Command & Conquer: Red Alert 2
2000
- real time strategy (rts)
- strategy
- fantasy
- science fiction
- historical
- single player
- multiplayer
The story
The Soviets are back and this time they’re on American soil. Fight for the red, white, and blue – or just the red. But be careful – the mystical madman Yuri, with his mysterious mind-control technology, is readying his army for a shot at world domination.Fight on the side of freedom or battle behind the Iron Curtain. Prism tanks, Tesla Troopers, Terror Drones, Desolators, Psychic Mind Control Giant Squid, and Sonic Dolphins are just a small part of your arsenal. Play either side in the full solo-play campaign or as one of the nine nations in eight modes of multiplayer.
What it’s like
Hard-edged, saturated alternate-history war rendered in chunky, hand-built pixel art: sharp-edged sprites, bright primary palettes, and a grid of buildings, tanks and bursts of fire that reads clearly at a glance. Night missions turn the map into glowing tesla arcs and blood-red smears against dark soil, while day skirmishes bleach everything into dusty American suburbs and frozen Soviet blocks. The soundtrack leans on driving, sometimes absurdly jaunty rock and synth, with the clank of construction, radio chatter and the crunch of artillery layered over it. Pacing is fast and attention-hungry: you build bases, hoard resources and micromanage unit groups, so the rhythm is bursty, punctuated by sudden raids and a satisfying snap when a base falls. The tone is wry and pulpy rather than grim, playing its invasion premise for big, cartoonish melodrama and deadpan mind-control gags. Violence is constant but abstract, with explosions, scorched wreckage and cheerfully bloody infantry deaths, and no gore beyond what the strategy view implies. Best for players who enjoy tactical planning, a little tongue-in-cheek camp, and long competitive or solo sessions with a tank-and-dolphin sense of humour.
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