Red Orchestra 2 is pretty rad.
That being said, I have to be honest that my expectations were rather low from the start. I played Osfront but I got into it a bit too late.. the game was hard to enjoy for me because everyone (it seemed) were pure veterans and I was just a newb trying to learn all the maps and stuff. The engine was dated by that time and the animations were really bad.. the movement animations were just terrible and it killed believability for me. Still, landing those bolt-action rifle kills was satisfying. I also played Osfront with a friend sitting next to me in the same room, so tanking was a blast as well.
I pre-ordered RO2 to support Tripwire and I knew that no matter what I wanted to try the game.. so here I am playing the beta. My
initial impression of the game was that it was Osfront with better graphics, but that's not true at all. It's obvious that the devs truly wanted to create an immersive simulation.
If I had to guess I'd say that every one of them loves playing their game.. no one at Tripwire is just a drone programming hard code that they could care less about. I say this because it's pretty obvious how play-tested the entire experience is. The maps are top-notch with no obvious advantages for either side. They took balance into account while still maintaining a realistic experience. At first glance the Axis appear to have an advantage with the base weapons. The mp40 is accurate and has minimal recoil, while the PPSH jams all the time and has intense recoil. The Axis' G41 is much more accurate than the STV (which also seems to jam for me)... BUT the Allies' MG has way more ammo, and the Mosin (seems) to be more accurate than the kar98. That, or it has better penetration, not sure. All in all the two sides feel pretty balanced, and I haven't even gotten to unlocking weapons and upgrades yet.
There are some great gameplay choices that the devs made, such as the delay on death messages. It forces you to make sure you got someone before storming into a room, or making sure a sniper is down before you start clearing other windows.. Headshots and nutshots have their own graphic, as do heart-shots. It's great to lay down fire on an enemy and then 10 seconds later you see that you killed him. A delay that long means that he bled-out.
I have to say that the voices are top-notch as well. It's not often that a game takes character voices into consideration, but Tripwire obviously has done this. I personally think it was a great idea to have your team speak English (with either Russian or German accents), while having the enemy actually speak in Russian or German.
Characters will yell back and forth with taunts and say all kind of phrases that create a believable setting. It's scary when you're in close quarters combat and you hear a German yelling in the next room. Meanwhile your allies are saying things like, "What I would do for just one drink of water." Or a wounded guy next to you says something like, "Agghh it hurts! But I can still kill fascists!" I have to say that the game almost has an anti-war feel to it, often because of what your own character will say when you get killed; when you're bleeding out you can't move and your screen steadily goes black, and your guy will say, "Nooo.. it wasn't supposed to happen this way," or "Not yet.. not yet," or "Nooo it's not fair!" Truly the voices and death animations (there's a neck-shot trigger that has a guy gurgling for what seems forever) make you stop, blink, and think, "Glad I wasn't there." Not only do the voices add to the game's feeling of simulation, but they also provide useful information. Your friends will say, "I got him!" Or "One down!" while you're ducked and reloading.. and then you know it's safe to pop up again. They also yell out warnings, like for grenades. It seems that having the characters' voices be helpful is a no brainer, but somehow I feel that Tripwire nailed it above any other online FPS.
The game isn't without flaws, but I feel that the core experience is "dug in"

quite well. It's only a matter of time before the glitches get ironed out and the game is optimized. Everything is very fair.. I never get killed because I couldn't understand how my character looked in the 3rd person or anything annoying like that. Going prone makes sense -- MGs can't set up on stairs with half of their body sticking out horizontally as if he had iron rods for sacrospinalis muscles. Grenade damage doesn't clip through walls or anything equally as frustrating. The smoke effects are some of the best that I've seen, and the lighting effects are killer -- bloom is nice, too.
The game may not be the prettiest or have the best animations (BF3, I'm looking at you...), but it truly delivers in providing one badass WWII simulation. And the maps are just.so.damn.awesome. Screenshots really don't do the environments justice... I thought they looked kind of bland, but once you hop into the game there is plenty to look at! I have to say Barracks is my favorite so far.. the interiors of the buildings are pretty and all the bullet-hole decals are amazing. I just played my first round of Territory RedOctober Factory, though, and WOW, that map is intense! There are so many ruins and random paths to take it's crazy.
All in all I think RO2 is a great game, especially for the price. If you can handle the realism and trudge through the learning curve then you have one sweet game at your disposal. It takes getting used to! You die quickly and easily, and if the server is running true realism with no kill-cam, then you won't even know where it came from. Your first couple of hours are almost guaranteed to be frustrating.. don't play any Countdown to learn the game either, sheesh. But after a while you'll have the "thousand yard stare."
