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EA talks with us about the fate of Einstein, attack bears, and transforming units in the upcoming Red Alert 3...
When Red Alert 3's Producer, Amir Ajami, invited our TVG correspondent into EAs private chronosphere to have a chat about the game, he was understandably a touch apprehensive. Time travel was a new experience to him and the nauseating effect made conducting the interview a bit difficult. Nevertheless, our fearless reporter got this transcript through to us, although the courier service that sent it over told us that they'd been holding onto it for over half a century and we haven't seen our reporter since before the interview - curious...
TVG: What can you tell us about Red Alert 3's story?
The story is a continuation of the events from Red Alert 1 and 2. It's not a true sequel because in-between the two previous games, we kind of used the notion of time travel to wipe the slate clean, so we're doing that again between Red Alert 2 and Red Alert 3. But the basics are that the beginning of the game is told from the Soviet perspective and the Soviets are on the brink of defeat by the Allies for the second time in a row. They decide to take it upon themselves to go back in time and remove or kill the one man that they feel is largely responsible for the success of the Allies against the Soviets, and that's Dr. Albert Einstein.
You'll remember from Red Alert 1 that it was Dr. Einstein himself who travelled back in time to remove Hitler in the hope of averting World War II, and he was successful in killing Hitler but not in averting WWII (without Germany, the Soviet Union was left unchecked and they went to war against the Allies anyway). The Soviets are successful in going back and taking out Einstein in Red Alert 3; they come back to their present time to find that, while the Allies have been reduced in their power, they haven't really gone anywhere (they're no longer at the gates but they're still a formidable force to deal with). And because Einstein was never around and wasn't able to develop nuclear technology, Japan has now risen to power and is one of the Soviet Union's mortal enemies.
So, continuing that trend of unintended consequences, the Soviet Union has gone from having one mortal enemy in the Allies to having two - and they've kind of made matters worse for themselves - so they have to figure out a way of getting through the mess that they got themselves into.
TVG: Units have always been one of the most appealing features of Red Alert games, ranging from those that offer megalomaniacal amounts of power, to those that are just downright whacky. How are EALA continuing this trend for Red Alert 3, particularly with the new Empire of the Rising Sun faction?
Japan is unique in that it's the only faction with transformable units. You have three or four units that are transformable and when they transform, their roles really change. One such unit is the Tangu, for which we've drawn inspiration from a Japanese anime called Macross (the Verita Fighter to be precise).
In its default state, the Tangu hovers over the ground and functions as a harassment vehicle - it's very good against infantry and lightly armoured vehicles. If you were to transform it and deploy it into its secondary mode, it becomes a fast attack jet that can only target air units. So, you can imagine that in the hands of a pretty skilled player (assuming they have three or four of these units flying around in their jet form and they run into a battery of anti-aircraft fire) then the Tangus can just be transformed into their ground form and they become impervious to that anti-aircraft fire. It's then possible for them to take out whatever is shooting at them. Japan has several of these units that can transform, which really changes their effectiveness depending on what type of forces they're going up against.
TVG: The interface (on PC) looks relatively similar to C&C 3...
Yeah, in terms of the sidebar it's largely unchanged. We spent a lot of time on C&C 3 perfecting that sidebar and we didn't want to change too much from it in Red Alert 3.
TVG: The interface for Kane's Wrath on Xbox 360 was a considerable improvement from C&C 3, and I understand that the Red Alert 3 dev team did a lot of work on that...
Yeah, the Xbox 360 interface for Kane's Wrath was developed by the Red Alert 3 team. They wanted to use Kane's Wrath as a sort of test-bed for the new radial interface, which is a lot faster than the old linear interface that C&C 3 and The Battle for Middle-earth 2 had on Xbox 360.
We were very happy with it in development. We still added a good layer of polish and some new functionality to the Red Alert 3 interface that wasn't there in Kane's Wrath. It's just a lot quicker to access your production menus; you don't have to move your cursor over your base; you can be focusing on a battle or anywhere else on the map. Pull that right trigger, bring up that menu, and then circumnavigate it with your right stick - it's a lot faster and a lot easier to use.
