![]() The heart of every base, the construction yard, builds other structures, which are then places in the vicinity of previous built ones. It also makes the game marginally more realistic, as none of the previous Red Alert entries could explain why there is gold just laying around everywhere.īuilding construction and unit production has been left intact. This presumably allows for the map space to be used more efficiently, and puts less pressure on the poor phone that has to handle all of this. Ore Refineries simply extract gold from the ground once place on an ore node, and no longer send out an Ore Miner to harvest it on the map. ![]() ![]() The real-time strategy triumvirate of base building, resource gathering, and army management is present, albeit in a simplified form. Equally lifted from its big siblings is the gameplay. The structures are mostly lifted from Red Alert 2, but some of them, such as the Allied Tech Lab, come from Red Alert 3 instead. Command & Conquer: Red Alert Mobile brings in units from both its predecessor and its quasi-sequel. The setup and idea to bridge the two Red Alert games is something nobody was asking for, but is interesting nevertheless.Įqually interesting is the arsenal this leads to. There are even in-mission cutscenes, something that not even the earliest Command & Conquer main entries had. The plot is overall serviceable and above-average for a mobile game, but not exactly groundbreaking. Before each missions, the player is briefed by Bronislav, Soviet elite sniper Natasha, Allied intelligence officer Eva, or Allied commando Tanya. The story is told in fifteen missions – seven for the Allies, eight for the Soviets – divided into two campaigns. Red Alert Mobile tells us of these events, and thus bridges Red Alert 2 and its sequel. It turns out that the Soviets nicked the technology from the Allies – just as they did in Command & Conquer: Yuri’s Revenge, the expansion pack for Red Alert 2. It was apparently build by Soviet scientist Gregor Zelinsky, even though time travel was previously the domain of the Allies and their Chronosphere. However, that game never explained where exactly the Soviets got their time machine from. If this sounds familiar, it is probably because this is the plot of Command & Conquer: Red Alert 3. A Soviet general named Bronislav decides to take matters into his own hands and travel back in time to prevent the tide of the war from turning against the Soviets. The Soviet Union and its allies failed to take over the world and Allied tanks are knocking at the doors of the Kremlin. Red Alert Mobile takes place at the (canonical) end of the second war between the Allies and the Soviet Union. It is based on Command & Conquer: Red Alert 2 both with regards to story and style. Unlike the J2ME version of Command & Conquer 3: Tiberium Wars, which was turned into a mix between tactical builder and tower defense game, Command & Conquer: Red Alert Mobile is a traditional real-time strategy game for the most part. The second one, Command & Conquer: Red Alert Mobile was developed once more to run under J2ME on the latest high-tech flip phones. The first one, Command & Conquer: Red Alert, shares its name with the first entry in the Red Alert series and was released for iOS on iPhone and later iPad. Both games were made by EA Romania, but by different teams within the studio. Whatever the sales number were, they encouraged EA to publish not one but two more Command & Conquer mobile games in 2009, this time as little siblings to Command & Conquer: Red Alert 3. ![]() Somewhat obscure even when it was released, it is not entirely clear how much of a success the game actually was. In 2007, EA published the mobile version of Command & Conquer 3: Tiberium Wars as a companion to its Windows cousin. Command & Conquer 4: Tiberian Twilight (Mobile).Command & Conquer 3: Tiberium Wars (Mobile).Command & Conquer: Generals: Combat Cards.Command and Conquer 4: Tiberian Twilight.
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