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Launch Trailer 的发布标志着红警3的上市已经指日可待。这段两分三十一秒的预告片使用了以前没听过的声音来当旁白,串联了过场电影和实际画面,以及各个游戏媒体的抢先评论。
在线观看:http://pc.ign.com/dor/objects/718380/command--conquer-red-alert-3/videos/RA3_LaunchTrailer_102408.html
或者:http://www.gametrailers.com/player/42047.html?type=
10月28日更新 GameTrailers 高清下载(62MB):http://www.gametrailers.com/download/42046/t_ccred3_launch_h264.mov
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下面是IGN对执行制作人光头大叔Chris Corry的采访:
Red Alert 3 Interview
Executive producer Chris Corry talks about Hollywood production, naval battles that matter and co-op with a purpose.
by Jason Ocampo
October 24, 2008 - EA's Red Alert sequel is getting closer and closer every day. And every day makes us more and more excited to finally return to the campy, kitschy but oh-so-deadly world of Tesla tanks, weather-changing super weapons, and a good old-fashioned fights between the United States and the Soviets. To find out a little more about the game, we recently spoke with executive producer Chris Corry and got his thoughts on how the game is coming together. He was also kind enough to provide us with an exclusive new video.
IGNPC: A big staple for the Red Alert series has been its live-action cut-scenes, yet they're rarely done for games anymore, especially when pre-rendered CG or in-engine cutscenes are less expensive. Why has C&C stuck with them?
Chris Corry: Well, I think you'll find that well done pre-rendered CG cutscenes are more expensive to produce than live action, but the truth is that we don't do our cinematics this way to save money. It's a stylistic choice; one that we believe is a perfect fit for the tongue-in-cheek settings we find in the Red Alert universe. The humanity of people thrown into unfathomable circumstances would be extremely difficult to capture without a real human performance behind it. One of our main goals was to have our cutscenes paint stories of desperation -- over-the-top characters thrown into circumstances that they take very seriously. But what makes the Red Alert universe so approachable is that these desperate situations tend to be altogether ridiculous. Watch JK Simmons earnestly proclaim that the "Red Menace" is a threat to our way of life as he prepares to fire a massive laser cannon out of Teddy Roosevelt's stone head on Mount Rushmore. If that doesn't bring a smile of satisfaction to your face, you have a heart of coal!
IGNPC: You have assembled arguably the greatest acting talent in videogame history. Were there any characters written specifically for certain actors?
Chris Corry: For the major characters we had pretty detailed character briefs going into the casting process. In that regard it was a fairly typical casting scenario, where we were only considering actors that we felt were a match for the character. That said, we knew pretty early on that George Takei would be joining us, and the script was still in development at that point, so George certainly informed the part of the Emperor.
IGNPC: Did you guys find yourself expanding the role of any character because the actor you got was so great?
Chris Corry: Generally speaking, we didn't. We approach the production of our cinematics in a fashion very similar to how you would plan a full-on feature film. That means shooting on real Hollywood sound stages with a full crew, including hair and make-up, sets, props, the whole nine yards. Everything has to be meticulously planned, right down to the shot, but unlike a typical feature we're only shooting over a dozen days or so. There isn't a lot of wiggle room to improvise, so we go into a shoot not quite sure what we're going to get out of it. Of course we mitigate that risk by hiring the very best actors that we can find, and it's a strategy that worked out quite nicely on Red Alert 3.
IGNPC: It seems that Red Alert 3 is going for the very traditional RTS experience with its base-building and resource gathering aspects. What does the game have to offer to an RTS fan looking for a fresh and innovative experience?
Chris Corry: There no shortage of innovation in Red Alert 3. It's most obvious in two areas: the co-op campaign and the naval gameplay.
There have been RTS games that have claimed to have co-op gameplay in the past, but these have been skirmish-oriented experiences. I'm not implying that the strategy or gameplay experience of these games has necessarily been light, but without the story and those big fiction moments, it's the same as going online and just playing "comp stomp." In Red Alert 3, for the first time the story-driven campaign has been built from the ground up with co-op in mind. That means that the designers of all 27 missions knew that the experience had to include two players at all times. Now you get to experience those cinematics and story beats online with a friend, and it's often presented in a way that requires collaboration for you to be successful. And all of those tightly scripted moments, those surprises that we've designed to surprise and delight the player, are co-op accessible.
There's another great consequence of having co-op in the campaign. I'm man enough to admit that I start playing a lot of games but seldom finish most of them. This is particularly true of RTS games. At some point I invariably run into a wall mission, one of those missions that I struggle to figure out or is too tedious to finish. It's always my intention to return to it, but invariably something else comes along and before I know it a few months have passed and I can't remember the game's hotkeys or tech tree. If a game has co-op, I'm much less likely to fall into this trap because I can have a friend jump in, help me get past the difficult part, and then I'm rolling again.

