Command & Conquer: Red Alert 3 marked the return of a cult-classic strategy series that has become known for combining onslaughts of tanks and zany animal troopers with memorable live-action cinematic sequences. Now the game is set to grow with a new expansion, Uprising. Story and cinematics producer Mical Pedriana explains what you can expect from two of the game's three factions, and also talks about working with Hollywood talent to make the story and cinematic sequences even more over-the-top.
GameSpot: EALA's most recent strategy games seem to be pushing story, first through the serious sci-fi of Command & Conquer 3, and more recently, through the over-the-top, popcorn-movie-style story of Red Alert 3. In your experience, what sort of approach makes sense when writing for a real-time strategy game?
Mical Pedriana: The original premise for the games was based on the idea that the player is being recruited to be a "commander" and uses his computer as a means of controlling a battle. So, telling the story through live-action cinematics [that speak] directly to the player caters to this very well. In Red Alert 3, we had the extra benefit of having colorful, fun characters that are much lighter in tone compared to that of Command & Conquer 3: Tiberium Wars. We wanted the Red Alert 3 movies to be entertaining enough for anybody who might watch them, not just our most devoted fans.
Get ready for more tank-busting and more scenery-chewing in this expansion for Red Alert 3.
GS: Tell us about the approach that was taken to writing Red Alert 3's story. How is the story writing changing or taking different paths in Uprising? What lessons were learned that are being taken into the new game?
MP: One of the common themes in the Red Alert universe is exaggerating cultural stereotypes to an almost comedic level. Characters like General Krukov and President Ackerman are pretty much caricatures of some of the [key figures] from the '40s and '50s Cold War era. This approach to amplifying all the personalities trickled into everything in Red Alert 3, including dialogue, costumes, props, settings, and in-game unit responses. With Red Alert 3: Uprising, we continue this trend with the corporate military contractor FutureTech, as well as a campy take on local American news.
GS: The Command & Conquer games use the unique and, sadly, rare storytelling tool of live-action cinematic sequences starring live actors. How did you approach writing for Red Alert 3's talent? How has character writing grown and improved for the talent in Uprising?
MP: The Red Alert 3 cinematic characters were already firmly established before we started casting for the talent. But when we did lock in an actor, I would go in and tweak their lines to something that seemed more fitting for them. So, in general, we create the characters first and then search for an actor to match that role--but once we have found someone, we like to custom-tailor the lines to get the best out of it. In the case of Uprising, players are already familiar with many of the main characters for each side, so we had the luxury of being able to lean on what has already been established. We had the most fun with the reappearing enemy commanders such as Moskvin and Kenji, who relish in mocking the player.
GS: As a follow-up, Red Alert 3's larger-than-life setting really set the stage for over-the-top stories with appropriately enthusiastic acting from well-known character actors. And Uprising features a former pro wrestler. Tell us about the experience of working with such actors in such a high-energy setting. How were you able to tell the story you wanted without getting body-slammed?
MP: Luckily I avoided getting body-slammed by Ric Flair on this one! Seriously though, Ric was a pleasure to work with. He always made sure that we got what we needed from his performance. We wrote his character in such a way that some of his old wrestling bravado could come out, and he understood that. Luckily for us, all of the actors on both Red Alert 3 projects understood what we're trying to do in terms of creating a colorful world. Once they got into it, they seemed to really enjoy the fact that they could use their creativity and imagination to add to the character. With Uprising, we also had the advantage [of being able to] show footage of Red Alert 3 to the new cast members to explain the overall context.
GS: We understand that Uprising focuses on single-player adventures and takes place immediately after the events of Red Alert 3. Tell us about what's happened for the Allied Forces. Who are their primary champions? What are their motivations?
MP: The Allied cause has always been about protecting the free world from the relentless Soviet aggression. As the "good guys" who always save the world, we've had a tradition in the Red Alert games to say that the Allied story is canon. So Uprising picks up after the Allies' victory in Red Alert 3 and has them in the precarious situation of having "stability" forces occupying the former Soviet Union and Japan. Needless to say, their former enemies aren't necessarily content with this arrangement.
GS: What about the Soviet faction? Are they all but defeated? Who will be leading the charge for this group? What are they looking to accomplish?
MP: The Allies have dismantled the Soviet Union's political infrastructure in hopes that the Russian people will embrace the ways of the West. Dasha, one of our returning characters from Red Alert 3, portrayed by Ivana Milicevic, however, is not ready to give up the Soviet cause. She's leading an underground resistance, poised to reunite the Russian people as soon as the opportunity arises.
GS: Given the new direction for the Allied faction, how does this affect the faction's units and strategy? Give us some examples of tweaks and added new units that will enhance the faction's in-game performance.
MP: One of the stories in Uprising speaks to the relationship the Allies have with their military contractor FutureTech, the corporation that helped them win the war and continues to supply them with state-of-the-art technology. The Cryo-Legionnaire and the Pacifier are two new units that exemplify the Allies' new role in trying to keep stability with their occupational forces...with the help of FutureTech.
GS: Could you also brief us on how the story changes for the Soviets will be reflected in how this faction plays? What new units, tweaks, and toys will this faction have to play with, and how will they reflect the faction's new story direction?
The Soviets in Uprising are experiencing the winter of their discontent.
MP: The Soviet's loss to the Allies is a wake-up call that has forced them to become more resourceful with their latest weaponry. The Soviets have gone back to the roots, and their new units are all about raw power and brutality. The Reaper and the Desolator Trooper are great examples of this refocused Soviet direction.
GS: Interesting. Thanks, Mical.