![yuris revenge build tree yuris revenge build tree](https://media.moddb.com/cache/images/mods/1/5/4016/thumb_620x2000/allied_techtrees_promo.jpg)
![yuris revenge build tree yuris revenge build tree](http://mentalomega.com/images/ttrees/stt_armory.png)
The superweapons of the game, such as the Soviet Iron Curtain and Nuclear Silo and the Allied Chronosphere and Weather Control Device, further serve to characterise the factions.Ĭonsidering that the game recently passed its 12th birthday, the 2.5D pseudo-isometric interface has held up well, particularly if one types “HIRES” at the main menu to enable resolutions higher than 1024×768. Choices matter in this game, and the capability to meaningfully strategise improves as a result. Even the most basic of infantry feel different between the factions in a meaningful way: the Soviet conscript is more powerful but slower than his Allied GI counterpart, and is also unable to deploy himself amongst a sea of sandbags as the GI is – the choice of faction is meaningful and not merely a change in insignia. There is something oddly compelling about the nature of the hardware on offer to the player to command: from standard infantry to flying men with annoyingly slowly firing semi-automatic weapons to spider-like drones capable of tearing apart enemy tanks in seconds to tanks capable of controlling the minds of enemy units, the game shifts from the traditional to the ridiculous in its unit design and implements all of these ideas in a uniformly sublime way, with no unit being devoid of purpose and feeling like any other. Simple-minded though it may be, there is little more satisfying than leading a successful attack against an enemy. Westwood’s development team has provided players with a defined set of play elements, but it is truly up to the player as to how they are used.
![yuris revenge build tree yuris revenge build tree](https://i.ytimg.com/vi/a3t1_LsHU4o/maxresdefault.jpg)
Players can choose to focus their efforts on naval, land or aerial warfare or any combination thereof: particularly in multiplayer modes and the single-player skirmish games, the game plays like something of a sandbox. This process of learning is never quite complete and the excellent design of the game means that new ways to tweak the army produced by the player to tackle certain situations can almost always be devised. Including the Yuri’s Revenge expansion, the player is provided with three thoroughly different technology trees (one for each game faction) to work through and learn to use their best effect. As tedious as this may sound with this basic process being repeated for all missions in the campaigns and any other play, the variety with which one can go about performing these actions ensures that the action remains compelling, even with the most extensive play. In all modes, the focus of the game is on the construction of and maintenance of a base of operations and destruction of an opposition force through the use of units produced from the buildings constructed during the process of base-building. The core gameplay remains fundamentally unchanged from the original: there are two single-player campaigns on offer with each representing the story of the success of either the Soviet or Allied forces, a single-player skirmish mode and a variety of local network and Internet game modes. Base building represents a large amount of the game’s play.