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YMMV / Command & Conquer: Red Alert Series

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Works in this series with their own YMMV pages:

YMMV page for the overall franchise:

The Red Alert Series:

  • Creepy Awesome: Yuri, contrasting with the rest of the game's he's in seeming to run on Crazy Awesome.
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  • Defictionalization: The Iron Curtain device? It's a thing now. Although it works by using a high-intensity radio screen to prematurely detonate explosives rather than Soviet Superscience to slap a Deflector Shield made of oscilating particles on a tank for 30 seconds.
  • Fanon Discontinuity:
    • Fans still debate on a number of issues, notably which ending of the first Red Alert leads to Tiberian Dawn.
    • According to Westwood, the Allied ending leads to both Tiberian Dawn and Red Alert 2. The Soviet ending appears to lead into a completely different non-canon era. Which doesn't make much sense, considering Kane's appearance in the final Soviet cutscene. Best not to think too hard about it.note 
  • Fandom Rivalry: An inter-fandom one with fans of the Tiberium timeline and fans of the "Red Alert 2 and onward" timeline. While the later Red Alert games are appreciated for their gameplay and camp value, the abandonment of the overarching Tiberium plotline that tied the first Red Alert to the first ever game, Tiberium Dawn, have raised some hackles. Red Alert 2 also arguably got more mainstream than Tiberium Dawn and Red Alert 1 ever did thanks to coming at the right time with the rise of neighborhood computer gaming shops.
    • But then both sides have a shared inter-fandom rivalry with fans of Command & Conquer: Generals which came out a few years later, since said game departs from the established "Westwood style" of RTS, playing more like Warcraft. It also benefited from the rise of neighborhood gaming.
  • Game-Breaker:
    • Yuri Prime, Apocalypse Tanks (Red Alert 2 only), Kirov Airships, Shogun Battleships, Mirage Tanks, Athena Cannons, Etc.
    • Yuri's faction from Yuri's Revenge.
      • Namely, Flying Discs with lasers and tractor beams, tanks and static defences that can mind control enemy units, and missile submarines.
      • Don't forget that you can shut down an enemy's entire base with just four Flying Discs. Park one over a Power Plant, another over their Refinery, and one near any building that can produce anti-air infantry/vehicles. Not to mention Yuri Prime, who can mind-control buildings (and with the Cloning Vat, you can get two Yuri Primes!)
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    • Uprising introduces us to the Harbinger gunship, a nigh on invincible self healing flying fortress. If you can build up a few then they make the attack move option a 'I win' button.
    • Don't forget the Empire's Giga-Fortress. Just one of them can take away a quarter of a Harbinger's health in Sea-Fortress mode. And don't get me started on Sky-Fortress mode!
    • The Sky-Fortress modes is the main use for them. They outrange anti-air units, and do insane damage.
  • Ham and Cheese: Goes a long way towards describing the acting in the series. And man, is it fantastic. Or at least in the later games. The first one had very subdued performances to fit with the serious tone of the game itself.
  • Magnificent Bastard: Kane appears, see the main page for details.
  • Moral Event Horizon: Outside of Yuri's actions, probably biggest one goes to Vladimir when after a psychic amplifier in Chicago is destroyed, he destroys the city with nuclear missile.
  • Rooting for the Empire: Many fans were disappointed that Yuri's faction in Yuri's Revenge didn't get its own campaign.


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