Red Orchestra 2: Heroes of Stalingrad with Rising Storm
RedOrchestra2thumb
'Prod' goes the bayonet. I pull it back for longer. 'Poke' goes the bayonet. It hits the wall of the propaganda building satisfyingly strongly but I'm not convinced it's going to penetrate a flak jacket. I pull it back really hard and OW. My vision blurs and I seem to stagger. It isn't meant to do that!

Oh! Someone's hitting me from behind! Me, the man practising with a bayonet. Stupid boy. I turn around and let go of the bayonet, and it stabs a Nazi in the chest. He falls to the floor immediately and dies. As do I five seconds later when it emerges I'm losing all the blood in the world from my head and have no bandages. We lie there, entangled in each other's arms and it all fades out.

We're in Prague playing a sadly tankless level of Red Orchestra II against Tripwire, the developer on the other side of the world; I wrote about their origins here – Evan's written an extremely comprehensive preview here. The game is, as Evan related, the World War II multiplayer game we always wanted to play; it's totally PC-centric, as you can tell from the ridiculous range of postures available for a first person game; lying, crouching, leaning, hiding behind cover, blind-firing... it's also supremely hardcore; you'd never find a game on a console where the first shot that hits you is normally the last. If you come under fire, your sight blurs to reflect suppression; the way you know how many shots you've got left in your magazine? You guess from the weight of the magazine. I hope you can count...



Through playing the same class a lot, I managed to unlock a 'Hero' character; a rifleman who'd survived long enough that he was now an inspiration to his teammates, giving them a very minor combat bonus. You could tell he was an inspiration because he looked like he'd been dragged backward through a hedge – the more levelled up you get, the more worn your outfit gets. Top soldiers must look like Stig of Stalingrad; my rifleman was a tattered wreck. Mechanically, this means it pays to stay near other troops; certainly in these infantry only battles, having someone else to watch your flank and draw the enemy's fire was absolutely essential.

In fact, the heavy weapons, the fixed gun emplacements and the heavy machine guns (which need mounting to be effective), are only really usable when the map's full and you're moving in a squad, because they draw so much fire and you're such a static target. Despite that, the machine guns are great for suppression themselves, and when mounted can tear through troops who haven't taken advantage of the excellent new cover system.


Welcomely, the game just features Nazis versus Russians, the real meaty battles of the war, where most of the fighting and dying happened. There are ten maps based around Stalingrad, ranging from open tundra to towering buildings, to just plain ruined cityscapes.

Later, when Tripwire had gone to bed, and there were just four then two trigger-happy journalists creeping through the rubble, the game felt very empty, though the combat was more convincing and thrilling because of the huge, empty maps. We roamed the streets, pausing only to do the classic LAN trick of looking at each other's screens or to scream blue murder when we finally found our opponent, frantically bandaging himself beneath a staircase, trying to snipe from a ruined apartment block, or who'd chased us down with fixed bayonet. Not that he could handle it as well as me. Prod! Poke! Stab!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm
RO2ReleaseDate
Roswell, GA-based independent developer Tripwire Interactive has marked the calendar. Red Orchestra 2: Heroes of Stalingrad will release on August 30, 2011 worldwide. It'll also retail at a surprising price: $39.99 in the US.

Late August positions RO2 several weeks outside the shadow of Battlefield 3 (October 25) and Modern Warfare 3 (November 8). Read my excited hands-on with the game here.
Red Orchestra 2: Heroes of Stalingrad with Rising Storm
Red Orchestra 2 thumb
A member of the Red Orchestra 2 beta team has posted on the Bash and Slash forums confirming that Red Orchestra 2 will support both ranked and unranked dedicated servers. Blues News spotted the post, which says that ranked servers will be monitored by the developers so that those who misbehave can be easily banned.

Server customisation will include "things that other developers have been removing over the last few years," according to the Bash and Slash poster. Tripwire announce on their forums that this means support for custom rulesets on unranked servers. A "bespoke server tool" can be used to customise "weapons, classes, game types, gameplay elements and scoring elements." LAN play will also be supported.

Tripwire are keen to make sure that Red Orchestra's battles are free of cheaters. During a Teamspeak conference, Tripwire revealed that Red orchestra 2 will use both Valve's Anti Cheat system (VAC), and Punkbuster simultaneously.

There's also a demo recording function and built in spectator modes to cater to the competitive gaming scene, and the game will support plenty of client-side customisation, including custom keybinding and custom user interfaces. The game will release with ten 64-player maps that can be scaled down to 16 and ten player battles.

Red Orchestra 2: Heroes of Stalingrad is due to be released sometime later this year. Find out more in our Red Orchestra 2 preview, and on the official site.
Red Orchestra: Ostfront 41-45



The Darkest Hour mod brings the Western Front of World War 2 to Red Orchestra. The huge new 5.0 update adds new vehicles and maps that will let players fight through the most famous battles of Operation Market Garden, including the fight for Carentan and Hill 400. Read on for a list of the new features.

