The Allies and the Soviets have rearmed with new weapons of war, each poised to destroy the other. Two ideological opponents, eight world powers, only one world to command and conquer.

RSS Reviews  (0 - 10 of 62)
9

To start off, the first thing I have noticed from Red Resurrection is that it manages to keep the old highly fast-paced gameplay from RA2 while maintaining a strong sense of balance. Aesthetically the mod feels nostalgic for the fans of the original RA2(including me) and the new units and features doesn't break the charm the original RA2 once had. The gameplay is ~GOOOOOOD~.

The lack of diversity between countries is one point that people may brag about, but I think it's a fine way to stay between the points of the RA2-style subfactions and the ZH-Style ones without leaning on to either side. But Russia stands out from all other countries for its one particularly unique feature. I hope that in the future, the mod would have more countries for us to play with.

Voxels of units look fairly odd, a lot of units lack any lighting or shading, especially noticeable in the stolen tech unit Stalin's Fist(it's large cannon looks like a piece of a cylinder shaped black cotton because it and the entire unit doesn't seem to be reflecing light). I hope these odd voxels will be fixed in the future. I currently am not sure if the voxels are still in development or an actual design choice. If it is a design choice, it's a choice that I do not regard highly of. Also during gameplay, there are some graphical issues here and there but I assure they wont distract you from your game.

In my final verdict, the mod itself so far has a lot of potential and it is in beta phase, which means the best stuff is yet to come. The mod is highly replayable, loads of fun despite the graphical hiccups and it captures the essence of vanilla RA2 like no other. So I only wish for the best in the future to this mod.

Of course only following it from somewhere in 1.5 closed Beta. so far it has great promise.
A definitly good possible continuation of what could've happened after the Allied victory of YR, while still keeping to some of the tech of the original and also expanding techs on both sides.
It's not really a bad thing to leave the Yuri faction out of a YR mod, especially since you keep some of his tech in the Soviets, where he started.
I enjoy streaming this as it's a different approach to modding this classic game.

9/10 because it resurrects RA2 differently with some new units, new graphics, solo mode(sandbox), and many more and that's because of Ares.
This mod sadly has less new units, but obviously, its before the events of Yuri's Revenge, so no new technologies. But this mod is so awesome! Two Thumbs Up!

The gameplay within this mod is while somehow feels faster and more aggressive than the usual RA2 pace, it still doesn't give you any reason to consider a unit useless. Keeping a noticably low unit-roster, this isn't much of a surprise tho.

Still, where other mods fail, Red Resurrection wins... the balance. I don't know of any other mod which is as finely tuned in terms of balance as this. It's certainly better than any of the Mental Omegas.

The removal of Yuri is well justified, and the technologies it had are well-recycled. I'm more than certain, Red Resurrection is the Almost Perfect Red Alert 2 out here.

Good and fast gameplay. Loads of explosions and cool units, however, there are some really annoying things.

The first thing are the powers. Some good, some..."meh" and some are just so goddamn annoying, you curse the fact, that you can't just turn them off!
Like Master Control? That power lead to me and my friends NEVER play against Allies. For those, who never played this game, this power just takes over your tanks!
That is especially annoying, if you are in a heated 3v3 match, build up your army and suddenly 9 Tanks turn on your units and half your effort is just...gone.
And i am talking like you lose 15 out of 30 tanks!
10k worth of ressources gone, by a power, that costs way less.
You just CAN'T leave your army unattended, but you have to, to fight at other points of the map. This power WILL hit you!

Then there are other strong powers, that just destroy your **** and that is an issue in a game, with REAL players.
In a 3v3 for example, the FIRST side, who gets the airstrike, or something like that, can just focus on one player. If done right, you just get kicked out, by something you need A SHITLOAD of air defence against...which you don't have this early in the game.

It sounds like i am thrashing this game, but ASIDE the powers, it is just incredibly fun.
I just wish, you can turn those things off. We just like to play, without powers, or superweapons.
All boiling down, to how you are able to control your units and the map...you know? SKILL!!!

Campaign itself is a harder version of red alert 2 where enemies send you waves of units. On a skirmish mode. 1 player + 3AI vs 4 AI. They target you instead of other Ally factions.

The mod is good enough and add an interesting diversity to RA2's mods as well as an alternative to the popular Mental Omega if one prefers a more vanilla gameplay.

One major thing to note, though: the AI, even on Easy, is too difficult for a casual player due to its rushing and less predictable tendencies; even Mental Omega's AI since version 3.3 is far easier and manageable (in Easy and, to some degree, Normal) than YR Red-Resurrection in its present version. I just hope that the AI is at least toned down in the upcoming updates.

Overall, YR Red-Resurrection is a very good RA2 YR mod; if it weren't for the too difficult AI, I would have give it an excellent 9/10 score.

only flaw this mod has is being based on vanilla RA2 instead of RA2 YR. Otherwise it has really better gameplay in general.

AI is too hard to play. Overall, it's an amazing mod.

Red Alert ****: A New Review for a New Mod:

It has been six years since Red Resurrection was initially released to the public and so much has changed since then. Red Resurrection has really shaped an identity of its own during its continued development, boasting six unique factions and a campaign mode that adapts the classic Red Alert 2 story to fit with it's new universe.

By adopting the Ares Engine, Red Resurrection really allows for these new factions to differentiate themselves and offer a unique style of gameplay. If you prefer a more slow and ponderous style of attack, then the European Federation is your go to. However if you prefer to harass your opponent and control the battlefield, then the Latin Confederation has you covered.

The mod is also host to numerous high quality infantry and unit assets, a mark that really separates great Yuri's Revenge mods from the rest of the pack. A strong AI also offers a genuine challenge, though more casual players may struggle on any difficulty above easy. The new client allows for easy matchmaking and a plethora of new game modes and maps allows for high replayability, a definite improvement on earlier builds.

Overall Red Resurrection is shaping up to become one of the best mods that the venerable Yuri's Revenge community has to offer and it is exciting to see where the developer will take things next.

Pros:
-Great visual assets.
-Unique factions and gameplay.
-Adapted campaign mode!
-A strong client and easy online support.
-Epic new soundtrack.

Cons:
-AI can be a bit tough for new or casual players.

Community Rating

Average

8.2

59 votes submitted.

You Say

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Ratings closed.

Highest Rated (2 agree) 8/10

Of course only following it from somewhere in 1.5 closed Beta. so far it has great promise. A definitly good possible continuation of what could've happened after the Allied victory of YR, while still keeping to some of the tech of the original and also expanding techs on both sides. It's not really a bad thing to leave the Yuri faction out of a YR mod, especially since you keep some of his tech in the Soviets, where he started. I enjoy streaming this as it's a different approach to modding this…

Sep 22 2013 by Hecthor_Doomhammer