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Jumat, 12 Maret 2010

Yuris Revange

October 9, 2001 - It should be said by way of explanation that the game title as it appears above is merely a truncated version of the complete title, Command & Conquer Yuri's Revenge, a Red Alert 2 expansion pack. We thought that that was maybe a little excessive so we toned it down a bit. Still, so as not to confuse grandparents and spouses who are looking to buy the game as a gift, we wanted to go ahead and say that the actual name of the game is much longer than we're pretending.

But even with what Mark Twain would call a sobriquetfluous title, Yuri's Revenge is pure gold (and the largest expansion in Westwood's history). And while it certainly doesn't live up to the scale of expansions set by the superlative The Conquerors expansion for Age of Kings, there's more than enough originality lumped in with the obligatory 16 extra hours of gameplay to lure even the most apathetic gamers back for more.

Tacked onto the end of the previous game, Yuri's Revenge is about the revenge that some guy has, some guy named Yuri. Yuri was the former minister of mind control for the Soviets. After the Allies capture Moscow, Yuri goes into hiding and begins to formulate his own plans to once again venge the parties responsible for his spiritual depantsing. He assembles an army of psychic warriors and some impressive technology to bring about the destruction of both the Allies and the Soviets.

It's up to you to stop him. While the specifics still seem a little confusing (and maybe not altogether logical, even by Red Alert standards), it's definitely keeping in the style of the franchise. To begin with you'll need to grab a time machine and head back into the past and take Yuri out. With seven missions each for the Soviet and Allied campaign, there's about 16 hours of gameplay here. Missions are a nice range. Defending a peace summit at Parliament, fighting house to house in Sydney, and assaulting enemy positions at the base of the Great Pyramid are just three examples.

Tactically the game has changed quite a bit. You're no longer presiding over battles between the Soviets and Allies. Now you're fighting against Yuri's minions. With an impressive array of mind-control techniques at his disposal, Yuri can make short work of your forces. The solution seems to be in long-range weapons and garrisoned structures. This makes snipers and prism tanks much more important than they've been in the past. Yuri's reliance on gatling weapons (which deal greater damage the longer they operate) also necessitates the use of long-range weapons.

But the game does still rely excellent unit balancing. There's a much greater sense here of circular unit supremacy. One unit beats another, beats another, and beats another, which beats the first one. And given that there's a whole new side here, that's no small accomplishment. I was a little saddened that nearly all of the additions came on the side of land-based units. The navies of each side and the air forces could each us a little broadening but since there's a land-based focus throughout the game (except for a single Soviet mission), that's not surprising


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