Frequently Asked Questions
Basic questions and answers for Red Alert2 can be found on this section. You can also email us for an answer. 
 

 

 

 

What is Red Alert2? :

Red Alert2 is a sequel to one of the most popular real-time-strategies games of all time, CnC:Red Alert. The original was released in December of 1996 and continues to be a popular game played by thousands of people all over the world. 

 

Who is the developer?

The developer of Red Alert2 is Westwood Studios, makers of such greats as Command & Conquer, Blade Runner, Tiberian Sun, and the original CnC:Red Alert.

 

When did Westwood first decide to make a sequel to Red Alert? (As answered by Westwood.)

We first began preproduction in May of 1999. We had been thinking of ideas for a few months while we decided how we wanted to focus our efforts.

 

When will the game be released?

The game was released on Oct. 24, 2000 and is available worldwide.

 

What type of game is Westwood trying to make with RA2? (As answered by Westwood.)

Good question. We are very specific with regard to the vision of the game. We want to capture the magic of the first one with its fast gameplay and strange, techy universe. The 20th century tech we chose to focus in on was due to lots of research on the net, libraries, etc. You’d be surprised how much of it is based in theory or off-beat science. We want the game to be a fun, deep and exciting game. We decided our focus would be on new units, structures and tactics. This is the heart of the game. We want to keep it fresh for a long time.

 

What timeline does Red Alert 2 take place in relation to the original?

RA2 takes place roughly 20 years after RA1.

 

Will it run on my computer?

The minimum realistic system requirements is a 266MHZ with 64 megs of RAM. Keep in mind this is on the very low end of the scale. The more RAM memory you have the better. Real-Time-Strategy games are memory intensive. The video card isn't that important since the game is not 3D. In fact, no hardware acceleration is required.

 

Can it be played online?

The answer is yes. Along with the single player missions, multi-player online and lan will be included with the game. At this time, 4 players will be able to play at one time. Included with the game disk will be files for Westwood Online launching that will take you directly to the game servers at Westwood Studios where you'll be able to play with thousands of people from all over the world. 

 

What makes this game stand out among other RTS games?  by Harvard Bonin RA2 producer

The biggest change is the style of gameplay. We've created a real-time strategy game that's fast-paced, in-your-face and visceral, as opposed to slow and methodical. When we started designing, we took a long, hard look at the real-time strategy form, and agreed that, more often than not, the genre usually involves a slow war of attrition -- sometimes you've pretty much lost the game in the first ten minutes, and the next two hours is spent playing it out. Well, we wanted to pick up the pace, and make the game a real roller coaster ride in which the tides can turn at any moment -- without sacrificing deep, strategic gameplay. We wanted to make it a real blast right out of the box. When it comes down to it, often the units in real-time strategy games are balanced low -- that is, they're within a point or two as far as attributes go.

We're balancing Red Alert 2 very high. We have a healthy mix of units that are unusually powerful and add a lot of intensity to gameplay. In the original Red Alert, if you dropped a nuke, you did some damage. If you get the nuke bomb in Red Alert 2, someone is in big trouble unless it can be stopped before the launch. Luckily everyone will get plenty of warning that someone is about to drop the big one.

There are a lot of "magic bullets" that, if you use them smartly, can make the battle shift dramatically.

 

Will we be seeing some of the units from the original Red Alert? by Harvard Bonin RA2 producer

Sure! We wanted to bring back a few favorites like the Spy or the Iron Curtain. Even though some are back, they've been upgraded a lot from the previous game.

The Spy, for instance, does a lot of different things this time around. If you sneak a spy into the enemy's power plant, their power is shut down for 30 seconds. Or you can sneak him into an enemy's ore refinery and steal all their cash. You can get him to steal enemy technologies combine them with your own to get brand new units unavailable anywhere else in the game. We also beefed up the whole Chrono and Iron Curtain technologies.

 

What else is new?  by Harvard Bonin RA2 producer

The interface is brand new and much easier to use. We've switched to a tab system, so structures you want to build are just one click away. That gets players off the command bar and on to the tactical map, because that's where the fun is. We also included the optional Advanced Command Bar that makes some of the more elusive keyboard commands accessible on the game screen. The game will also feature a planning mode, so players can easily synchronize multi-pronged attacks on enemy bases. With just a keystroke or two, you can set your attacks off at just the right time.

And I'd definitely say the mood is the same. When we started the project, we wanted to capture the feel of the original Red Alert, but exaggerate our fantastic alternate universe even more with a lot of pop culture stuff. We really play up the Soviets' dabbling in psychic phenomena, for instance. They've even got psychically-controlled giant squids as part of their navy. We did a lot of military research for weapons and actually found some pretty kooky things. This research influenced the weapons we created. Many of our weapons are based in conspiracy myths of the 20th century. I've got two big binders of stuff that's pretty wild. Would you believe that at one point the U.S. was working on a weapon called HAARP that would heat up the ionosphere and use it as weapon? Then again, that doesn't hold a candle to the stuff we've got cooking in Red Alert 2.

 

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