Command & Conquer: Yuri's Revenge
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| Command & Conquer: Yuri's Revenge<tr><td colspan="2" style="font-size: 100%; text-align: center;"></td></tr> | |
|---|---|
| Developer(s) | Westwood Studios
<tr><th style="background-color: #ccccff;">Publisher(s)</th><td>Electronic Arts</td></tr><tr><th style="background-color: #ccccff;">Latest version</th><td>1.001, 2001-11-12</td></tr> |
| Release date(s) | Image:Flag of the United States.svg October 8, 2001 Image:Flag of the United States.svg October 10, 2001 Image:European flag.svg October 19, 2001 |
| Genre(s) | Real-time strategy |
| Mode(s) | Single player Multiplayer
<tr><th style="background-color: #ccccff;">Rating(s)</th><td>ESRB: Teen |
| Platform(s) | Microsoft Windows
<tr><th style="background-color: #ccccff;">Media</th><td>CD-ROM</td></tr><tr><th style="background-color: #ccccff;">System requirements</th><td>Windows 95/98/2000/NT, 266 MHz Pentium II Processor, 64 MB RAM (450 MHz processor and 128 MB RAM needed for 3-8 player multiplayer game), 4x CD-ROM, 2 MB video card, DirectSound-compatible soundcard, full retail version of Command & Conquer: Red Alert 2</td></tr><tr><th style="background-color: #ccccff;">Input</th><td>Keyboard, Mouse</td></tr> |
Red Alert 2: Yuri's Revenge is an expansion pack to the real-time strategy computer game Command & Conquer: Red Alert 2 by Westwood Studios. It was released in 2001.
Contents |
[edit] Background
In Yuri's Revenge, the Allies are celebrating their victory over the Soviet Union in the previous game. However, Yuri escaped both the Soviets and Allies and formed a secret army of his own, drawing heavily on telepathic abilities and genetic manipulation. He then constructed a network of mind controlling Psychic Dominators all across the world in order to control the entire planet all at once. He activated the network and started turning the world's population into mindless slaves. At the last minute, an air strike ordered by the President of the United States Michael Dugan barely manages to damage the nuclear plant powering the device in San Francisco, saving the United States military command from falling under Yuri's control.
[edit] Plot
Both Allied and Soviet campaigns involve time travel back to the time of Soviet invasion of the United States of America, using a Temporal Displacement device (time machine) invented by Albert Einstein to prevent Yuri from building his Psychic Dominators and subvert the minds of everyone in the world. The battle takes place in places such as San Francisco and Hollywood (featuring parodies of famous actors). The Soviet campaign also includes a mission to the Moon.
The Allied campaign takes the player and his forces back to the first Soviet invasion of San Francisco, where the first task is to eliminate the Psychic Dominator on Alcatraz Island (which is still under construction) and thus prevent America from falling under threat. The subsequent missions focus on consolidating the Soviet surrender to the Allies and preventing Yuri from furthering his goals by destroying the other Psychic Dominators (One in Egypt, the other in Antarctica), and then pursuing him to his secret base in Antarctica for a final showdown with Yuri's forces. The Allied campaign ends with Yuri being defeated and locked away in a specialized prison cell.
The Soviet player is given his first orders of the campaign by the imprisoned Premier Romanov. Aside from addressing the threat of the Psychic Dominators and disposing of the traitor Yuri, the Soviet campaign has the player capture the Time Machine and ensure a Soviet victory in the Allied-Soviet war, before banding with the Allies to eliminate "traitor Yuri". The Soviet campaign ends with Yuri attempting to flee in the stolen time machine, but thanks to some last minute sabotage, he finds himself stuck in the time of the dinosaurs.
The timeline of the Yuri's Revenge campaigns is in parallel to that of the original Red Alert 2 storyline (the Allied campaign's plot is the prevailing one), with the focus on fighting Yuri rather than the original war, which can be assumed to be being carried out by the rest of the military as the player hunts Yuri's forces.
[edit] Gameplay
The game introduced new types of military units on both the Allied and Soviet sides, as well as an entirely new faction, called "Yuri's Army" in skirmish and multiplayer games, but unusable in single player. Westwood released a single-player mission in which the Yuri side was playable on its website. However, it was later removed.
[edit] New Units
Each of the three factions (Allied, Soviet, and Yuri) were granted a Force Shield (under the conditions that a Battle Lab is built and must not be destroyed, also the base must be provided enough power for totally 4-5 minutes before the shield ready), a device which functions like the Soviet Iron Curtain Device (grants temporary invulnerability), but only works on buildings. This was made to create an effective counter against superweapons. The shield shuts down the user's power for some time, even after the shield has been taken offline.
The Soviets re-gain the Spy Plane, though no longer a speedy MiG, but a slow plane, as well a Battle Bunker, which works like a civilian building in that it can be garrisoned, but is different in that it can be repaired as any other base defense. Another added structure is the Industrial Plant, which allows vehicles to be built for far lower prices than before, and therefore faster than before. New mobile units are the Siege Chopper, which can deploy an artillery cannon and evacuate into the air anytime, and Boris, a Soviet counterpart to Tanya, who is capable of speedily disposing of anything on land with an AP Rifle and a targeting laser which calls airstrikes in from across the map. However, The Soviets lost most of Yuri's technology, namely the Cloning Vats, Yuri, and the Psychic Sensor, though they kept the Giant Squid.
The Allied armies gain a new anti-tank/anti-air Guardian GI, the Battle Fortress, from which infantry can fire, and a Robot Tank, an amphibious unit which is immune to radiation and mind control, but will not function if the controller lacks a robot control center or his power is offline.
