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"Rushing into a base with all you have may well succeed, but at the end of it you'll be lucky if there are any units left."





Rushing into a base with all you have may well succeed, but at the end of it you'll be lucky if there are any units left. This is especially daunting when you consider the base could have been quite small, suddenly you realise other methods will be required - live and learn. You soon find yourself using units properly to first take out the defence and then attack, something old school players might find unusual =).

The last and perhaps most important issue is that of money, while you may gather just as much as always, units seem to all cost a lot more. This means that building up a tank rush could end up sacrificing your defences, or another important area of your bases construction. It'd also take several hours =).

Voxels, Pixels and 3Dimensions

Tiberian Sun was dated, Westwood had claimed it was 3D (voxel wise), yet ultimately anything that looks and runs like 2D is not 3D to the consumers - it's all programmers banter. In RA2 the same system has been employed, gone are those supposedly 'unique' deformable terrain features; nobody ever liked them anyway.

RA2 is proof a game doesn't have to look a million dollars to wow the crowds. With the exception of the smooth tropical landscapes, the other environments do look as pixelated as ever. The quality may not be perfect, however it's clear Westwood have put a lot more detail into units and buildings especially.

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