Red Alert 3 is going to be a slightly more nuanced game than Kane's Wrath was (in Kane's Wrath you can spam a lot of units and throw them at your enemies). There are less things happening at the same time in Red Alert 3, so the interface will be even more intuitive than it was in Kane's Wrath.
TVG: We've touched on the Empire of the Rising Sun, but what about the Allies and the Soviets? You mentioned that the Allies were a little bit weaker this time around...
It's not that their weaker. Fictionally, they're not as powerful as they were at the very start of Red Alert 3, meaning that the Soviets aren't at the brink of defeat. But they're still a very powerful faction. They still employ a little bit of time travel and chrono technology; the idea being that if you view time as a stream, changing something in the time continuum is akin to throwing a pebble in the stream - it'll cause a small ripple, but things are going to keep progressing. Even though Einstein wasn't the one to do it, the Allies figured out time travel technology - they still figured out many of the same exotic weapons that they had in previous Red Alert games. They've got some fun ones too, like the dog (everyone's favourite unit is the dog or the bear). They've got dolphins - it's always fun to play with dolphins - and they focus on a lot of high technology. They're not quite as exotic as Japan, but they're still fun to play with.
TVG: There hasn't been a new Red Alert game for eight years now. Has developing Red Alert 3 been a similar process to when EALA started work on C&C 3, or is it a different fan-base that requires a different approach?
It is a different fan-base and it was a little bit less challenging, I'd say, because the Tiberium fan-base is almost a religious one - they know what they want and if you stray from that too far, they'll really come after you and let it be known. Whereas the Red Alert fans are more open to new things. Because the franchise is so whacky and tongue-in-cheek, they expect you to continue introducing new units that are equally as funny as the old ones.
It was a little bit easier in that respect, but it was a lot harder to balance than previous games were because of the transforming Japanese units and because of the sheer number of units. We have navy this time around, which is just another layer of strategy that we didn't have to account for in games like C&C 3 or The Battle for Middle-earth 1. The way we addressed that is that, very early on, we tried to get all the units and structures done before we had any part of the game (it's called grey boxing). Even if a tank looked like a grey box, as long as it had the balance value of the final unit that was fine. We tried to get as many matches played as possible very early on before we built missions; before we built campaigns; before we shot a single frame of film. The primary agenda was to get those units up and running as fast as possible.
TVG: So naval combat will play a part in Red Alert 3?
Yes. So, for example, tanks are amphibious. They will go out into the ocean. Not every unit is amphibious, it's only a handful that are, but a lot of those units change their behaviour when they're on water.
TVG: How does that effect the maps? Will Red Alert 3's maps still be land primarily but with additional routes that open up over water for naval units, or will there be some maps that are just ocean?
We don't have any maps that are just ocean, but every map has a significant amount of water.
TVG: In terms of the gameplay style, will you be sticking with C&C 3's format of resource gathering, base building, and then overwhelming the enemy with a wall of units?
No, definitely not. Resource gathering is completely different in this game than with any previous C&C game. The War Nodes are gated, which means you can only put so many harvesters on them at any given time. It's not like a Tiberium field where there's no way in and out of a field and you can have 10 harvesters on it at the same time.
What that means is that you won't get the same inflation of economy that C&C 3 had or even Red Alert 2 had. You only ever have a trickle of money coming in, so you can't build a whole bunch of units and send them out. You have to carefully pick and choose what type of unit type you want to build and that depends on what type of unit the enemy has. So, you have to do a lot of scouting first to figure out if the enemy has a lot of Bullfrogs, in which case you probably don't want to build a lot of aircraft because they'll just get shot down. That's going to lead to matches that are a bit slower; they'll last a bit longer, and have a bit more strategic depth than some of our previous games.
At the same time we do release that, whether it was inadvertent or not, the 'tank rush' has evolved into...
TVG: An icon really...
