Still, it's a big change from the generally featureless levels of the much older games and once you're attuned to it, a welcome one. As is the control system; which is always the huge stumbling block when any real-time strategy title makes the leap from PC to console. PC fans say an analogue stick on a joypad offers nowhere near the sort of control needed for high-pressure, multitasking games. Red Alert 3 does much to blow this argument out of the water with its command wheel system.
Squeezing R2 brings up the wheel, wherever you are on the map. Previously you had to bring up a sidebar with all of your construction and command options and it was all a bit fiddly. Now you can be laying siege to an enemy base all the way over in the far corner of the map and still be able to manage your bases.
Every option you'll need in battle and preparation for it is available to you on the wheel - it's quicker to build specific units if you have the appropriate facility selected, but it takes a second longer to find it on the command wheel.
It's a simple case of selecting icons with the Right stick; in this way you can add to your base defences, call up more troops, set rallying points, patrol patterns and command groups. The list of options is lengthy, as is the control set you'll need to memorise. Long it may be, but that gives you the flexibility to play with a broad swathe of tactical options.
Be warned though - the tutorials, while useful are excruciatingly annoying, with an unexpected 'hilarious' set of talking tanks guiding you through the three factions' peculiarities. The British tank is voiced, seemingly, by Dick Van Dyke in his 'Meeery Poppins' mode. The berk.
Selecting units was another bugbear, and this has had a similar tweaking. Instead of awkwardly trying to hold down q and draw a box around a group of units, as on a PC, you now simply hold down q and 'paint' the units you want to group together. It's so much easier - and if that's too fiddly, then you can do it all through the command wheel.
Choose your faction
You play as one of three factions: the brutish Soviets, the Sixties sci-fi Allies and the tech-tastic Empire Of The Rising Sun, the latter being the best - featuring mech units, tanks that double-up as gunboats and ninja units. Inventive and quirky units are a big plus of the game.
The Soviets have war bears and huge airships, the Allies have killer dolphins and the Athena Tank, which calls down fire from satellites (whereas the Soviets just call down an entire satellite in a special attack called Satellite Dump). Part of the fun comes from seeing what else you'll uncover on the sprawling tech-tree available to you.
As you battle to one objective, the map expands to take in the next one, so you end up with a map far larger than the one you started out on, while the volume of missions to play is impressive. But the same can't be said for variety of missions. You're rarely given the chance to use the full force of the faction at your disposal.
You can spot some series clichés too: destroy this power station to knock out those defences, blow up their ore refinery to slow production and so on. But the good ideas - garrisoning infantry inside buildings, the Soviet Bullfrog which shoots troops, human cannonball-style, into enemy territory - make up for it. It's a shame you have to make your own fun.
But this is great fun. There's a lot of humour, a lot of crackpot thinking. And the cutscenes are the funniest, daftest yet. If that off-the-wall thinking had been applied to more of the missions, this would be an astounding return. Still, it has got Gemma Atkinson and missile-packing dolphins in it. Spot on.
More fun, humour and kitsch value than ever. Welcome back.