The gameplay paradigms of both sides have thus been altered to a degree. Originally the Allies focused on fast though comparatively weak units, strong airpower, greater information gathering through the spy satellite, and specials forces commandos and spys, while the Soviets focused on land superiority through stronger vehicles. Now, the Allies have a strong super-tank, the Battle Fortress, capable of breaking into bases and even destroying an Apocalypse tank at close range, as well as tough but slow Guardian GI's. Meanwhile the Soviets now have their own special forces unit (Boris), their tanks are cheaper, can scout easier with the Spy Plane, and have the Siege Chopper as a strong, fast air unit. In Red Alert 2, if the Allies sent Prism Tanks guarded at close range by Grizzly tanks, the Soviets would have little choice except to fight their way through the Grizzlys to attack the long range Prism Tanks. Now, a group of 4-5 Siege Choppers proves a fast and effective counter to the Prism Tanks, easily able to hunt them down over a distance and destroy them due to the incredibly weak armor of Prism Tanks.
The "secret units," which in Red Alert 2 were obtained as options when a Spy was sent into an enemy battle lab, are now based not on the player sending the spy, but solely on the opposing side's battle lab. A spy in an Allied Battle Lab unlocks the Chrono Commando as an option. A spy in a Soviet Battle Lab unlocks Chrono Ivan, and in a Yuri Battle Lab, the PSI Commando. Yuri Prime can no longer be obtained through this method.
In addition to gaining new units and structures, new 'laws' of play are also introduced. For example, in the original RA2, you could build as many 'Tanyas' as you'd fancy, however, the introduction of hero units, only one 'hero' may be built for each army. For the allies, soviets and yuri, one 'Tanya', 'Boris' and 'Yuri prime' are allowed to be built, respectively. Also, in the original, you could build a cloning vats, and when creating a unit of infantry order it to return the unit to the cloning vat to receive credits for it. This is no longer possible in 'Yuri's Revenge'. Instead, Yuri's side has a structure called a Grinder that crushes tanks and infantry units to gain money by recycling them back into raw materials.
All vehicle and naval units from all sides now have their own individual voice. They no longer share a single taunt. Allied Grizzly Tanks, and Destroyers as well as Soviet Rhino Tanks and Dreadnaughts retain the original taunt voices from the original non-expansion pack while the rest have been given new voices.
[edit] Yuri's army
Yuri's faction is extremely different from the other factions and focuses on his powerful psychic technology. He uses genetic mutation to manipulate the battlefield, potentially turning enemy troops into Brutes (Hulk-like monstrosities with the ability to rip apart both infantry and tanks using their muscular arms). Yuri himself can play on the battlefield and mind-control infantry, tanks, and even some buildings. The player can only make one Yuri Prime (unless the Cloning Vats building are built - two Yuri Primes would result from this). Yuri uses slaves to carry out his mining.
Yuri's army focuses heavily on psychic and gattling technology. His equivalent to the Allied Prism Tower and the Soviet Tesla Coil is a Psychic Tower, which can mind-control up to three opposing units. Another notable weapon is the Master Mind tank. Whilst the Allied and Soviet equivalents (the Prism Tank/Mirage Tank and Apocalypse Tank) focus on either Armor and Power or Speed and Power, the Master Mind (a large, mutated brain within a tank) can mind-control an unlimited amount of units. It costs just as much the Apocalypse Tank and will overload if it mind-controls more than three enemy units, eventually exploding and freeing the captured units.
Yuri's equivalent to the Allied Weather Controller and the Soviet Nuclear Missile is the Psychic Dominator, capable of permanently mind-controlling a number of units, and causing damage to the selected area, equal to that of the Nuclear Missile, minus the radiation. His cheaper superweapon is the Genetic Mutator, which can 'mutate' any land infantry unit into a Brute under the control of the owner of the Mutator (it is notable, however, that dogs, giant squids, dolphins, and other animals will not be mutated - they will simply be killed).
Yuri's basic infantry unit is the Initiate, a psychic in training which uses pyrokinesis to attack its enemies. It costs $200 - the same as an Allied GI, or the equivalent of two Soviet Conscripts ($100 each); though does about 3 times the damage of a normal Conscript. It also has a proportionately shorter range.
[edit] See also
[edit] External links
[edit] Mod sites for Yuri's Revenge
| Games: | Red Alert: Command & Conquer: Red Alert | Command & Conquer: Red Alert: Counterstrike | Command & Conquer: Red Alert: The Aftermath | Command & Conquer: Red Alert: Retaliation
Red Alert 2: Command & Conquer: Red Alert 2 | Command & Conquer: Red Alert 2: Yuri's Revenge |
| Factions: | Allies | Soviet Union | Yuri |
| Characters: | Red Alert: Allied Characters | Soviet Characters
Red Alert 2: Allied Characters | Soviet Characters |
| Storyline: | Red Alert: Storyline
Red Alert 2: Storyline |
| Technology: | Technology of the Allies | Technology of the Soviets |
| Games: | Command & Conquer: Generals | Command & Conquer: Generals - Zero Hour |
| Factions: | USA | GLA | China |
| Characters: | USA: General Alexis Alexander | General Malcom "Ace" Granger General "Pinpoint" Townes
GLA: "Dr. Thrax" | Prince Kassad | General Rodall "Demo" Juhziz China: General Ta Hun Kwai | General Tsing Shi Tao | General "Anvil" Shin Fai |
| Storyline: | USA | GLA | China |
| Misc: | Controversy |

