The lights are on
The original Red Orchestra sold over half a million copies on PC – almost exclusively to hardcore competitive shooter players. This full-on sequel packs in the usual improvements, but also sets its sights on drawing more gamers into its vision of WWII infantry combat.Understand one thing about Red Orchestra: With little mainstream or publisher support, developer Tripwire Interactive scratched and clawed its way to a position near the top of the multiplayer shooter heap on the strength of its design chops. The community will defend Red Orchestra to the death for its tight balance and its rewarding of clever, realistic strategies. None of that is likely to change for Heroes of Stalingrad.A host of little things in the simulation stand out that make a lot of genre conventions seem downright silly in comparison. Take ballistic scopes, for example. They're realistically modeled in usable 3D, allowing players to keep at least blurry peripheral vision as they dial in long shots. Snipers can easily move their point of view two inches downward to look down the ironsights of their weapon at closer targets, just like a WWII soldier would have. Realities like bullet drop over long distances are typically ignored by video games, but Tripwire adds in that simple physics model and allows players to adjust their crosshairs for the appropriate range via the mousewheel – again, exactly how a Russian conscript would have in 1940 (minus the mousewheel part, probably).An explicit cover system allows for blind fire and quick peeks through the ironsights with a single button press. I'm generally opposed to explicit cover unless the game is totally designed around it (Rainbow Six: Vegas, Gears of War), but you can just as easily ignore it and use cover with the traditional first-person controls. I do like that blindfiring gives players a new tactical tool, since every single bullet presents a clear and present danger in Red Orchestra.Another tweak to classic Red Orchestra gameplay in Heroes of Stalingrad is in the chain of command. Squad leaders and faction commanders can give orders to players, which show up as UI elements like a glowing circle near a window you're supposed to provide overwatch from. This time, though, following orders plays into the metagame progression, earning you points for doing your job on the team and not just killing the most dudes. The metagame ties into role assignments as well, giving command to more experienced players instead of the often-random draw in the original game. A particularly good performance during a round can give you a significant temporary boost, though, so you're not locked out of command forever just because you're a little behind the progression curve.Tripwire admits that nobody bothers with single-player or versus-bot play in Red Orchestra today simply because they aren't very good. Though the developers didn't have the campaign ready to show here at GamesCom, they assure me that a "ton of work is going into accessibility" and that offline play is a big part of that.I'm usually the first to hate on punishing physics models (bullet drop is for nerds!) and brutally realistic damage simulations (one-shot kills: so not fun), but I'll cop to being impressed by Heroes of Stalingrad's approach. I can handle a mousewheel range adjustment to make sniping truer to real life. I can deal with one- or two-shot kills in a single-life gametype when you get a chance to respawn at checkpoints during an attack/defend match, like in Heroes of Stalingrad's Countdown mode. The first game didn't do much for me as a player – I'm just not that into the super-high risk-reward of combat simulations that skew that far toward realism. Heroes of Stalingrad might pull me in.Red Orchestra: Heroes of Stalingrad is slated for a 2011 PC release. Tripwire wouldn't confirm any console appearances for the game, but urges gamers to "stay tuned." Nothing I saw would prevent this Unreal Engine 3 shooter from working on console, so I wouldn't be at all surprised to hear news on that front sooner than later.
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Yes show me some footage because I am leery on WWII games.
There are 2 recent ones from GC2010...
The second video breaks around 3:15, right as he starts talking about something really interesting too... (video stops, sound plays though)
Apparently it restarts around 12:55 with no sound, doesn't work for me though.
I DONT WANT TO PLAY ANOTHER SHOOTER UNTIL RAINBOW SIX COME OUT WITH ANOTHER GAME
Ha this is epic. It sounds real fun, I always wanted to play a game with actual physics applied such as the bullet drop. Fingers crossed that it comes to consoles.
Veyr intersting...not sure if I'm ready to go back to another WWII game, but these new tidbits make it very likeable
these changes have me eager to try out the sequel. I played the original via a free weekend on Steam. After a round of being sniped shortly after spawning I went straight back to Day of Defeat.
Gotta say, I still don't give a sh*t about WWII guys....
Why couldn't you take your supposedly great multiplayer game (never played the first one) and put it in a different wrapper? Something more visually exciting? Sci Fi, perhaps? Hell, a fantasy shooter - no one's attempted that since Dark Messiah. Something, ANYTHING besides another dumb shooter about real world combat (either modern era or WWII, it doesn't matter. I just don't care anymore).
What happened to all the creativity in this genre from back in the 90's? When people could come up with Quake, Unreal, Jedi Knight, Prey, Blood, No One Lives Forever and Half Life? Dammitall, what I wouldn't give for a *** first person shooter with some personality. Instead of setting its sights on ripping off whatever last was popular.
Thank god Irrational and Gearbox have given the rest of the industry a big ole' middle finger and went and made BioShock and Borderlands anyway:D
I've been out of the PC gaming loop for 3 or more years now I think, so I didn't know of this title until now... looking forward to trying out the sequel on my new rid :D