

Cool and varied units, amazing super weapons, fun abilities. The game is just downright fun to play and extremely responsive. The other reason is that despite the aforementioned game system directions that weren’t optimal, the units were awesome and they nailed general gameplay. New gamers can pick up TW3 now and say “this doesn’t look bad” 15 years later but in 2007 if someone played a game from 1992, they’d say it looks like trash. It also introduces a third faction to the Red Alert universe, the Empire of. Red Alert 3 is the first game in the series to use a 3D engine, resulting in graphical improvements. This game visually looks like an early 2010s game instead of a late 2000s one and games in the early 2010s started reaching what I want to call “graphical minimum” - what I mean by this is the graphics are nice enough to just about any gamer for most games starting in this era. As a result, Command & Conquer: Red Alert 3 is a direct sequel to Red Alert 2, and can be considered entirely distinct from 2007s Command & Conquer 3: Tiberium Wars. A lot of people here make good points about map size and overall game systems design being worse than some other C&C classics, but it was still good and they nailed two important things.įirst, the graphics were, and are, ahead of their time.
