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* NeutralsCrittersAndCreeps: Zombies hostile to all player-owned units appear in Dead Resurrection mode, where they arise from killed infantry, and the Graveyard Smash skirmish map, where they will rise from their graves at night if there are units nearby.



* NightOfTheLivingMooks: Dead Resurrection mode, where killed infantry rise from the dead as zombies; and the Graveyard Smash skirmish map, where zombies will rise from their graves at night if there are units nearby.



** Neutral Oil Derricks, by far the most common tech structure in the game, provide a slow trickle of income to anyone who captures and owns one. Although these structures don't provide a lot of money compared to mining, they can provide a clear economic advantage to players who can hold them, especially in the late game when ore and gems become scarce. In Bounty Hunters mode, there's no mining and both primary sources of money last indefinitely: Oil Derricks are invulnerable and much more numerous than in standard games (the Bounty Hunters version of Territorial Imperative has 36 Oil Derricks in contrast to the standard version's 6, for example); and killing enemies and razing their structures (something that will not stop until the game ends) award 25% and 50% of the unit/structure's cost to the killer's owner, respectively.

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** Neutral Oil Derricks, by far the most common tech structure in the game, provide a slow trickle of income to anyone who captures and owns one. Although these structures don't provide a lot of money compared to mining, they can provide a clear economic advantage to players who can hold them, especially in the late game when ore and gems become scarce. In Bounty Hunters mode, there's no mining and both primary sources of money last indefinitely: Oil Derricks are invulnerable and much more numerous than in standard games (the Bounty Hunters version of Territorial Imperative has 36 Oil Derricks in contrast to the standard version's 6, 10, for example); and killing enemies and razing their structures (something that will not stop until the game ends) award 25% and 50% of the unit/structure's cost to the killer's owner, respectively.

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* RateLimitedPerpetualResource:
** Ore drills, which are found in the middle of most ore fields and cannot be destroyed, continuously pump out ore on the ground, though one harvester is usually sufficient to match the speed at which the ore is replenished, so expanding out is still important. Gems give more credits when collected but are never replenished.
** Neutral Oil Derricks, by far the most common tech structure in the game, provide a slow trickle of income to anyone who captures and owns one. Although these structures don't provide a lot of money compared to mining, they can provide a clear economic advantage to players who can hold them, especially in the late game when ore and gems become scarce. In Bounty Hunters mode, there's no mining and both primary sources of money last indefinitely: Oil Derricks are invulnerable and much more numerous than in standard games (the Bounty Hunters version of Territorial Imperative has 36 Oil Derricks in contrast to the standard version's 6, for example); and killing enemies and razing their structures (something that will not stop until the game ends) award 25% and 50% of the unit/structure's cost to the killer's owner, respectively.
** Mercenaries (unlocked by the American Regional Support Beacon and Neutral Secret Lab) earn money with every kill; while it's possible to lock your opponent's access to the latter by destroying the Secret Labs, income from the former can only stop when the American player wins or loses the game.
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* ShownTheirWork: The European Federation's borders, given the timeline divergence, are based on pre-WW2 boundaries.

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* ShownTheirWork: The European Federation's borders, given the timeline divergence, are based on pre-WW2 pre-[=WW2=] boundaries.

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* DiscountCard: An Industrial Plant makes all of your vehicles cheaper (and Russia's Means of Production support power further reduces their cost), while the Cloning Vats and Duplication Facility work as this in practice by creating a copy of every trained non-hero infantry or tier 1-2 vehicle except miners and [=MCVs=] (although the Cloning Vats also increases the cost of clonable infantry, the duplication still results in a net discount).



* NoCelebritiesWereHarmed:
** President Hamza al-Sanussi of Libya is clearly modelled after real-world Libyan president UsefulNotes/MuammarGaddafi.
** US President Doug [=MacDonald=], meanwhile, is based on UsefulNotes/RichardNixon, with a dash of UsefulNotes/GeorgeHWBush for good measure.


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* NoHistoricalFiguresWereHarmed:
** President Hamza al-Sanussi of Libya is clearly modelled after real-world Libyan president UsefulNotes/MuammarGaddafi.
** US President Doug [=MacDonald=], meanwhile, is based on UsefulNotes/RichardNixon, with a dash of UsefulNotes/GeorgeHWBush for good measure.


