Command and Conquer: Red Alert

In 1996, Westwood Studios built a game that was never supposed to exist, set in a world that was never supposed to be its own, and produced the bestselling strategy game of the year

Command and Conquer: Red Alert began its development life in December 1995 under a different name and a different premise. Internally the project was called C&C: World War II, and it was exactly what the title suggested: a real-time strategy game applying the engine and mechanics of the 1995 Command and Conquer to the actual Second World War, with Germany and Japan as playable factions. The concern that derailed this approach was commercial rather than historical. Designer Adam Isgreen, newly arrived at Westwood Studios, redirected the project on the grounds that playing as Nazi Germany would invite censorship and controversy in the European market, particularly in Germany, where such content faced legal restriction. The setting was replaced with an alternate history built around a single counterfactual: Albert Einstein, using time travel derived from his own physics, assassinates Hitler before the rise of the Third Reich, only to find that the absence of Hitler allows Stalin to expand westward without restraint. The result was a war between the Allied powers and the Soviet Union across a 1950s Europe that never was.

Experimental development on Windows 95 began in January 1996. The game evolved rapidly. Multiplayer capacity was raised from four players to six in March, and from six to eight in May. By June, the studio was directing significant effort toward building an internet-capable multiplayer environment. In September, the testing team expanded from ten to sixty. The game shipped on 22 November 1996. The entire development window from the first line of Windows 95 code to release was under a year.

Red Alert had been conceived originally as a prequel to the Tiberium universe established by the first Command and Conquer, a canonical backstory explaining how the conflict of that game came to exist. The intention proved difficult to sustain coherently across both narratives, and Louis Castle later described the attempt to connect the two timelines as a failed experiment. The Red Alert setting branched into its own separate universe and remained there, spawning sequels that made no pretence of connecting back to the Tiberium storyline.

The game’s structure followed the template Westwood had established in 1992 with Dune II and refined through the original Command and Conquer. Players gathered ore, built bases, researched upgrades, and deployed asymmetric forces toward objectives that ranged from territory capture to facility destruction. The Allied and Soviet factions offered genuinely different strategic profiles. Allied units ran cheaper but with lower durability; Soviet hardware was more expensive and more destructive. Specialist units on both sides provided tactical options beyond the direct confrontation of armoured columns: Engineers could capture enemy structures intact, Allied Spies could infiltrate buildings to gather intelligence or disrupt production, and Soviet Attack Dogs served as a cheap counter to infantry-based approaches. The campaign across both factions totalled roughly forty missions, including covert operations and secondary objectives that added variety to the standard base-assault format.

The soundtrack was composed by Frank Klepacki, who had scored the original Command and Conquer. The opening theme, Hell March, had its origins as a track intended for the Brotherhood of Nod faction in the Covert Operations expansion pack for the first game, before Klepacki and Brett Sperry redirected it toward Red Alert instead. The combination of heavy metal guitar, synthesiser, and the percussive sound of marching feet defined the game’s atmosphere as effectively as anything in its visual design. PC Gamer and Gameslice both voted it the best video game soundtrack of 1996.

Westwood packaged Red Alert with two CDs, as they had the original Command and Conquer, advertising the second disc on the box with the slogan “A second copy, so you and your friend can destroy each other.” The packaging made local multiplayer possible with a single purchase and was a significant driver of the game’s uptake as an early platform for competitive online play, supported at launch through Mplayer and later through multiple competing services. Red Alert was the sixth bestselling PC game of 1996, selling just under 352,000 units in that year alone. Before EA released it as freeware in 2008, total sales exceeded three million copies.

Westwood Studios was acquired by Electronic Arts in August 1998 for $122.5 million and closed in 2003. Several former employees went on to found Petroglyph Games, which retained much of the institutional knowledge from the Command and Conquer era. The Red Alert series continued under EA with two further numbered sequels, the last of which appeared in 2008.


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