Yeah, people like it and they want to build a bunch of units and throw them at the enemy, so one of the things that we've had to do is balance valid tank rushes that can be countered with more nuanced gameplay.
TVG: You mentioned that a British actress will be in the game's infamous live action sequences, although you're not divulging who that is yet, but can we expect the usual amount of live action in Red Alert 3 for a C&C game?
Yep, there will be about 60 minutes-worth of live action sequences - all in HD.
TVG: Are there any actors or actresses confirmed in their roles yet?
The only actress confirmed is Gina Carano as Natasha, but there are more to come soon.
TVG would like to thank Amir Ajami, the Producer on Red Alert 3, for taking the time out to talk with us about the game.
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Added:Wed 06th Apr 2011 15:23, Post No: 52
That dosent proof anything, EA registered also generals2....3....4....etc , probably just to keep the damins safe for futurre or keep them away from scams.
Added:Sat 19th Mar 2011 02:54, Post No: 51
Not my beautiful GLA.
Dont remove. Please god no.
Also, maybe Dr. Thrax could have faked his death like Kane did. Oh man, he's awesome...
Added:Thu 06th Jan 2011 08:11, Post No: 50
i think its clear EA needs to revamp cnc, and since they've run the tiberium story line into the ground, its time to start fresh with generals (rip westwood) because honestly how long has it been since there was a good RTS out of EA... [#@!?]in years. with their new focus for pc gamers with bf3, which is looking very promising i dont see a reason why they wont keep listening.
However i fear we will lose GLA, which if you think about it wont be all that bad... i love sneak attacks, toxin rebel ambushes, and stealthed tunnels as much as the next guy, but generals is an RTS about cutting edge technology, against real enimies, and how long has it been since we've heard about bin laden and his merry men... lol years... so... MAYBE we might get a USA, CHINA, RUSSIA... and a forth faction... hmm who can we throw in there... North Koera? one things for sure... the 3 factions is a must.. i really dont think there should be 4. why? because then that leads the way for; the years highest selling expansion/DLC, Zero Hour 2!! if the guys in marketing arent thinking that... then they should all be fired haha
Added:Sun 19th Dec 2010 13:01, Post No: 49
Same 3 factions improved, and one new.
Maybe a different storyline other than China destroys GLA, GLA makes a comeback and destroys China and USA, then USA destroys GLA at the very end.
As GLA are the underdogs, quite primitive compared to USA they should be stronger this time.
The new faction should be realistic, and maybe from Europe. No aliens, or hovering bases.
Added:Wed 24th Nov 2010 16:23, Post No: 48
Part 2:
Victory conditions:
- First 5 star general wins (only if general promotions are extended(more promotions, harder to get and more powers))
- VIP, first who destroys the fortified enemy building with adjustable defenses (sniper defense, super weapon defense, anti infantry, anti tank, anti air) wins
- King of the hill, there is an area in the center of the map, where you can het points with ground units. First who has the adjustable amount of points, wins the game. General promotions and all units are available.
- Eliminate, destroy all enemy forces
- Fast elimination, destroy enemy base
- Reinforcements, start with a small army, and only access to recourse gathering buildings, the longer it takes, the more powerful units you can deploy.
Deploying units also costs recourses, so you'll have to take over recourse points in order to get access to the more powerful units.
- Capture the flag, a flag starts in the center of the map, ground units can take the flag. Flag carriers have reduced movement speed and are more vulnerable. Air units are disabled.
- Domination, capture tech buildings in order to gain support powers, these buildings can be destroyed or captured.
Amount of tech buildings depend on the number of teams, 2 teams have 9 buildings 3 teams have 8, 4 teams have 9. First team owning all the buildings, or destroying all enemy units wins.
The buildings also give points, first person that has the adjustable amount of points wins. Buildings also heal infantry.
Challenges:
- Classic challenge ( same like generals ZH, instead of generals there are countries)
- Duel challenge, 2 vs 1 challenge.( can be played with cpu or online player). Enemy base more powerful, bigger and larger waves of attacks.