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* ReducedResourceCost: An Industrial Plant makes all of your vehicles cheaper (and Russia's Means of Production support power further reduces their cost), while the Cloning Vats and Duplication Facility work as this in practice by creating a copy of every trained non-hero infantry or tier 1-2 vehicle except miners and [=MCVs=] (although the Cloning Vats also increases the cost of clonable infantry, the duplication still results in a net discount).

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* AirborneArtillery: The only flying artillery unit in the game, the Aroostook is a helicopter armed with long-range rockets that knock down buildings with ease.



* {{Prehistoria}}: Jurassic Jungle Jigsaw is a skirmish map featuring dinosaurs and an old Chronosphere from the previous war.

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* {{Prehistoria}}: Jurassic Jungle Jigsaw is a skirmish map featuring non-avian dinosaurs and an old Chronosphere from the previous war.
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* CompositeCharacter: Aside from having Iraq's Desolators, Libya has incorporated lots of the units and structures used by House Harkonnen in the [[VideoGame/DuneII Dune]] [[Video Games VideoGame/EmperorBattleForDune]] made by Westwood such as the Devastators and Death Hands.
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* ArbitraryMinimumRange: The Research Institute's Plague Strike, Grand Cannon, Death Hand Silo, Cataclysm and most artillery have a significant minimum range and cannot fire on targets that stand too near.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: The Research Institute's Plague Strike, Grand Cannon, Death Hand Silo, Cataclysm and most artillery have a significant minimum range and cannot fire on targets that stand too near.

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* RaceLift: The original Cryo Legionnaire from ''Red Alert 3'' belonged to the Allies, which did not include Japan (and the Legionnaires themselves were stated to come from either the USA or Europe). The Cryo Legionnaire in this mod (renamed Cryo Warrior) is a proud Japanese patriot.

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* RaceLift: The original Cryo Legionnaire from ''Red Alert 3'' belonged to the Allies, which did not include Japan (and the Legionnaires themselves were are all but stated to come from either the USA or Europe).Austria, given that they're based off of Creator/ArnoldSchwarzenagger as Mr. Freeze from Film/BatmanAndRobin). The Cryo Legionnaire in this mod (renamed Cryo Warrior) is a proud Japanese patriot.


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* RevisitingTheRoots: The mod is more in line with the original Red Alert 2 in spite of being a mod of it's expansion Yuri's Revenge given that the Soviets once again have use of Cloning Vats and the [=PsiCorps=].

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* BreakOutTheMuseumPiece:
** The Yak is an outdated aircraft that has been phased out by all Soviet nations except the Confederation because they can't mass produce Sukhoi.
** The Tesla Mammoth is more of a downplayed example, as it's essentially a Tesla Tank built on a ''Red Alert 1''-era Mammoth Tank chassis.

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* BreakOutTheMuseumPiece:
**
BreakOutTheMuseumPiece: The Yak is an outdated aircraft that has been phased out by all Soviet nations except the Confederation because they can't mass produce Sukhoi.
** The Tesla Mammoth is more of a downplayed example, as it's essentially a Tesla Tank built on a ''Red Alert 1''-era Mammoth Tank chassis.
Sukhoi.



* KaizoTrap: The second (and ostensibly final) objective in Green Energy (USA 2) is to capture the Libyan Nuclear Reactor. However, upon doing so, the Libyans will sellout their buildings and rush their remaining units at the Nuclear Reactor in an attempt to destroy it. If you fail to anticipate this (there's no warning beforehand) and let them destroy the Nuclear Reactor, be prepared to restart the mission.

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* KaizoTrap: The second (and ostensibly final) objective in Green Energy (USA 2) is to capture the Libyan Nuclear Reactor. However, upon doing so, the Libyans will sellout sell all of their buildings and rush their remaining units at the Nuclear Reactor in an attempt to destroy it. If you fail to anticipate this (there's no warning beforehand) and let them destroy the Nuclear Reactor, be prepared to restart the mission.



* TacticalSuperweaponUnit: The European Federation and Russia (each the Powerhouse subfaction of their respective faction) have access to an epic unit, which are very tough and immune to most battlefield hazards but very expensive (at $3000), slow and limited to one per player:
** The European Vortex Tank has a high-energy 'warp drive' which twists the Higgs Field, creating a vortex which constantly grows in size and where spacetime is distorted, slowing down and destroying everything inside it.
** The Russian Cataclysm is a gigantic artillery cannon on treads, which fires a ludicrously high-calibre shell, resulting in a huge nuclear blast to send enemies scattering.



* YouShallNotPass: Desolators can create a contamination zone deadlier than a nuclear missile's, and destroy nearly anything that comes through in a matter of moments.

