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.
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.
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.
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.
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.
Total conversion mod with an abundance of units. Well balanced and fun to play. Units are a bit ugly but acceptable. I noticed some complaining about AI difficulty but it seems fine to me. While AI is aggressive it's easy to repel with very few units. A good alternative to Mental Omega.
This mod is really awesome, I feel like I can relax to it as well as get a challenge from the AI.
The AI isn't lazy like in other popular mods (MO), where they will fight forever against each other unless 2 AI's attacks the same.
The support powers also seem pretty neat, as the most unavoidable are the weakest, at least that's my take so far, haven't played all sides yet.
Only negative at this point is that the US helicopter probably shouldn't have a longer range on their missiles than AA has. With only a few of them, you can punch a whole in any base defenses, while being out of reach of AA buildings and units
But that's a small thing.
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Highest Rated (4 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