- Invasion, defend your until the timer expires. Waves of enemies (the kind of enemy depends on the opposing country), the waves will grow in strength and will become more powerful over time.
- Race. 2 vs. 1 battle, you and your enemy (cpu or online player) have to capture a command center. There are two paths to this command center which are heavily defended (the defense depends on the opposing country),
each players starts at the beginning of each path and cannot reach each other. Air units are disabled ( also air support powers disabled). Can be played with more players( the more players the more paths).
Call me Tako, in stead of 'Anonymous'.
Would like to hear your replies!
Added:Wed 24th Nov 2010 16:23, Post No: 47
These are ideas found on the web,, these ideas are NOT all mine.
These are only suggestions which I find useful and that should be in Generals 2.
Comment if you like,, don't hate.
My excuses for my bad English.
Improvements:
- All 3 previous factions, maybe some more, or some more with different generals like in Zh, but instead of general names,
it would be countries and every country his own special units, abilities and general promotion support powers(just like ZH but more countries).
- Base building (Of course!).
- Same modern weapon styles, not too futuristic.
- Gla with access to air units (But they have to be easy to kill,, like a suicide airplane that explodes when hitting the ground, or an anthrax helicopter that shoots anthrax and detects stealth).
- Just a few Navy units, or only amphibious units.
- Support powers would cost money (Would be more realistic)
- Better graphics, it already is pretty good, but if they would make it like C&C 3, it would seem more real, so it would be much more fun to play
- General promotions extended
- Unit promotions extended( takes longer for a unit to promote, and you have to notice the difference(damage, fire rate, hit points, armor) and hero(rank 3) units with all mentioned before extra range and health regeneration between a normal unit and a veteran)
Skirmish options:
- Bridges destructible on/off
- Infantry on/off
- Tanks on/off
- Aircraft on/off (but only if GLA has aircraft 2, otherwise they'd have an advantage)
- Pop cap on/off,, not like 100, so you could make 10 units, but adjustable from 50 to 1000 or so,,(some people like to have a pop cap, and it also forces you to be extra strategic).
- Bases on/off(Start with an amount of money which you can spend on units and upgrades,, when the game starts, u have access to radar and general promotions, and then see who is the last one standing)
- Time of day adjustable (morning, afternoon, sunset, evening, night)
- Super weapons on/off
- Tech buildings on/off (oil refineries, oil derricks, hospitals, etc)
- More difficulties (easy, normal, hard, brutal, insane)
- Share recourses on/off ( you will get an adjustable amount of your allies recourses, If 20% is selected, u'll get 200 if they'd gather 1000 )
- Distribution on/off.
- Strategy of opponent adjustable. Balanced (same as generals)
Turtle, Slowly builds up a great force and plans on destroying the opponent with one attack, continuously little base defense,
Rusher, keeps attacking, very little base defense,
Expender, expends until he dominates the whole map,
Fortress, builds a lot of base defense, only counter attacks, gathers a great amount of recourses,
Doom clock, tries to be the first one with super weapons and tech buildings. Makes the highest tech units, which leaves the player vulnerable for the first minutes of the game. Becomes unstoppable at a certain point.
Supporter, tries to help his allies with units that aid him in battle, makes a lot of support units, tries to play more defense than offense.
guerilla, The most strategic class. Tries to target important structures/units like power plants/tech building/recourse buildings/supportive units. Targets depends on depending country.
Added:Fri 19th Nov 2010 04:32, Post No: 46
Maybe the storyline for this new generals be like this.
GLA has been utterly routed as China and the US hunt down their last remnants. After a viral outbreak caused by a few GLA loyalists kill off about 43% of the world's population, A new faction, "Black Scimitars", comes in place of GLA and attack The new UNUGP ( United Nations Ultimatum for Global Protection) Building. Africa, eastern Europe (excluding russia), South America and half of South East Asia.
As global Economies break down, Alliances form and break as nations struggle to maintain peace and stability. New Factions emerge.
