1946. Mankind has just suffered one of the most brutal wars it ever faced. While the rest of the world is still rebuilding, a scientist of unmatched genius by the name of Albert Einstein decides to act. With a device he was engineering at a secret research center in Trinity, New Mexico, he travels back in time to kill the person who he sees as the root of all misery: Adolf Hitler. He catches up with Hitler in 1926 and disposes of him without thoroughly considering the consequences, as time will soon tell.

It's now the 1950s. World War II never happened -- at least, not yet. Germany remains a peace-loving country with close ties to other European nations, now facing increased tensions with Russia under Josef Stalin's rule. In order to realize the glorious Marxist dream he has envisioned, Stalin mobilizes the forces of the USSR. His goal? The conquest of Europe. The nations under threat form the Alliance that seeks to put an end to this madman's nightmare before he can see to its completion. The Great World War II has begun.

  • Steamroll over Europe with the high-powered arsenal of the Soviets or repel the invasion with the technological superiority and cunning of the Allied Forces in a team-based FPS inspired by Westwood Studios' hit real-time strategy game, C&C Red Alert.
  • Wage warfare on the land and in air with units ranging from Mammoth Tanks and Chinooks to Phase Tanks and Longbows.
  • Pacifist? Repair your base as an Engineer, support the war effort as a Medic or Mechanic, or infiltrate the enemy stronghold and steal intelligence or assets with Spies and Thieves.
  • Timed and tuned Tech Levels unlock progressively more powerful weapons and vehicles as the match progresses. Early infantry skirmishes give way to full combined-arms conflict, with high-tech war vehicles including the stealthy Phase Tank, nuclear Demolition Truck, and high-voltage Tesla Tank!



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3 comments by Chronojam on May 14th, 2012

In case you've missed the news and downloads announced elsewhere, Red Alert: A Path Beyond version 2.1.1 has been released for the PC as usual, and our first ever official package for Mac gamers as well, plus the Maps & Mods SDK for fan projects. So what does that mean? It means we've already been hard at work on 2.1.2 for a month and just today in fact were testing a preliminary internal build.

Some important changes coming in 2.1.2 include:

  • Revised turret control - More precise aiming for all vehicles, from Rangers to Hinds to Medium Tanks. Never miss another shot!
  • T1 Infantry Always - Even if you've lost your Barracks, you'll always be able to grab an RPG or perhaps organize a Sergeant rush. Tech 1 infantry are always available.
  • External Demolitions - Enemy Technicians repairing away your tank assaults? Defenders have all the doors secured? No problem, you can now use any C4 on the outside of a building for massive damage. Plus, Tanya can now drop any defense in one go.
  • Sneakier Attacks - When first attacking a building, the enemy is not told which structure is under attack until it actually loses a significant amount of health.

That's not all, of course. Honestly, there's a ton of changes coming. The usual balance changes (Captains and Hinds have been rebalanced significantly, and Tesla Coils will now need to charge up before frying you... giving you a bit of warning first). Base game mechanics have been changed up, too. You also won't be able to build Demo Trucks, Minelayers, or Ore Trucks without the Missile Silo, Service Depot, and Refinery (respectively), making attacks on those buildings more useful. Helipads will also indicate landing zones with team-colored flares, decreasing the odds that you'll be crushed by an inbound helicopter. Plus, more performance/glitch fixes, including a fixed memory leak and a fix for the fact the elevators jiggle you towards the middle of the map subtly.

It probably shouldn't surprise anybody who's followed us for a while that we're working on 2.2.0 at the same time. Coming changes there? Chronotanks, support powers, the return of naval forces, and a couple new structures. Keep an eye on our official blogs to keep with the latest discussion on all of that, of course.

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v 2.1.1 Mac Full Client - RA:APB Gamma

v 2.1.1 Mac Full Client - RA:APB Gamma

Apr 20, 2012 Full Version 0 comments

Wish you could play on your Mac? This is for you. This special RA: APB 2.1.1 full client is a "Wineskin" distribution suitable for use with Mac OS X...

Mapping & Mod SDK - RA:APB Gamma

Mapping & Mod SDK - RA:APB Gamma

Mar 22, 2012 SDK 6 comments

Art source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your own maps and mod packages. Please...

v 2.1.1 Full Client - RA:APB Gamma

v 2.1.1 Full Client - RA:APB Gamma

Mar 20, 2012 Full Version 2 comments

Latest client version for RA:APB, enabling you to connect to a server and play the game. Included are all game data files, stock maps, and frontend/launcher...