The other big innovation in Red Alert 3 is the naval gameplay. Before we really sat down and started to think about the problem seriously, which was actually during the development of Command & Conquer 3, I wondered why so many RTS game designers kept navy at arm's length. Most RTS games, if they include navy at all, make the experience wholly peripheral. That's a very unsatisfying approach for the player; if a feature feels tacked on, I think most players end up sensing it pretty quickly, and invariably they tire of it or ignore it altogether.
But once you dive into a naval design, you learn pretty quickly that there are a lot of thorny problems that come along with it, and I developed a lot of sympathy for those designers that just decided to punt. Hell, we decided to forgo navy in C&C3 because we didn't think we could do it justice without more time and effort. Instead, we spent a lot of time thinking about how to bring navy into the heart of the Red Alert 3 game design, knowing that we would have to commit to it in a big way.
Where we ended up is really cool. Naval combat in Red Alert 3 revolves around three core aspects: First, there is resource control on water; that is to say, almost every map has ocean-borne ore nodes, so the player that aggressively expands and captures those nodes will gain a significant economic advantage. Secondly, many units -- although by no means all of them -- are amphibious. They can operate on land and in water, with varying degrees of effectiveness depending on the circumstances and how well you micro them. And most significantly, we've pushed base building out into the ocean. This means that creating an expansion base at sea, or even your primary base, is a viable strategy that can be incredibly disruptive to the opposition. If you build at sea and your opponent does an inadequate job of scouting, he might come rolling over to your side of the map with a battalion of heavy armor, only to find that he has invested his entire economy in building a force that can't reach you. Red Alert 3's naval gameplay is a game changer.
IGNPC: Let's talk more about cooperative play. How is this aspect of play panning out? Do you guys see the genre moving more towards this direction?
Chris Corry: I certainly hope so. Co-op was one of our grand experiments, and we really didn't know how it was going to pan out until we were at least halfway through the project. I remember quite clearly playing a series of co-op missions this past summer and realizing (with a bit of a shock, truth be told) that not only did it work from a mechanics and gameplay experience, but it was so satisfying and compelling that I actually preferred to play missions that way. So we're very happy with the way it has turned out. Would I like to see the genre move in this direction, with our competitors picking up the mantle? Sure! Who wouldn't want to play a Company of Heroes or Starcraft campaign in co-op mode?
IGNPC: A lot of our readers played the open Red Alert 3 multiplayer beta. Did you guys learn anything about the game from that experience?
Chris Corry: We learned a tremendous amount. As we went into the Beta process, Greg Black (our Lead Balance Designer) was a little anxious about how much iteration we would give him. It's not worth doing the Beta, he argued, unless we can spend a lot of time listening to people and trying a bunch of stuff out. And of course he was right. Over the course of the Beta we released six patches, including many hundreds of bug fixes and balance changes. The vast majority of those balance changes that Greg tried out in the Beta and we subsequently iterated on were based on feedback from the community of Beta testers.
IGNPC: How long should it take players to get through the campaign?
Chris Corry: There are three campaigns, one for each faction. Each campaign has nine missions. Of course your gameplay duration will vary based on your RTS experience, but I would expect most people to finish the campaign in about 20 hours. If you're hardcore you can certainly play it faster, but then you're probably blowing by optional objectives.
IGNPC: You have introduced a third faction into Red Alert 3, the Empire of the Rising Sun. Did you guys experiment with other factions before deciding to focus on an Imperial Japan-inspired force?
Chris Corry: We spent a lot of time early in the project talking about whether we even needed a third faction. We certainly didn't go into the project assuming that a three faction game was automatically better than a two faction game. But there was a fundamental tension between wanting to give returning Red Alert players something that would feel comfortably familiar and needing to bring something fresh to the universe.
We could have made some radical changes to the pre-existing Soviet and Allied factions, and that might have scratched the itch that we have as game designers to build something new. That would have been a pretty risky move; there would always be that contingent of players who would resent us taking away the Apocalypse tank and the Tesla Trooper, and frankly they would be right to resent that. This is an RTS franchise and our fans have every right to expect some continuity in the units and structures gameplay.
The third faction, then, became the lever for stretching creatively and exploring mechanics and gameplay possibilities that Red Alert has never seen before. We talked about everything from factions based on South American or African cultures to super far-out ideas like aliens and mermen. Eskimos and the Swiss were tossed around too, but in the end we kept on coming back to Japan. We've kept the fiction intentionally vague about the origins of the Empire, but it makes sense that in a world with no nukes, and with no World War II for that matter, that the Japanese military-industrial machine would have evolved in a very different way than it did in our timeline. When you layer on top this incredibly deep and gamer-friendly Japanese culture, we quickly realized that there were dozens and dozens of great ideas for faction units there. We also were very sensitive to making sure that the game didn't jump the shark and run too far into the fantastical, and here was something that was familiar to our audience and wasn't too goofy.
IGNPC: When is the PlayStation 3 version of Red Alert 3 coming out, if it is at all? And why is that version coming out after its PC and Xbox 360 counterparts?
Chris Corry: In May we announced that the PS3 version of Red Alert 3 was put on hold as we were focusing on the launches of the PC and Xbox 360 versions. I know that when a developer talks about development on a product being put on hold, that often is code for "it's been cancelled." Rest assured that's not the case here, and we'll have more information on our plans for the PS3 at a later date.
IGNPC: Finally, why are there armored bears and killer dolphins in the Red Alert universe?
Chris Corry: When someone gives you a bucket full of awesome, do you ask why? No! You dunk your head into the bucket and inhale deeply.
IGNPC: Thank you.
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下面是”游戏雷达“网站发布的红警3评论
An alternate universe where strategy meets comedy
Command & Conquer: Red Alert 3 is, in a way, not a direct sequel to the events of Red Alert 2. See, after Albert Einstein went back in time to kill Hitler, inadvertently creating an alternate time line in which the Allies are battling the Soviets for control of Europe, the Soviets, facing defeat, have gone back in time to kill Einstein and remove his history-changing inventions (like the A-bomb) from the equation. This creates an alternate-alternate time line in which the Soviets were winning until the Empire of the Rising Sun came out of nowhere to claim world domination for Japan. (Also, in this time line Allied commando Tanya is blonde for some reason.) Does it make a lick of sense? No. Is it a fantastically over-the-top story that perfectly sets the tone for a huge battle with equally absurd units? Absolutely.

