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Red Alert 3:

  • Awesome Music:
    • 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.
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  • 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.
  • Crazy Awesome: President Ackerman, after his Face–Heel Turn. Who else would turn Mount Rushmore into a supervillain lair complete with Death Ray?
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  • Designated Hero: The Allies. Their sociopathic attitudes are very obvious in spite of the game trying to portray them as "good". Although that may have been intentional.
  • Evil Is Sexy: Natasha, Dasha, and Zhana, as well as Suki and Takara. There is not an unattractive female throughout this whole game. Even the poster illustrations of Yuriko play to the Japanese short-shirted schoolgirl fetish. Most of the female characters have pin-up pictures.
  • Fetish Retardant: The game, in its attempt to bring more fanservice to the table than its predecessors, crossed into cheesecake overload instead. Nothing wrong with the occasional bit of titillation, but when you have EVERY female character in your game like that, it just becomes distracting. Especially when you consider that they're supposed to be professional soldiers. Especially if you get Yuriko-Omega near water - a bug during the beta release would cause Yuriko's voice to revert to that of the default, laser katana-wielding infantryman if she hovered over water. Emphasis on man.
  • Game-Breaker:
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    • The chrono timebomb is extremely powerful. The only way to counter it is to move everything out of its radius. Waiting for the countdown to end will make it explode. Attacking the bomb and managing to reduce its health to 0 makes it explode. Guess what the opponent AI does when it encounters a time bomb.
    • Uprising brings 3 overpowered Allied units: The Pacifier, the Future Tank, and the Harbinger Gunship.
      • The Pacifier is a long-range artillery which can deal an immense amount of damage from a safe distance, and it's also durable, too. It also costs only $2000.
      • The Future Tank is probably the apex of this trope. Giant humanoid robots on treads, they have a big respectable health pool, an immense AoE attack, an ability that can turn to shreds any generator in one constant hit, they self repair, and it only costs $3000 to produce. It is not unheard for 4 Future Tank units to destroy entire bases by themselves.
      • The shining example is the Harbinger Gunship, a flying bomber that can bomb the crap out of any ground unit, or can slaughter infantry with its machine gun. It has a lot of health and it doesn't need to reload.
    • There is also the new Japanese Super-Unit, the Giga Fortress. It is a literal unmanned fortress which can deploy from anti-air and anti-water to anti-surface mode. It is slower than a Kirov while flying, but it gets a giant laser beam as its weapon while flying. It deals an immense amount of damage, but it takes a minute to be constructed, costs $6000 (the most out of any other unit in the game), and is extremely susceptible to special anti-air units, such as Yuriko.
    • The Soviet game-breaker however, is much more subtle, and yet arguably the most broken, the Mortar Cycle. It's an artillery unit... that's faster than just about anything you send to chase it. And all you need to start pumping them out is a Barracks and a War Factory, letting Soviet players completely control the early game and likely just win without ever having to tech out of tier 1.
  • 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.
  • Hilarious in Hindsight: One of the allied Engineer's quotes is "I can fix it!"
  • Memetic Mutation: Emperor Yoshiro's line "You are made of stupid" is a fairly popular forum weapon.
  • Narm: SPACE!
  • Replacement Scrappy:
    • Why, oh, why did they replace the goddess Kari Wührer with that fruit cake Jenny McCarthy? Worse, the role of Tanya is completely different from her RA2 incarnation. There's no humor there, nothing which plays to McCarthy's strengths as an actor, just a lot of sneering and lame one-liners.
    • Tim Curry doesn't have a lot of opportunities to distinguish himself from Josef Stalin or Premier Romanov. It's pretty much a bust...apart from the line about outer space.
  • 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 you yourself are still playing as the Allies, and their thing is Harmless Freezing, so 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. Not a problem either, 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, there 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 summons up a half-dozen prism tanks into the base of both you and your partner. 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 overall 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 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 decision. 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.
  • 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.
  • Vindicated by History: Many regard Red Alert 3 as the best EA-developed C&C game after the debacle that was Tiberian Twilight.
  • What an Idiot!:
    • Cherdenko attempts to escape to the only place that hasn't been corrupted by capitalism! SPACE!
    • President Ackerman in the aforementioned That One Level of Mt. Rushmore needs to go to the superweapon control center to activate his weapons. Problem is the only direct route to the building is through a map-long mountainside road. Instead of using an airlift or the Chronosphere to teleport him directly to the building (which he later does when he teleports to the airfield!), he opts to ride his slow-ass limo through the long way. Granted, if he does otherwise the mission will pretty much be Unwinnable but still...
  • Win Back the Crowd: Subverted. Though this was very obviously the intention of the development team, with open and forthright communication regarding gameplay features via an official forum, a YouTube channel providing weekly updates and player matches, and a considerable amount of time, energy, and effort sunk into the production, the extremely vocal backlash of hardcore fans of Westwood's more serious-in-tone titles effectively ended all chance at continued production of C&C titles. Nowhere was this more apparent than the development and release of Command & Conquer 4: Tiberian Twilight, which saw a level of disregard and lack of polish unheard of since Generals, and far more in line with EA's usual treatment of acquired IP.

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