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.
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.
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.
-Great visual assets.
-Unique factions and gameplay.
-Adapted campaign mode!
-A strong client and easy online support.
-Epic new soundtrack.
-AI can be a bit tough for new or casual players.
Compared to the older version, 2.2 is shaping up to be quite the contender to Mental Omega.
I had fun with Red-Resurrection.
Red-Resurrection introduces quite a lot of new units and concepts, even without a playable Yuri faction. It wasn't very intuitive, but the web manual is well prepared for this.
Units are fun to use rather than a chore. Some units I particularly enjoy are: Shinobi, Sonic Enforcer, Vortex Tank, Scrambler, Dante, Scourge, Tupolev.
Extra plus points for having a smooth gameplay, nice terrain, neat client interface and webpage.
Ala Perfecto mod i must say. If not how RA2 should have been back in the day. Wont spoil o find out stuff by yourself
I like hangglider.
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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