For fans of realistic ww2 shooters, Red Orchestra must sound familiar. It was one of the first games that implemented realistic bullet drop, weapon handling and simulated suppressing fire. Red Orchestra 2 will be no different in this aspect. The level of detail is increased and because it is developed on the unreal 3 engine the graphics will be up to date to the standards of today. I myself am really looking forward to this game, have good memories of playing the first version online and it seems the next installment is holding up pretty good to its predecessor.
Here is a gameplay video and interview of a couple months ago:
I don't believe they stated a release date yet, but looking from that video I think it will be within the next year.
So who else is looking forward to this?
Last edit: 2011-03-05 01:18:50
Hairy United Kingdom. March 05 2011 01:39. Posts 1045
Steam thinks it'll be released at some point this year at least This interests me as I really like the realistic combat - fast and brutal. It appeals to me much more than "Unreal Tournament"-esque shooters where it's all just a bit too fanciful for my tastes.
Last edit: 2011-03-05 01:47:27
Sometimes I sits and thinks, and sometimes I just sits
I used to play this game when it was a mod. It was fun, I quit just before it went retail after it won the big contest make something unreal. The community was really small since realistic shooters are very niche. Might give 2 a whirl though.
Brood War forever!
kidleader Korea (South). March 05 2011 02:24. Posts 233
Steam thinks it'll be released at some point this year at least This interests me as I really like the realistic combat - fast and brutal.
Can't wait for this game. The original was unlike most other shooters. Although, I'd argue it wasn't very fast paced. It could be at times, especially on tight city maps. But unlike other games it's very hard to run around like Rambo so there's a lot more thinking/positioning involved.
* Lead and Drop on ALL weapons * Have to manually dial in your scope (iron sights or sniper scopes) with no help from the game. Distance has to be known from memory on playing the map a lot * 32v32 tank battles * Destruction * Commander roles that include: Calling in various forms of support, which trickle down command (Commander lets Squad Leaders know, then Squad Leaders tell Squad manually) * Snipers can switch between scope and iron sights in seconds * Peripheral vision kept while scoped in
FliedLice Germany. March 05 2011 22:48. Posts 6482
So hyped for this game, let's hope it can live up to it.
"I don't really understand why someone would focus so much on what they don't like, instead of putting their energy toward what they enjoy. Music is not politics. It is meant to be listened to and felt, there is no point talking it to death."
On March 06 2011 05:45 kevint wrote: omg that is alot of stuff they put in this game and 1c games are usualy pretty low budget how can they afford all of that?
Tripwire is an independent developer and the two games they made got pretty successful (> 500k copies each) so they managed to amass some cash (Red Orchestra 1 got the development budget covered by preorders alone), 1C will only distribute the game on Russia.
I tried Red Orchestra when there was a free weekend of it... seemed good, but I felt out of sorts since everyone else knew what they were doing and I was basically wandering about like an idiot. I know one of my friends loved it though... I might have to pick up the sequel.
Ideas United States. March 06 2011 07:24. Posts 7428
On March 06 2011 05:45 kevint wrote: omg that is alot of stuff they put in this game and 1c games are usualy pretty low budget how can they afford all of that?
Passion. Tripwire started off as passionate modders and they continue making amazing games after they got big.
Compare RO2 to all the recent AAA titles that come out these days. A lot of EA and Activision games are so sterile and uninspired compared to RO2.
On March 06 2011 05:45 kevint wrote: omg that is alot of stuff they put in this game and 1c games are usualy pretty low budget how can they afford all of that?
Tripwire is an independent developer and the two games they made got pretty successful (> 500k copies each) so they managed to amass some cash (Red Orchestra 1 got the development budget covered by preorders alone), 1C will only distribute the game on Russia.
RO1 got the funding from winning the contest that gave them a lot of cash and a free license to use the unreal 3 engine. They put a lot of effort into the mod so the retail version was just polish for the most part with a few game changes. Once it went retail I tried it and did not like it for the most part so I stopped playing.
I am just hoping this one is awesome and it should be!
Yeah, one of the main gripes people have with RO1 is the steep learning curve, so they claim they made changes to give a smoother learning curve.
One thing is the SMGs recoil that are overexaggerated on RO1, the FOV (things looks farther than they actually is on RO1), the weapon resting system is revamped with weapon collision so it will be easier to rest the weapon on a surface, the MG deploy is smoother and it pivots around the true weapon pivot.
With this i hope it will be easier to get into the game.
Really looking forward to this actually. The first one (and the mod) was always something I was aware of, but never got around to trying, even though it looked right up my street.
The video in the OP looks like a refreshing change from the current (read - last 5 or so years or more) crop of psuedo-realistic shooters, but without the convoluted control and command interface that, in my opinion, sucked some of the fun out of the ARMA games.
There are some really annoying glitches they never got to fix in RO1, especially melee detection, MG set-up glitches and clipping. The steep learning curve with weapons in RO1 is due to the bullet drop system they used, Tripwire has implemented a ballistics system for RO2. So in theory it will be a lot easier to take shots, especially with sniper rifles.
But tank battles at 600-800 meters is awesome, although after you get your tank in a good arch with the shoulders facing the enemy, panthers and heavier tanks are nearly indestructible from the front. In Darkest Hour, they removed the angling trick so tank maps are really unfair. :/