Each of the three factions’ nine-mission campaigns can be played solo or in co-op mode (see below); in each, you win the war for your side. In solo mode, the forces that would have been controlled by your teammate are run by a friendly AI competent enough that it usually doesn’t require babysitting, and can even respond to your attack orders in a rudimentary sort of way. RA3’s boldest move is to allow every single mission to be played in co-op mode. This is a novel approach that’s never been tried in a major RTS, but EA has pulled it off almost flawlessly. This mode is a dream come true for non-competitive RTS fans who like to play with instead of against their friends, but find unstructured skirmishes against AI opponents unfulfilling.

The all-new Empire of the Rising Sun faction does an excellent job of setting itself apart from the original factions by capitalizing on the weapons the Japanese do best: giant robots that transform into stuff. The Striker VX attack helicopter and Mecha Tengu fighter jet can both transform into walker robots with different capabilities, and enormous King Oni robots smash through enemy tanks like the Kool-Aid Man through a brick wall. My only complaint is that the Japanese faction’s advanced robots are at odds with the retro feel of RA and seem more like something from the regular futuristic C&C universe.

Meanwhile, the Allies and Soviets have gotten makeovers - the commies in particular have some cool new units like the Sickle anti-infantry walker and the Bullfrog APC that launches infantry over obstacles. (RA2’s giant squid is notably absent). The Allies have incredible air power, with heavy bombers and fighters roughly as potent as two Soviet or Imperial planes. The new resource-gathering setup, which forces you to build refineries directly next to ore mines, will disappoint fans of the traditional gathering method (and fans of attacking harvesters). Personally, I never liked having to keep an eye on harvesters that would absentmindedly wander into hostile territory.

A special abilities skill tree unlocks unit upgrades and defense-crippling bombardment weapons that effectively prevent stalemates through combat experience, even if you can’t afford an expensive superweapon like the Allies’ proton collider cannon or the Japanese psychic decimator. (Due to Einstein’s absence, there are no nukes in RA3, but these newfangled superweapons do roughly the same thing.) It’s all part of the fast game plan to prevent deadlocks, and it is very effective - it’s impossible to maintain a static defense when you’re being constantly bombarded.
In the same spirit as the rest of the game, the signature live-action cut-scenes are ridiculously over-the-top, and you can tell everyone is having a blast not taking themselves the least bit seriously. Tim Curry is hilarious as the Soviet Premier, George Takei is somehow dignified even as he hams it up as the Japanese Emperor, and it’s hard not to crack up as mission objectives are laid out for you by “briefing babes” in low-cut outfits.

No one can accuse Red Alert 3’s graphics of not being bright and colorful enough, though it’s fair to say the gameplay may be too fast-paced for its own good. Why bother with notifications that your units are under attack when by the time you hear them and figure out where the attack happened, your troops are probably already dead? I also have the same problem here that I do with all C&C games: you can’t zoom out in any meaningful way. But any game in which a giant laser cannon pops out of Teddy Roosevelt’s head on Mt. Rushmore is a winner in my book.
PC Gamer scores games on a percentage scale, which is rounded to the closest whole number to determine the GamesRadar score.
PCG Final Verdict: 92% (editors’ choice)
Oct 24, 2008
[ 本帖最后由 softboy86 于 2008-10-28 09:38 编辑 ] |
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