YMMV: Command & Conquer: Red Alert 3

YMMV page for the overall series:

Red Alert 3:

  • Breather Level: The fifth Imperial mission compared to the previous. While the Allies still use plenty of Cryocopters and Hydrofoils, you gain access to some actually decent surface-to-air units on the ocean (Sea-Wings), as well as being provided a very powerful fleet that's pretty much grown into Game Breaker status due to them helpless MCVs.
  • Broken Base: Many people find the static ore nodes disappointing and makes it too easy for players to camp. Others are absolutely relieved that they don't have to deal with Artificial Stupidity when it comes to resource gathering, allowing them to focus more on combat. This extends to the tone and gameplay changes compared to Red Alert 2.
  • Crowning Moment of Funny: The bloopers and outtakes.
  • Critical Dissonance: At the time of the original writing of this entry, Metacritic had 48 positive professional reviews of this game, seven mixed, and no negative reviews. In contrast, there are 52 negative user reviews, and 47 positive reviews.
  • Crowning Music of Awesome: Frank Klepacki returned to make Hell March 3, and a handful of other tracks.
    • The battle themes are all pretty great, but the Uprising theme for the Empire is pretty damn awesome, as seen here.
    • While there is no way to be conclusive, we're pretty sure that, had it been around in 1945, the Krasnya Armiya would've marched into Berlin singing this.
  • Crowning Moment of Awesome: The trailer that introduced the Empire (with their invasion of the Soviet Union set to Crowning Music of Awesome), as well as their campaign intro, where they put Flaunting Your Fleets and Million Mook March to good use.
  • Designated Hero: The Allies. Their sociopathic attitudes are very obvious in spite of the game trying to portray them as "good".
  • Evil Is Sexy: Natasha, Dasha, and Zhana, as well as Suki and Takara.
  • Fetish Retardant: Oh god. Red Alert 3. Cheesecake Overload.
  • Ham and Cheese: Just about all of the actors. You can tell, however, that this is exactly what the developers wanted: a bunch of well-known (though hardly A-List) actors competitively hamming it up and Chewing the Scenery to add to the already absurd levels of Camp. The result, as intended, is a game that leaves you laughing your head off even as you mow down thousands.
  • So Okay, It's Average/Tough Act to Follow: While long-time fans of the series have been split on this game, the general consensus seems to be that Red Alert 3 is an alright game. It's just pretty tough to top its legendary predecessors.
  • Tear Jerker: In the midst of the game's campy-ness, Yuriko. Prior to the game, she was allegedly taken from her parents by the Empire, where she then went through god knows how many horrific experiments in Dr Shiro Shimada's Omega program. Then came the start of her campaign...and it all ends after she made meat puree out of everything that stood in her way, killed both Shimada and her alleged sister Izumi (the former out of revenge and the latter out of self-defense) and she has now has no idea what to do. And her theme song is pretty tear jerking...
    • Has any player tried to save the restrained clone in her 3rd campaign?
  • That One Level: Mt. Rushmore, for being the most Luck-Based Mission in the entire C&C franchise. The strategy is obvious. The president has gone crazy and if given enough time will drive his limo to a building which will cause you to fail the mission. If the President dies the weapon you need to stop from firing fires automatically and you also fail the mission. Not a problem it's not nearly as much of a Timed Mission as it might look since the allies thing (who you're playing as) is Harmless Freezing and you can just put the president's limo on ice with a cryo copter. The problem is that the enemy will routinely send anti-air jets after your copter. No problem you can just fight them off with your own jets. Except that if by random chance the debris created by a plane being shot down lands on the frozen limo it will explode and you fail the mission. Yeah, ther are a few things you can do to try and reduce the odds of this happening but nothing seems doable to prevent it. Also there's a painfully "maybe I will and maybe I won't" Event Flag which should summon up a half a dozen prism tanks into the base of both you and your partner under your control. If it happens you won't need to worry about defending your base from land threats till very late in the mission. If it doesn't your likely to be eaten alive by ground assaults. The over all strategy to win is obvious and putting it in motion is easy and simple, but it all comes down to if the Random Number God feels like letting you win or not...
    • There's another way. One can at least slow his progress significantly with only the cryo shots without gathering the attention of enemy Apollo Fighters, but the real problem lies in not having enough money. This can be circumvented via Spies constantly raiding the enemy Refineries. This isn't as obvious at first, bit it does put Guide Dang It into effect.
    • There's also the final Allied mission, also invoking Guide Dang It; this is a timed mission, and enemy attacks from the east almost never stop coming. Rushing with the Mirage Tanks provided at the start is pretty much a must, and every Iron Curtain is heavily defended.
    • The fourth Imperial mission is this. The enemy uses tons of Aircraft and Hydrofoils and there's hardly any anti-air options. Cryocopters and Apollo Fighters are notable Demonic Spiders.
    • Uprising has many examples:
      • Dangerous Skies. Vera and Giles team up against you. You don't have much money at all to fight both of them at once.
      • High Seas Duel. You face off against Takara in this aquatic duel. No War Factories or Barrackses allowed. Takara rushes a lot with Yari Subs. Have fun!
      • Kill-A-Ton. The entire map is flooded with chemical substance, so light units won't stand a chance. Moskvin constantly attacks with Terror Drones, and his base is extremely fortified with defenses. It's not easy getting through that gate!
      • Future Warfare. All three Allied commanders face off against you in your tiny castle base. Giles, the biggest threat, has two bases, hammering yours with Vindicator bombers. The only saving grace are the Future Tanks you start out with. Use them wisely.
      • The Motherland. Fight against the three Soviet commanders. With little safety in expanding for resources and a constant barrage of Russian troops it's widely considered to be the hardest challenge in the game.
  • They Changed It, Now It Sucks: EA's approach is bashed by many fans of the the classics as they feel the camp themes are overdone and flanderized, too gaga, with the Fanservice being too blatant and that Westwood's RA2 balanced wackiness and seriousness in the right mix. Tone and cutscenes aside, some gameplay changes are not well received, harvest fields are gone and replaced by static mines, now almost a core building inside a base and easy too defend with and adjacent wall, all-in-all hurting gameplay and marauding. The many support powers feel gratuitous and gamey, as many can't really be countered and in practice they are eventually granted no matter what without an in-game reason or decission. The dual mode for units adds petty micromanagement, amphibious buildings and units demean the peculiar importance of sea and Tanya is no longer a brunette. It could have been worse, as Tiberian Twilight really was the nail in the C&C coffin.
  • What an Idiot: Cherdenko attempts to escape to the only place that hasn't been corrupted by capitalism! SPACE!