History VideoGame / CommandAndConquerRedAlert2

29th Jul '16 11:00:50 PM Ripburger
Is there an issue? Send a Message


[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/RedAlert2_8080.jpg]][[caption-width-right:350: [[TooSoon This removed cover art]] of one of the best games of 2000 is now a collector's item.]]

to:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/RedAlert2_8080.jpg]][[caption-width-right:350: [[TooSoon This [[FunnyAneurysmMoment removed cover art]] of one of the best games of 2000 is now a collector's item.]]
13th Jul '16 4:24:27 AM Yar
Is there an issue? Send a Message

Added DiffLines:

* ShouldersOfDoom: It can be hard to notice on tiny infandry sprites, but some soldiers, namely Conscripts and Guardian GI wear rather large shoulder pads.
9th Jul '16 11:00:26 AM Morgenthaler
Is there an issue? Send a Message

Added DiffLines:

* CapitalOffensive: In the Soviet campaign the Reds hit Washington DC first to destroy the Pentagon. It's used in an especially interesting fashion in the Allied campaign, where they use the Chronosphere to teleport a strike force straight inside Moscow to take the Kremlin.
9th Jul '16 10:59:21 AM Morgenthaler
Is there an issue? Send a Message







The fourth main game in the ''VideoGame/CommandAndConquer'' series and the last fully developed by Creator/WestwoodStudios. Released on October 2000, '''''Red Alert 2''''' is set during the [[TheSeventies 1970s]], when the supposed puppet-Premier of the USSR leads a world communist alliance in a surprise invasion of the United States, with the help of the mindbending psychic Yuri. Though once more the Allies rally to win the war, Yuri has his own plans and steals a time machine in an attempt to conquer the past. He's thwarted, but the time travel shenanigans aren't finished.

to:

The fourth main game in the ''VideoGame/CommandAndConquer'' series and the last fully developed by Creator/WestwoodStudios. Released The second entry in the ''VideoGame/CommandAndConquerRedAlertSeries'' and released on October 2000, '''''Red Alert 2''''' is set during the [[TheSeventies 1970s]], when the supposed puppet-Premier of the USSR leads a world communist alliance in a surprise invasion of the United States, with the help of the mindbending psychic Yuri. Though once more the Allies rally to win the war, Yuri has his own plans and steals a time machine in an attempt to conquer the past. He's thwarted, but the time travel shenanigans aren't finished.
20th Jun '16 6:55:06 PM SithkingZero
Is there an issue? Send a Message


** Played straight once Yuri starts using his powers to control Romanov's mind. He also has several plans that go something like this in his expansion.



* TakeOverTheWorld: The Soviets and Yuri are trying to do this. In ''Yuri's Revenge'', the Soviets take it to its next logical step after their victory: expansion across the cosmos.

to:

* TakeOverTheWorld: The Soviets and Yuri are trying to do this. In ''Yuri's Revenge'', the Soviets take it to its next logical step after their victory: expansion across the cosmos. Yuri, in ''Revenge,'' does manage to take over the world, save for San Francisco, but Time Travel manages to sort that out.



* WeWillMeetAgain: [[spoiler:One of the more chilling parts of the base game Soviet ending. Yuri is still very much alive after you thought him dead, and makes his intent to return very clear. All he has do is find a suitable body to reupload his mind into.]]
* YouAreTooLate: Not quite on the level of Adrian Veidt, but Yuri laid low and used the confusion of the war to successfully build his array of Psychic Dominators, and only finally surfaced and announced his plan when his devices were mere minutes away from activating. He would have won if Einstein hadn't just finished inventing mass-time travel.

to:

* WeWillMeetAgain: [[spoiler:One of the more chilling parts of the base game Soviet ending. Yuri is still very much alive after you thought him dead, and makes his intent to return very clear. All he has do is find a suitable body to reupload his mind into. And given that Soviet technology includes cloning tech...]]
* YouAreTooLate: Not quite on the level of Adrian Veidt, but Yuri laid low and used the confusion of the war to successfully build his array of Psychic Dominators, and only finally surfaced and announced his plan when his devices were mere minutes away from activating. He would have won if Einstein hadn't just finished inventing mass-time travel.travel, and one of the Harriers hadn't crashed into his power plant on Alcatraz..
20th Jun '16 6:40:33 PM SithkingZero
Is there an issue? Send a Message

Added DiffLines:

** This can veer rather sharply into PaperThinDisguise territory, since it ''always'' takes on the appearance of a tree when idle. This is useful when trying to hide from or ambush enemy units in a forest, grassy area, or other nature scene. [[EpicFail Not so much when it's in the middle of a parking lot or freeway.]]
16th May '16 2:34:18 AM Morgenthaler
Is there an issue? Send a Message

