![]() But this wouldn’t happen until 1999’s Tiberian Sun. ![]() After the success of Command and Conquer, Westwood could easily have made a straightforward sequel, one that continued that story of GDI versus Nod. Red Alert’s thematic choices are endlessly fascinating. But upon this skeleton, Red Alert builds an experience that’s more frenetic and more imaginative, as well as being shamelessly ridiculous. Red Alert adopts C&C’s skeleton wholesale, including the interstitial cutscenes and the open-ended campaign structure that often lets you choose from a selection of missions. ![]() ![]() The game relies heavily on the RTS framework Westwood established with Dune 2 and mastered in Command & Conquer, that effervescent mix of resource-gathering, base-building and fast-paced battles. Naturally, it helps that the foundations of Red Alert were already laid at the outset of its production.
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