First article coming up translated, first page. Second to follow soon.
Stalingrad dirties your clothes.
Hands on - Yes
If you think about games that we see as somewhat controversial, "Red orchestra 2" is definately pretty far up that list.
This starts with the name, which is as brave as it is questionable.
On the one hand unbiased gamers have been wishing for a WWII-Shooter in which the germans are not just portrayed purely as the
historical version of "Star Wars" Stormtroopers. On the other one finds it hard to deal with the term "hero" when talking about the german
wars of conquest and that the term "Stalingrad" is usually more associated with dying a wretched death in snow and ice.
No Oscar Nomination
With this paragraph however, we already put more directorial and ethical thought into it than the developers did.
For them, Stalingrad is a map and whoever helps their team to victory through good teamplay is a hero.
At least that's the impression the former modders of Tripwire leave with their presentation.
If you ask them whether the untold dispair will play a role in the battle of stalingrad they tell you that the uniforms will get
iced up and dirty with higher ranks achieved.
If you want to know how the single player campaign will handle playing as a Wehrmacht soldier,
they look at you innocently and promise there will be a respectful presentation of both sides.
One can assume that this will not be a "Day One Buy" for Steven Spielberg.
[Image Capture: The developers put a high value on realistic gameplay. A good example for this is tanking"]
Players who were expecting Red Orchestra 2 to break with the usual popcorn war of larger US-Productions are probably going into the bunker to weep.
Gaming purists, the current fans, however should not be surprised, maybe even happy.
The successor of the surprisingly succesful first part is first and foremost a straight up multiplayer game
with a high standard of realism, flow of gameplay and well balanced game sessions.
For this reason Tripwire abstain from presenting the singleplayer mode a second time, which probably wouldn't
draw any "Moder Warfare"-Gamer from behind is Xbox. Meanwhile there isn't even much confident talk
of a real campaign.
It may very well be that this mode will be degraded to a training parcour similar to earlier Battlefield titles.
This years presentation at Gamescom brought back the acquainted "Grain Elevator" map which was already shown the previous year.
For Purists
Where other studios go on and on about resolutions and framerates, Red Orchestras team makes one thing very clear:
This is no cakewalk.
[Image Capture: Don't expect too much from the singleplayer campaign, focus is clearly on multiplayer]
The realism standard of this game is probably what will set this game apart from the competition.
Sole exception: Arma 2.
The developers premise is to come as close to reality without sacrificing fun.
This starts with the lack of crosshairs in "Red Orchestra 2".
You better learn to aim with ironsights or fire more or less blindly.
If you want to know how much ammunition you have left looks for an indicator in vain.
With the press of a button your character can check but that leaves you with your pants down for
multiple precious seconds. In a figurative sense of course, it's cold afterall.
The game also lacks a minimap, just a small subtle indication on the screen when someone approaches
from either side. This serves to imitate human peripheral vision. You see that something is coming, that's all.
Then it's turn around - identify - fire or bite the dust. If you are surprised from behind you are done for
unless you heard the attacker approaching before. Corresponding surround sound is planned.
You are no longer the tank.
The use of vehicles is supposed to be improved and even more realistic.
"Our aim is to really make the player feel what it was like to be a soldier on this battlefield", so Tripwire.
No, this doesn't imply some vital question on the brink of death by hunger either.
It means that tanks for example, whose interiors were fully realized by the developers.
"In many other games you see the tank in third person and move him about the map. The player is more the tank
itself than a soldier within the tank. This is what we wished to avoid". This goes as far as
switching between stations in first person and real time within your tank.
If you fire the main gun your AI controlled comrade first needs to reload.
If a projectile penetrates the tank, you are supposed to whitness the impact first hand.
Should the player himself survive the hit he might have to watch as his crew is torn apart the tank remaining only barely operatable.
Stalingrad dirties your clothes.
Hands on - Yes
If you think about games that we see as somewhat controversial, "Red orchestra 2" is definately pretty far up that list.
This starts with the name, which is as brave as it is questionable.
On the one hand unbiased gamers have been wishing for a WWII-Shooter in which the germans are not just portrayed purely as the
historical version of "Star Wars" Stormtroopers. On the other one finds it hard to deal with the term "hero" when talking about the german
wars of conquest and that the term "Stalingrad" is usually more associated with dying a wretched death in snow and ice.
No Oscar Nomination
With this paragraph however, we already put more directorial and ethical thought into it than the developers did.
For them, Stalingrad is a map and whoever helps their team to victory through good teamplay is a hero.
At least that's the impression the former modders of Tripwire leave with their presentation.
If you ask them whether the untold dispair will play a role in the battle of stalingrad they tell you that the uniforms will get
iced up and dirty with higher ranks achieved.
If you want to know how the single player campaign will handle playing as a Wehrmacht soldier,
they look at you innocently and promise there will be a respectful presentation of both sides.
One can assume that this will not be a "Day One Buy" for Steven Spielberg.
[Image Capture: The developers put a high value on realistic gameplay. A good example for this is tanking"]
Players who were expecting Red Orchestra 2 to break with the usual popcorn war of larger US-Productions are probably going into the bunker to weep.
Gaming purists, the current fans, however should not be surprised, maybe even happy.
The successor of the surprisingly succesful first part is first and foremost a straight up multiplayer game
with a high standard of realism, flow of gameplay and well balanced game sessions.
For this reason Tripwire abstain from presenting the singleplayer mode a second time, which probably wouldn't
draw any "Moder Warfare"-Gamer from behind is Xbox. Meanwhile there isn't even much confident talk
of a real campaign.
It may very well be that this mode will be degraded to a training parcour similar to earlier Battlefield titles.
This years presentation at Gamescom brought back the acquainted "Grain Elevator" map which was already shown the previous year.
For Purists
Where other studios go on and on about resolutions and framerates, Red Orchestras team makes one thing very clear:
This is no cakewalk.
[Image Capture: Don't expect too much from the singleplayer campaign, focus is clearly on multiplayer]
The realism standard of this game is probably what will set this game apart from the competition.
Sole exception: Arma 2.
The developers premise is to come as close to reality without sacrificing fun.
This starts with the lack of crosshairs in "Red Orchestra 2".
You better learn to aim with ironsights or fire more or less blindly.
If you want to know how much ammunition you have left looks for an indicator in vain.
With the press of a button your character can check but that leaves you with your pants down for
multiple precious seconds. In a figurative sense of course, it's cold afterall.
The game also lacks a minimap, just a small subtle indication on the screen when someone approaches
from either side. This serves to imitate human peripheral vision. You see that something is coming, that's all.
Then it's turn around - identify - fire or bite the dust. If you are surprised from behind you are done for
unless you heard the attacker approaching before. Corresponding surround sound is planned.
You are no longer the tank.
The use of vehicles is supposed to be improved and even more realistic.
"Our aim is to really make the player feel what it was like to be a soldier on this battlefield", so Tripwire.
No, this doesn't imply some vital question on the brink of death by hunger either.
It means that tanks for example, whose interiors were fully realized by the developers.
"In many other games you see the tank in third person and move him about the map. The player is more the tank
itself than a soldier within the tank. This is what we wished to avoid". This goes as far as
switching between stations in first person and real time within your tank.
If you fire the main gun your AI controlled comrade first needs to reload.
If a projectile penetrates the tank, you are supposed to whitness the impact first hand.
Should the player himself survive the hit he might have to watch as his crew is torn apart the tank remaining only barely operatable.
Last edited: