Command & Conquer: Red Alert - Westwood Studios Reviewed by James Judge on a P120 War games, huh? They're the domain of bespectacled freaks with thick, black glasses (plus piece of plaster decoratively attached either over the bridge of the nose or, a la Jack Duckworth, on one of the hinges), poor body odour, protruding front teeth and a stutter. Without all of the above, as well as polyester jumpers, brown corduroys, beige loafers (coupled with white socks) and a natty line in anoraks and/or cardigans (oh yeah, and you've got to be either in your early teens or a rocket scientist to boot) you just can't quite get into the atmosphere of war games, with their hexagonal chequered maps, turn-based movement and reams of statistics about trajectory and velocity. Unless you are one of these 'people' then you won't be whiling away endless hours in front of your computer screen trying to defeat the computer AI in the pursuit of riches, fame, glory, power and (most importantly) world domination. Why can't you do this? You're just not genetically designed for it. You'll melt away, turn into a mindless golem just clicking hopelessly at the myriad of buttons, trying to get your troops to move east towards the enemy, instead of making valiant attempts to attack a passing river. Not only that, you won't enjoy yourself - the game will be boring and impenetrable, needing aeons to crack and a thorough reading of the 3000 page tome that came in the box. Naaaah, war games just aren't for you. Just keep to your RPGs and text adventures - what normal people play. These war games sound dangerous to me. Go on, gertcha! No, actually, don't. Please. Don't leave. I don't want to be left all alone in this review, talking to only me, myself and I (yup, all four of us (?!?)). There is, in fact, hope for all of us budding Saddam Husseins out there. The shining star that beckons us is from the mighty Westwood stables and it is one of the best games ever to have graced a CD. Ever. Built upon two other hugely successful games (Dune 2 and the original Command & Conquer) this is a game that can't fail. And doesn't. Red Alert is a prequel to C&C. The basis for the game is that you start off controlling a small selection of units and start to build a power base for yourself, creating buildings which will create more units for you as well as giving you special abilities later on in the game. You must then continue to build this base, carefully managing power and money (obtained by mining ore scattered around the countryside) and all the while building an army with which to attack your opponent and also defend your base from the opponent's assaults. That's the simplest the game gets - you versus an opponent on a map, striving for total supremacy of the game world. At its simplest Red Alert is a good game. The more complex it gets, the game suddenly shoots off, transcending all other games of this type. The game takes place in our world, sometime in the future where the Soviets have become dominant in the struggle for world power. Yet again it looks as if the balance of power on the Earth will be resolved in Europe with a vastly powerful Soviet force rushing in to defeat the smaller force of the Allies. You can play either the Soviets or the Allies and, in fact, each side has their own CD in the game box, so you can lose one CD and still be able to play with the CD you have left (not that you'd want to - losing one half of œ30 is a bit daft). On either side you start the game as a small time commander who must undertake a few simple tasks to start with - rescue Einstein, for the Allies for an example - without the need to build and manage a base and a large armed force. As you progress you get a choice of missions and your role in those missions starts to blossom with you starting to build your own bases and managing full-blown campaigns as mentioned above. However, each mission is not the same. Sometimes you'll start the later missions with only one or two units and, with these, must complete a set of tasks in a novel scenario. For example, after a few Soviet missions you must recapture a nuclear power station that the Allies have infiltrated. Instead of copping out and just presenting you with a "build a base and army and attack an enemy base with your units" mission, Westwood have decided to change the thrust of the game for a few of these specialised missions. For the nuclear base mission you must guide a small unit of infantry through the actual corridors of the base and extricate an engineering core who then must be escorted through the base to the reactors to stop a meltdown. The level is still a challenge to play, even though you have removed all of the major parts of the game - such as the base building and resource management. In fact these mission make a nice break from the larger scope missions and show a high level of initiative on behalf of the Westwood designers. Between each mission is a set of cutscenes that set the background for your fight against the enemy and, for a nice change, they are really well done with good acting and they actually add something to the plot, making you watch them instead of just jabbing the Escape key. During the missions everything happens in real-time. This means that everything happens at once - there are no turns and no boring waiting, you're always doing something and it takes both co-ordination and a quick, strategic mind to win a mission, not just one or the other. Everything can be controlled by the mouse using the small (but friendly) build list and a series of left clicks. If you want to move a unit click on the unit and click where you want it to go. If the cursor is over an enemy then it will change to a target and a left click will make the same unit attack - it's as simple as that, no different keys for attack, move rest and wait. If you want to make a bigger unit comprised of a number of different units that just gather them all together and drag and 'elastic band' round them. You've got a big unit that can be controlled just as a small one would. Cool. The interface is, in fact, so easy to use you don't really need a manual. The only things that you may want to use the keyboard for are formations and groupings, but they aren't necessary and only are really useful in large multiplayer games. And that is the basic game. Progress through the different missions on either the Ally or Soviet side until you win. The only criticism here is that the mission structure is pretty linear, even though there is some semblance of choice. A more organic, free-flowing game would have been far better for the single player. At the moment RA stands head and shoulders above most games, however, it is the multi-player aspect that really catapults this game into the stratosphere. You can play RA with up to seven other players (they can either be human or computer controlled). Here the basic idea is to build a base and wipe all opposition off the face of the map. It sounds simple and banal but when you are faced with opposition who are similarly skilled to yourself then you'll find that the time flies by as you are drawn into a complex world of strikes, counterstrikes, subterfuge and name calling. Thanks to the large selection of units and buildings made available to you (everything from riflemen through to little tanks, Mammoth tanks, jeeps, helicopters, planes, subs, destroyers, V2 rocket launchers and nuclear missiles, not forgetting paratroopers, parabombs and mine layers, or thieves, spies and Tanyas or....) the array of tactics available to you is limitless and with human opposition you can be severely tested, which is a good thing. I've played it over a LAN with two other players of similar ability to myself and I just love it. Normally a session lasts for a four hours and in that time we'll have had about three to five good-length games. Rarely does a game go by when one of us doesn't try out a new tactic or two and so the games are always surprising and enjoyable. And the satisfaction that you can get from destroying an opponent's carefully crafted base is one that is hard to put in words. Suffice to say that the grin spreads from ear to ear. This truly is a marvellous game. It isn't anything innovative - Dune 2 has been around for ages - but finally everything has come together in something that looks and sounds beautiful and plays like a dream. The single-player mission structure is good with a great plot and excellent missions. The multi-player games, thanks to their free-form nature, are simply splendid. No two games will be the same and even if you don't have access to multi-player facilities the computer AI will put up a stiff opposition. If you have a computer that can handle this game and you want something that will tax you strategically in a real-time environment then I recommend this without a doubt. If you are looking for a new multi-player game to kill your friends with then this is, without a doubt, the best multi-player game in existence (apart from Quake - they more or less tie in my books) and you'd be a fool to miss out. You get two CDs so if it's just a mate and you who are playing then you don't need to purchase another game as you can both use one CD each (saying that, three of us have played off one CD before - it just takes a bit of careful timing and a fast CD-ROM). Anyway, techy stuff.... In DOS you'll need a 486 DX2 running MS-DOS 5 or higher with 8megs of RAM. You'll also need a double speed CD-ROM and a VGA graphics card that can support a resolution of 320*200 at 256 colours. In the sound department a Sound Blaster or better is required and you'll need 40megs of HDD space to run the game. In Windows 95 you'll need at least a P75 (though a P120 is strongly recommended) with at least 8megs of RAM (again, 16megs of RAM is strongly recommended). You'll also need a double speed CD-ROM with a 1meg local bus Microsoft DirectDraw video card (as the game uses DirectX) capable of supporting a resolution of 640*400 or 640*480 in 256 colours. Soundwise anything supported by Win '95 will do. Oh yeah, and you'll still need to have a spare 40megs of space free to run the game. In the multi-player stakes you can play with up to seven other people over a LAN in either DOS or Win '95, one other person through a null-modem (either DOS or Win '95), one other person using a 14,400 baud modem (DOS or Win '95) or one other person over Winsock 1.1 compliant Winsock Stack, which requires an Internet connection of 28,800 or above or a direct connection (ISDN, T1 or E1) which is for Win '95 only. 'Nuff said - go buy it. Go on, gertcha - and I meant it this time. - o -