Obsolete - RA:APB 2.1 Client

Obsolete - RA:APB 2.1 Client

Nov 20, 2011 Full Version 21 comments

OBSOLETE: THIS IS NOT VERSION 2.1.1, THIS IS 2.1.0 and as such this is an old version of RA: APB. It is incompatible with the current public versions...

Obsolete - 2.0.0 Client

Obsolete - 2.0.0 Client

Apr 10, 2011 Full Version 19 comments

----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...

Obsolete - SSAPB 2.1 UPDATE 1

Obsolete - SSAPB 2.1 UPDATE 1

Oct 22, 2010 Server 6 comments

----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...

Comments  (0 - 10 of 1,624)
WhiteWolf7
WhiteWolf7 May 19 2012, 3:12am says:

Where have all the players gone?

+1 vote     reply to comment
Chronojam
Chronojam May 19 2012, 4:59pm replied:

About 300 weekly. We've had some truly frustrating performance issues the past couple of releases.

+1 vote     reply to comment
simeon5541
simeon5541 May 13 2012, 11:18pm says:

I have real problems with playing this,
it looks so awesome and I really want to play it but every time when I
start it it becomes such lagy,even when I create LAN game and I'm alone
on server,it is really disappointing.
And have someone thought about making singleplayer available for this game ?

+1 vote     reply to comment
Alucard_Sn1p3r87
Alucard_Sn1p3r87 May 15 2012, 9:11pm replied:

Its mutliplayer only i dont think they have any intention of singleplayer

+1 vote     reply to comment
APB_ICE
APB_ICE May 14 2012, 12:44pm replied:

The current version has a memory-leak, which can cause the game to become increasingly laggy over time. This will be fixed in the next version.

+1 vote     reply to comment
Meyerm
Meyerm May 12 2012, 3:13pm says:

So it was told in the comments section of the latest pic that the chronosphere will come out in the next full version (not the bug fix). Any hints as to how the chronosphere would work in the game? Will the soviets get Iron Curtain tech to balance this?

+1 vote     reply to comment
APB_ICE
APB_ICE May 12 2012, 7:13pm replied:

The Devteam is still figuring out how exactly the Chronosphere and Iron Curtain will work.

+1 vote     reply to comment
APB_ICE
APB_ICE May 9 2012, 4:37pm says:

Now that it's textured, the new Chronosphere looks awesome!!! :D

Hopefully when it's destroyed, it'll have a nice fiery explosion, just like the cutscene:
Youtube.com

+1 vote     reply to comment
APB_ICE
APB_ICE Apr 23 2012, 10:16pm says:
Meyerm wrote:
Red Alert as it is takes place from 1946 to 1953. Not even the MiG-21 was around before then. Historically the MiG-15 would be in service around that time, but since Red Alert has an odd melding of past, present, and future tech taking place in the 1940's-1950's, I guess it doesn't really matter how realistic it would be. But I agree, they should use the MiG-23 model.

To be exact, Red Alert 1 begins in 1950 and ends in 1953.

Yes, Red Alert's tech' is somewhat strange, with some technology seemingly from the early 1980's being used in the 1950's, but remember that, in the C&C timeline, certain areas of technology (mainly computers and certain areas of weapon-design) advanced faster than in our timeline, for whatever reasons.

Also, keep in mind that many of the out-of-place weapons, like M1 Abrams and T-80 tanks, are probably more primitive than their real-life counterparts (For example, the aformentioned tanks having WWII-era steel armour instead of composite armour like the real tanks have).
After all, the cutscene models do have many small differences from their real-life counterparts, some of which seem clearly intentional.

Anyway, both the MiG's in-game sprite and the purchase-icon portrayed a MiG-23, while the MiG-29 only had 1 significant cutscene appearance, and even that could have just been an advanced prototype, while the relatively lower-tech' MiG-23 was the production model.

+1 vote     reply to comment
Meyerm
Meyerm Apr 23 2012, 6:01pm replied:

Red Alert as it is takes place from 1946 to 1953. Not even the MiG-21 was around before then. Historically the MiG-15 would be in service around that time, but since Red Alert has an odd melding of past, present, and future tech taking place in the 1940's-1950's, I guess it doesn't really matter how realistic it would be. But I agree, they should use the MiG-23 model.

+1 vote     reply to comment
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Red Alert: A Path Beyond
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Release Date
Released Apr 7, 2011
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