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* YouShallNotPass: Desolators can create a contamination zone deadlier than a nuclear missile's, and destroy nearly anything that comes through in a matter of moments.moments.
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* BanditMook: When a Spy or Saboteur infiltrates an enemy Refinery or Slave Miner, you'll steal $5000 and $2000 (respectively) from them. A Scrambler or Floating Disc steals money from an enemy refinery for as long as it hovers overhead.

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* BanditMook: When a Spy or Saboteur infiltrates an enemy Refinery or Slave Miner, you'll steal $5000 and or $2000 (respectively) from them. A Scrambler or Floating Disc steals money from an enemy refinery for as long as it hovers overhead.



* DestructibleProjectiles: Dreadnought and Akula missiles can be shot down by enemy anti-air before they reach their target.



** The MCV is a vehicle that can deploy into a Construction Yard to build other structures (although this transition is one-way if packable [=MCVs=] is disabled, or if it's the campaign). Its replacement in the Scavengers mode, the War Machine, can deploy into a War Factory which is also armed with a cannon and can reverse-engineer vehicles found in crates to unlock them for construction.

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** The MCV is a vehicle that can deploy into a Construction Yard to build other structures (although this transition is one-way in the campaign or if packable [=MCVs=] is disabled, or if it's the campaign).disabled). Its replacement in the Scavengers mode, the War Machine, can deploy into a War Factory which is also armed with a cannon and can reverse-engineer vehicles found in crates to unlock them for construction.



* LightningGun: All Soviet subfactions use these with Tesla Troopers and Tesla Coils. Their premier user is Yugoslavia with their Tesla Elites, Tesla Mammoths and Dr Dobrilo.

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* LightningGun: All Soviet subfactions use these with employ Tesla Troopers and Tesla Coils.Coils, which fire bolts of lightning at enemies. Their premier user is Yugoslavia with their Tesla Elites, Tesla Mammoths and Dr Dobrilo.



* MolotovCocktail: Firebrands use these to burn down buildings.

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* MolotovCocktail: Firebrands use these molotov cocktails to burn down buildings.



* {{Prehistoria}}: Jurassic Jungle Jigsaw, a skirmish map featuring dinosaurs and an old Chronosphere from the previous war.

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* {{Prehistoria}}: Jurassic Jungle Jigsaw, Jigsaw is a skirmish map featuring dinosaurs and an old Chronosphere from the previous war.



* RemixedLevel: The entire campaign is remade from the vanilla ''Red Alert 2'' one.

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* RemixedLevel: The entire campaign is In addition to the original 5-mission USA campaign, the mod also includes a remade from version of the vanilla ''Red Alert 2'' one.campaign.



* ShootTheBullet: Dreadnought and Akula missiles can be shot down by enemy anti-air before they reach their target.

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* AmphibiousAutomobile: [=MCVs=], ore miners, Robot Tanks, Skitters, Rykovs, Grinders, Tsunami Tanks and Amphibious Transports can move on land and water alike. Inverted with Zhabas and Destroyers, which are ships that can move onto land.

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* AmphibiousAutomobile: [=MCVs=], ore miners, Robot Tanks, Skitters, Rykovs, Grinders, Tsunami Tanks and Amphibious Transports can move on land and water alike. Inverted with Zhabas and Destroyers, which are ships that can move onto land.



** The Firestorm Walls available to the USA function almost ''exactly'' like Firestorm Generators from ''Tiberian Sun.''
** Russia's Homosos Cyborg are very much reminiscent of the Nod Cyborgs in ''Tiberian Sun'' and Marked of Kane in ''Kane's Wrath.''
** Elements based on the GLA from ''Generals'' can be found in Libya (use of slave labor, chemical weapons) and the Confederation (scavenging "upgrades" per unit promotion).

