So until someone who speak polish actually translates it will be hard to judge what he's trying to get over
I`ve translated this article. There could be mistakes etc. because my English isn`t perfect but I think it`s better thank google translator
Enjoy.
Red Orchestra 2 - The victim of first impression
Tripwire isn`t good at knowing how to people win over in the first minutes of his latest game. At least it didn`t win over me and only further hours made me engaged.
When Sławek (autor`s mate) gave me the task of writing impression from beta of Red Orchestra 2 I didn`t the happiest man in the world. I`ve read his mixed feeling about seen game in Prague, and I played Forgotten Hope 2 s a lot recently so my appetite for WW2 in games has been largely appeased. Good for me, only the fact that when Sławek had opportunity to finally play the beta quietly,
this game began took a liking to me. Well but maybe was it only a trick to likely do my duty (write this article)?
First minutes didn`t uplift me. The fight I started on the snowy square what was attacked by German or Reds (depends on round). My first observations?
This game is ugly. Simply ugly. Beta guilt? Developers guilt? If there were no it should be fixed. So I closed my eyes and ran. And that was the reason of my quickly death. I opened my eyes, after I could make up my mind and I wasn`t so reckless no longer. I leant and looked around.
But situation wasn`t good.
The Reds had position behind low walls. Any front rush had to end up being shot. Our only advantage was fact that we had spawn in the ruins of the house which higher floor could be used by riflemans to remove enemy and make cover fire for soldiers who were at the bottom. But still it didn`t promised well. Armed with a Mauser I ran fast to the wall and took cover. I looked at ruins and I saw several crawling comrades. I waited they go further and looked out the wall. There was nobody. So, I ran to next wall.
The silence was interrupted by well located riflemans firing. It was difficult to judge, but if we had building with floors I supposed the scales is turning in our favour. I look out wall again, carefully watched foreground and... I noticed him. The soldier was running among breaches far ahead.I put a Mauser to head and shot. I shot a second time and third time. I missed and he made it to hide. That a little shooting of mine was enough to contract attention. The machine gun (DP) began its heard.
Pressed I waited until my comrades had been next to me. They had thrown a smoke grenade and we jumped over the wall. Changing to a quicker weapon I ran in the middle of smoke and noticed the hiding Russian soldier. I shot a few times. The soldier clutched his stomach, shot several blind shots and fell down. He shot me but I bandage my hurt leg.
We captured the middle of square and the game began to make me engaged.
Its began when I finally killed someone. This is the truth reason because I coloured the previous paragraph. Really my first fight was the fight with setup of the game than enemies. New beta version has had standard keyboard setup but before I need to get to used it.
Its the same like many other principles which are specific for Red Orchestra 2.
And its propably the biggest RO 2 disadvantage - we have to get to used it. When the man has finished struggle with this game and has started fight with other players, when has explored prevailing rules and has begun to derive the situation is changing.
Even the graphic`s stopping annoy, and sometimes its seems be nice. Most of the time the player don`t pay attention on it because is searching enemies.
The game allows you to play bunch of classes. Main classes are, for Germans and Russians the riflemans and assaults. There are the biggest limits on these classes (yes, the each class has the limits). Riflemans best fight in the average distances but in the brief ones they have to use their pistols. Assaults are very good in fights in the buildings, however fight in the greater distances requires time to practice.
Rest of classes are rather support for them. Soldiers with light machine gunes are invaluable in the defense, however in the attack they aren`t helpful. Snipers could make the enemies angry but the other hand they could be killed easily. Snipers has the choice, they can choose the semi-rifle with scope same make miss in the battlefield. Squad leaders are very important often because of they represent mobile spawn points. And commanders? Commanders only help their soldiers by calling artillery or reconnaissance.
I can the easiest way compare ingame modes to Bad Company 2 - one of the side attacks, the second one defends. The combats goes on for specific objectives which must be occuped to move on. If attackers takes all of them or kill every enemy soldiers they will win. But if defenders kill all enemies (including reinforcements) or don`t take all objectives they will win of course.
So, the gameplay looks like I wrote last time but
much depends on circumstances. If there are fields stretching away on both teams the game becomes position fight and both sides runs among wall, ruins or something occasionally firing.If the game has took place in the buildings the gameplay is faster, because in narrow corridors, it is easier to die. On the many of all maps there are objectives which are located in buildings. So, it`s going to be interesting.
I wrote at the beginning about Forgotten Hope 2 and it`s difficult to avoid comparisions between these two titles. These two game are different but gamestyle is quite similar - it`s not ArmA but not CoD too. It`s something between. You aren`t punished by dying but if you want to kill enemy running and firing to all what is moving isn`t enough (recoil is big). Buf if FH2 offers nice fights on the servers with 128 players with a huge count of tanks and airplanes that RO2 puts on struggles on the smaller territories, so cosy (rather intimate because of fact you can be hurt in some sensitive places except for a head...).
That impression could be absolutely disturbed since it`s a beta and test servers usually aren`t full, however seeing the size of maps I doubt that it would be different. Compared to FH2 maps are quite small - some people thinks those are big but if we can runs from one to the second point to sprint without restoring, so I don`t agree with them. Especially because of specific modes fight are focused on fragments on maps.
RO2 single out FH2 something else - atmosphere. BF2 mod presents clearly military attitude. The climate is in size and intensity of fights. RO2 takes out in different side. Key role is the music - deprived of exalted tones (at least what I`ve heard) doesn`t interfere, it`s in the background. Evocative tones of soundtrack suffice to forced atmosphere to the scenes.
This description could reject but in game it`s great - Stalingrad was the place on of the tragic fight in the WW2 and the music matches to the total. Futhermore brutality, when explosion disposes soldier`s limbs and a hit
showed itself in a sudden jerk and strike in the ground that makes if I were to compare Red Orchestra 2 to films, it`s closer to German Stalingrad than Enemy at the Gates of Hollywod.
Writing these impressions I`d like to sketch game specificity and own rules. I didn`t go into details since playing a beta it`s difficult to judge some of elements because those could be removed or changed in next build. I didn`t play tanks. I`m afraid I will have to take back some of arguments (maybe this on about scale of the fights) because I think Tripwire shows only small piece of all production in this beta. And in this game the first or particular impression could be so deceptive.