"Dope" does not begin to describe the absolute genius of Mental Omega.
New units have talented voice actors. It doesn't feel like you're playing a mod.
The only thing missing is the live action, super cheesy cutscenes; these are replaced with very detailed mission briefings/debriefings, explaining what happened in that mission/engagement and how it is affecting the global struggle.
See, I'll set it up for you: The Soviet Union managed to build an alliance of communists between the Russians, Chinese, and the Latin Confederation (each plays a little differently), and with some assistance from this weirdo psychic Yuri, the Soviets are able to launch a surprise attack on the USA. The allied factions (USA, Euro Alliance, and Pacific Front) are overwhelmed and conquered rather quickly by the communist alliance; however, the Allies never stop resisting.
Then, after a few years, Yuri launches his plan into action, using his factions of Epsilon (Epsilon HQ, Scorpion Cell, and PsiCorps) developed from technology stolen from all of the other factions to activate his Psychic Dominator devices around the world. It seems Yuri holds all of the cards... but the Soviets and Allies, and perhaps even some under Yuri's command, begin to stir against these psychic chains.....
Playing the Yuri campaign is so fun, because in the early missions, you're essentially just using one or two Yuri clones (they're actually just highly trained psychics in this game, no Yuri clones) and limited Soviet resources to work in the shadows, playing the factions against each other while Yuri compiles tech, weapons, and moves pieces into place.
As for the fourth faction, I can't talk about them much without spoiling: the Foehn Revolt. By far the most technilogically advanced of the 4 factions, these guys are more like the Space Marines than anything else- but it works in this game. You'll see what I mean if you give it a go.
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