1. The GRS ( generally speaking, USA, UK, Japan, Russia, Europe and Australia)
2. The UCA ( The rest of the world)
3. Black Scimitars ( A stem of GLA that operates underground operations)
The Protagonist ( Like CNC4) has decisions based on Self Conscience.
Choosing The GRS mean fighting for global security but Killing civilians and pummeling neutral cities in search of hidden enemy armies in vain.
Choosing UCA will mean saving lives but ultimately you get killed as you will be betrayed for being too reckless in combat.
Choosing The BS will make you a fanatical terrorist leader who ends up blowing up over a quarter of the world.
So, that's how my generals 2 plot is structured, so um, hope you enjoy.
Added:Fri 19th Nov 2010 04:31, Post No: 45
Maybe the storyline for this new generals be like this.
GLA has been utterly routed as China and the US hunt down their last remnants. After a viral outbreak caused by a few GLA loyalists kill off about 43% of the world's population, A new faction, "Black Scimitars", comes in place of GLA and attack The new UNUGP ( United Nations Ultimatum for Global Protection) Building. Africa, eastern Europe (excluding russia), South America and half of South East Asia.
As global Economies break down, Alliances form and break as nations struggle to maintain peace and stability. New Factions emerge.
1. The GRS ( generally speaking, USA, UK, Japan, Russia, Europe and Australia)
2. The UCA ( The rest of the world)
3. Black Scimitars ( A stem of GLA that operates underground operations)
The Protagonist ( Like CNC4) has decisions based on Self Conscience.
Choosing The GRS mean fighting for global security but Killing civilians and pummeling neutral cities in search of hidden enemy armies in vain.
Choosing UCA will mean saving lives but ultimately you get killed as you will be betrayed for being too reckless in combat.
Choosing The BS will make you a fanatical terrorist leader who ends up blowing up over a quarter of the world.
So, that's how my generals 2 plot is structured, so um, hope you enjoy.
Added:Sat 30th Oct 2010 10:17, Post No: 44
Generals 2 must have the UK on it but also have realistic vehicles e.g. The UK's mastiff, jackall, challenger 2 tank (which is miles better than the M1A1 abrhams), Apache helicopter, eurofighter typhoon, but also have the abrhams and other nations' actual vehicles. British soldiers should be more expensive to train but be nails much like they are in real life.
Russia - relies on ill equipped, but fairly well trained soldiers and loads of them, modern fighters like the SU-37 etc.
China - relies on very cheap ill-equipped soldiers but have millions of them. Not too sure on what the Chinease military equipment is like to be honest but it should be realistic.
USA - heavily reliant on tech, expensive troops but training isn't great, have loads of special abilities or upgrades to help specialise the units like real life. M1A1 Abrahms, F-22 and F-35, B-1B and B2 bombers, laser defences were cool too.
UK - The best trained troops in the world. Should be very expensive, but awesome, each unit should be upgradeable with different kit (not quite to the same level as the USA but still upgradeable) the health of the Units and the power of them should be increased over the normal units, Snipers should be used more regularly and have different units i.e. Royal Marine Commando's and Para's. Should also include the SAS and SBS as increadable troops instead of silly Col. Burton figures that can go and destroy a whole base on their own. Should have Challenger 2 tanks, Typhoon, F-35 and Apache aircraft, as well as the more recent Mastiff, Jackall and Panther vehicles (all are wicked - the Panther makes the Humvee a waste of space).
France - Massive Defences like huge line of fortifications and the most recent Rafael aircraft, and the Foreign Legion, however their troops wave the white flag when they come under too much figher! haha.
Japan - much the same as the US, but with more gadgets and their respective units.
There is so much scope to make this as realistic as possible but without removing the fun out of it. Would be increadable to see a Challenger 2 kicking ten bells out of an Abrahms, the SAS doing battle with the Navy SEALS and the Typhoon dogfighting with the F-22.
Added:Tue 28th Sep 2010 08:49, Post No: 43
Generals ZH2 with RA3 naval warfare = wargasim