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** The Shinobi, Sunburst Drone and Tsunami Tank are taken from ''VideoGame/CommandAndConquerRedAlert3'' with minor changes. The Destroyer's amphibious capability also comes from the Assault Destroyer there with a different art design. The Mirage Tank's design and cameo are based on the concept art of the unit of the same name in that game, the Scrambler is reusing the Cryocopter's design, the Bishop is visually based on the Athena Cannon, while the Cryo Warrior is based on the Cryo Legionnaire with a reworked weapon.
** The Yak is the same unit from the first ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]''. Bonus points for being described as an outdated aircraft replaced by the Sukhoi that only the Confederation still uses.
** The Graveller is an improved version of the MAD Tank from the first ''Red Alert''.
** The Devastator's weapons are called [[Literature/{{Dune}} Harkonnen]] guns, while its cameo and voxel are based on the ''VideoGame/CommandAndConquerGeneralsShockWave'' version.
** The skirmish map War Factory has a few neutral [[VideoGame/CommandAndConquerTiberianSeries GDI Mammoth Tanks]].
** Nikoomba, the informant whom you have to contact in the USA mission Green Energy, is named after the leader of a village whom you have to kill in the first mission in the Nod campaign of ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]''.
** The Firestorm Walls available to the USA function almost ''exactly'' like Firestorm Generators from ''Tiberian Sun.''
Sun''.
** Russia's Homosos Cyborg are very much reminiscent The Confederation's Vandal Scraptanks gain new scavenged weaponry with each veterancy upgrade, echoing the scavenging mechanic of the Nod Cyborgs GLA in ''Tiberian Sun'' and Marked of Kane in ''Kane's Wrath.''
''VideoGame/CommandAndConquerGenerals''.
** Elements based on the GLA from ''Generals'' can be found in Libya (use of slave labor, chemical weapons) and the Confederation (scavenging "upgrades" per unit promotion).weapons).



** US President MacDonald, meanwhile, is based on UsefulNotes/RichardNixon, with a dash of UsefulNotes/GeorgeHWBush for good measure.

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** US President MacDonald, Doug [=MacDonald=], meanwhile, is based on UsefulNotes/RichardNixon, with a dash of UsefulNotes/GeorgeHWBush for good measure. measure.



* ShipOutOfWater: Zhabas and Destroyers are naval units that can move onto land. On maps without water, or if naval combat is disabled, Destroyers can still be built from the War Factory.



** The Shinobi, Sunburst Drone and Tsunami Tank are taken from ''VideoGame/CommandAndConquerRedAlert3'' with minor changes. The Destroyer's amphibious capability also comes from the Assault Destroyer there with a different art design. The Mirage Tank's design and cameo are based on the concept art of the unit of the same name in that game, the Scrambler is reusing the Cryocopter's design, the Bishop is visually based on the Athena Cannon, while the Cryo Warrior is based on the Cryo Legionnaire with a reworked weapon.



** The Yak is the same unit from the first ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]''. Bonus points for being described as an outdated aircraft replaced by the Sukhoi that only the Confederation still uses.
** The Graveller is an improved version of the MAD Tank from the first ''Red Alert''.



** The Devastator's weapons are called [[Literature/{{Dune}} Harkonnen]] guns, while its cameo and voxel are based on the ''VideoGame/CommandAndConquerGeneralsShockWave'' version.
** The skirmish map War Factory has a few neutral [[VideoGame/CommandAndConquerTiberianSeries GDI Mammoth Tanks]].



** Prior to version 2.2.7, the Grenadier's cameo icon was taken from the same Tiberium Wars GDI unit.



** Nikoomba, the informant whom you have to contact in the USA mission Green Energy, is named after the leader of a village whom you have to kill in the first mission in the Nod campaign of ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]''.
** The Confederation's Vandal Scraptanks gain new scavenged weaponry with each veterancy upgrade, echoing the scavenging mechanic of the GLA in ''VideoGame/CommandAndConquerGenerals''.



* VeteranUnit: Most combat units can gain experience by killing foes and get promoted once the total cost of their kills exceed three (for Veteran rank) and six (for Elite rank) times their own.

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* VeteranUnit: Most combat units can gain experience by killing foes and get promoted once the total cost of their kills exceed three (for Veteran rank) and six (for Elite rank) times their own. This mechanic is particularly important for Vandal Scraptanks, which gain new weaponry with each veterancy upgrade.
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* StockFootage: The USA Campaign cutscenes use this to visualise the scenario.

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* StockFootage: The USA Campaign cutscenes use this to visualise visualize the scenario. scenario.
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* StockFootage: The USA Campaign cutscenes use this to visualise the scenario.
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* MythologyGag:
** The Firestorm Walls available to the USA function almost ''exactly'' like Firestorm Generators from ''Tiberian Sun.''
** Russia's Homosos Cyborg are very much reminiscent of the Nod Cyborgs in ''Tiberian Sun'' and Marked of Kane in ''Kane's Wrath.''
** Elements based on the GLA from ''Generals'' can be found in Libya (use of slave labor, chemical weapons) and the Confederation (scavenging "upgrades" per unit promotion).

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