empire's military to his son. Under Prince Tatsu's command, the joint Allied-Soviet invasion of Yokohama is repelled and a full-scale attack on the Kremlin results in the deaths of Premier Cherdenko and General Krukov. Finally, the Empire invades Amsterdam, which holds the Allied Headquarters as well as FutureTech, the company responsible for much of the Allied technological advances. At the brink of defeat, Dr. Zelinsky deploys a prototype FutureTech ultraweapon that annihilates almost everything in the city, yet the remaining Imperial forces succeed in destroying what is left of the Allied and Soviet forces. Thus the war ends and the Imperial Commander is given the title of "Supreme Shogun".

The introduction features Moscow in turmoil, following what appears to be the Allies' eminent victory over the Soviet war machine with the Soviet Premier having fled the country. With the USSR at death's door, Anatoly Cherdenko and his commanding officer, General Nikolai Krukov take a secret elevator to a laboratory beneath the Kremlin. Cherdenko reveals to his superior that he was put in charge of a top secret project a year prior to the fall of the USSR, stating that "time is on [their] side."

Upon return to the present, it is revealed that the USSR is victorious, having conquered most of Western Europe. Oddly enough, though, the chain of command has been broken and Cherdenko is now premier, much to General Krukov's dismay. Suddenly, a message appears from Soviet bases in the east: a new enemy has arisen, the Empire of the Rising Sun, a technological super-power bent on achieving its "divine destiny" of world conquest. Krukov orders a nuclear strike on the Allies and the Empire, but is met with blank stares. Apparently, Einstein's removal from the timeline has made nuclear weapons nonexistent. Dr. Zelinsky comments: "Who knows what nightmares we have created?"

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.

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. 041b061a72


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