Added DiffLines:

* ColonizedSolarSystem: The ending of the Soviet campaign in ''Yuri's Revenge'' implies that the Soviet Union will use the space travel technology that they took from Yuri to expand communism across the solar system.
10th Mar '16 5:55:28 AM Morgenthaler
Is there an issue? Send a Message

Added DiffLines:

* IntercomVillainy: When you go up against Yuri, he will frequently taunt your moves. It's implied he's actually transmitting this telepathically.
20th Feb '16 2:18:08 AM TrollBrutal
Is there an issue? Send a Message


* MasterOfAll: If you can afford the price, the Mobile Fortress and a Heroic-ranked Apocalypse Tank are these. The Mobile Fortress starts off with a machine gun (which it always has no matter what configuration) to deal with infantry and it can run over almost any vehicle (including the Apocalypse Tank). What makes it a master of all, is that you can place 3-5 Guardian GI who carry powerful, long-ranged rocket launchers and perhaps a Sniper or two. This combination will destroy aircraft, ground vehicles and infantry with ease. The Apocalypse Tank starts off as a monster with regeneration, powerful twin cannons and medium strength anti-aircraft missiles. Every time an Apocalypse Tank gains a rank - its damage per shot, rate of fire and health level goes up. If it gets enough kills to reach Heroic, it gets a boost to its regeneration and its cannons change so that they do a four-round burst which causes a small AreaOfEffect explosion that does devastating damage against infantry (so now it'll mop the floor with infantry) and its anti-aircraft missiles will now be a heavy threat to aircraft instead of being somewhat of a hazard.
** If you have the expansion '''''Command & Conquer: Yuri's Revenge''''', Boomers are this as well. They have all the advantages of a standard submarine and had torpedoes that were only a little less damaging individually than the Typhoon Attack Sub's, but the Boomer fires two of them compared to the Typhoon's one. In addition they fire ballistic missiles that are only a bit less effective than the ones on a Dreadnought and Boomers had even more health. That meant Yuri had a really tough unit that dominates the water, could only be affected by certain attacks unless detected, and launch devastating siege attacks on enemy units and buildings. The only thing it didn't do was deal with aircraft.

to:

* MasterOfAll: If you can afford the price, the MasterOfAll:
** The
Mobile Fortress and a Heroic-ranked Apocalypse Tank are these.Tank. The Mobile Fortress starts off with a machine gun (which it always has no matter what configuration) to deal with infantry and it can run over almost any vehicle (including the Apocalypse Tank). What makes it a master of all, is that you can place 3-5 Guardian GI who carry powerful, long-ranged rocket launchers and perhaps a Sniper or two. This combination will destroy aircraft, ground vehicles and infantry with ease. The Apocalypse Tank starts off as a monster with regeneration, powerful twin cannons and medium strength anti-aircraft missiles. Every time an Apocalypse Tank gains a rank - its damage per shot, rate of fire and health level goes up. If it gets enough kills to reach Heroic, it gets a boost to its regeneration and its cannons change so that they do a four-round burst which causes a small AreaOfEffect explosion that does devastating damage against infantry (so now it'll mop the floor with infantry) and its anti-aircraft missiles will now be a heavy threat to aircraft instead of being somewhat of a hazard.
** If you have the expansion '''''Command & Conquer: Yuri's Revenge''''', Boomers are this as well. in the expansion. They have all the advantages of a standard submarine and had have torpedoes that were are only a little less damaging individually than the Typhoon Attack Sub's, but the Boomer fires two of them compared to the Typhoon's one. In addition they fire ballistic missiles that are only a bit less effective than the ones on a Dreadnought Dreadnought, and Boomers had even more health. That meant health. Yuri had has a really tough unit that dominates the water, could can only be affected by certain attacks unless detected, and launch devastating siege attacks on enemy units and buildings. The only thing it didn't doesn't do was deal is dealing with aircraft.
20th Feb '16 2:08:05 AM doulifee
Is there an issue? Send a Message


* BilingualBonus: A few in the soundtrack. For instance "[[http://www.youtube.com/watch?v=FnXUQ4t2utA Destroy]]" has "Détrouir tout: c'est un obligation" ("[[TitleDrop Destroy]] everything: It is an obligation.").

to:

* BilingualBonus: A few in the soundtrack. For instance "[[http://www.youtube.com/watch?v=FnXUQ4t2utA Destroy]]" has "Détrouir "Détruir tout: c'est un une obligation" ("[[TitleDrop Destroy]] everything: It is an obligation.").
This list shows the last 10 events of 226. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.CommandAndConquerRedAlert2