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Command & Conquer - Red Alert 3 Uprising shop online and reviews

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Red Alert 3: Uprising features four new mini-campaigns, providing players a deeper dive into the storyline's of the Soviets, the Allies, the Empire of the Rising Sun and a exceptional campaign centered on the roots of everybody's favorite psionic Japanese schoolgirl commando, Yuriko Omega. Set in the wake of Red Alert 3, the Soviet Union is still reeling from its crushing defeat. The Empire of the Rising Sun is desperately trying to recover both honor and individuality, and the seemingly victorious Allies find themselves in the midst of corruption and deceit within their own ranks.

How will the defeated Soviets react to the occupation and the existence of FutureTech, the mysterious firm contracted by the Allies to create new technologies in the Soviets' homeland? How will the humiliated Empire of the Rising Sun rise up and defend itself against the former Soviet commanders who've invaded their land in a post-war land grab? How will the Allied occupational forces quash the uprising of the former Imperial commanders? And who is the mysterious Japanese commando Yuriko Omega?

To the left of the Academy, there is a 'Parade Ground' with the Fort's troops on parade
. The troops are made up of three faction battalions: 48 Soviet, 48 Allied and 48 Empire. Each battalion is divided into 4 squads. These squads can help players when certain buildings on the map are garrisoned. The player will take control of the squads as if they were their own troops. Soviet player will take control of the Soviet battalion, Empire player will take control of the Empire battalion etc.. The Armoured vehicles on parade are entirely unbiased and stay so.

With the further scripting, the map is almost a mini-mission. In the centre of the Fort, there is an Academy, which when caught, hands control of the surrounding defences to the player who captures it. The Academy and Defences are indestructible, so players will need to find means of re-taking the Academy. The Defences around the Academy aren't accessible for garrison purposes, but need a lot of electricity so there is an extra neutral Allied power plant which is also handed to the capturing player. This is destructible, so it will be a reduction from all participant's assets once destroyed.

The dire leadership of a doomed Soviet Union travels back in time to change history and restore the glory of Mother Russia. The time travel assignment goes awry, creating an alternate timeline where technology has followed an entirely different evolution, a new superpower has been push to the world stage, and World War III is raging. The Empire of the Rising Sun has risen in the East, making World War III a three-way struggle between the Soviets, the Allies, and the Empire with armies fielding wacky and wonderful weapons and technologies like Tesla coils, heavily armed War Blimps, teleportation, armored bears, intelligent dolphins, floating island fortresses, and changing tanks.

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