For full details on the update, head over to the Darkest Hour site. The mod is completely free to anyone who owns Red Orchestra, and can be downloaded now through Steam. Here's a summary of the new maps and vehicles.

The new maps:

Bridgehead
Caen
Cambes-en-Plaine
Carentan Causeway
Gran
Hill 400
Kommerscheidt
Lutremange
Poteau Ambush
Simonskall
Vieux Recon

 
Vehicles for the Allies:

Sherman M4A3E2 ‘Jumbo’
GMC 2.5 Ton Truck
Sherman M4A3 (75 mm)W
Sherman M4A3 (76 mm)W
M-8 Greyhound
M-18 Hellcat

 
Vehicles for the Germans:

Jagdtiger (Jagdpanzer VI Ausf. B)
Marder III Ausf. M
SdKfz 234/1 Armored Car
SdKfz 234/2 "Puma"
Jagdpanzer IV Ausf F (L/48)
Jagdpanzer IV Ausf J (L/70)
StuH 42

 
Red Orchestra 2: Heroes of Stalingrad with Rising Storm

Are you scared of bullets? Most games treat them like Nerf darts these days, but they're actually kinda lethal. Red Orchestra 2: Heroes of Stalingrad is hoping to redress the balance.

Tripwire interactive have just released a bunch of screenshots form their upcoming FPS. Click more to see them all, and click here for our latest preview. It's shaping up rather nicely.



<img














Red Orchestra 2: Heroes of Stalingrad with Rising Storm

Are you scared of bullets? Most games treat them like Nerf darts these days, but they're actually kinda lethal. Red Orchestra 2: Heroes of Stalingrad is hoping to redress the balance with its realistic, unforgiving portrayal of a warzone.

Tripwire interactive have just released a bunch of screenshots form their upcoming FPS. Click more to see them all, and click here for our latest preview. It's shaping up rather nicely.




<img














Red Orchestra: Ostfront 41-45

My 30 second guide to gaining a WWII education through gaming: for insights into the airman’s war, choose Battle of Britain II or IL-2: 1946. For a taste of the tanker’s experience, your best bet is Steel Fury. Interested in the challenges that generals faced? Grab anything by Panther Games. Wonder what it was like to be a WWII grunt? No title will get you closer to the muck and bullets than Red Orchestra.

Tripwire’s multiplayer time machine may be a little long in the tooth now, but thanks to mods like the recently refreshed Darkest Hour, it remains unmatched as a 1939-45 infantry simulator. DH shifts the high drama, high bodycount aggro from Ost Front to West Front. Out are the Ivans with their bulky greatcoats and chattering PPSh-41s. In are the Yanks with their BARs and bazookas, and the Brits and Canucks with their Sten guns and stiff upper lips.

Actually, scratch the stiff upper lips. You’d have to be knapped from Norfolk flint to maintain a stiff upper lip through some of DH’s teeth-rattling bloodbaths. Take Dog Green for example. Battles on this vast recreation of the deadliest sector of Omaha Beach often feel like subliminal adverts for the Quakers.

Die like a dog

Fighting for the Allies, my last session began something like this: Spawn 1: chewed up by an MG 42 seconds after leaving the landing craft. Spawn 2: cut down by sniper fire while cowering behind semi-submerged beach obstacle. Spawn 3: blown to smithereens by artillery while attempting to resupply a machinegunner on first shingle bank. Spawn 4: rifle shot from hand while sprinting between shell craters, then killed endeavouring to retrieve it. Four deaths in as many minutes, and I never even fired a shot.



Dog Green played from the attacker’s perspective is at the extreme end of the Darkest Hour difficulty spectrum, but the core elements that make it so brutal and convincing are common to all of the 18 official maps. Whether you’re storming French farmhouses at La Chapelle, darting between wrecked gliders on Ginkel Heath, or hunting Panzers through the slushy streets of Stoumont, you’ll be doing it without crosshairs, ammo counts, or medkits. How autistically authentic can Darkest Hour get? Squeeze the trigger of a Lee Enfield or Kar98 a couple of times and you’ll find out. All bolt-action rifles in the game have functioning bolts that must be manually worked between shots.

Leaning, weapon resting, bipods, bayonets, suppression effects, bazooka backblasts... all the fine details that FPS makers routinely ignore are bread and butter to Tripwire and Darklight. In its own stylised way the class system also ratchets-up the realism. Nab the officer slot before anyone else, and it’s up to you to orchestrate friendly forces by setting rally points with coloured smoke. You’re also the chap that gets to call the artillery in. Assuming of course, there’s a radioman nearby.

Plausible teamwork is everywhere on a frantic DH battlefield. Anti-tank soldiers and squad machinegunners spawn with piffling amounts of ammo. Once that initial stock is gone, they are wholly reliant on comrades for resupply. On smaller, denser maps like Foy and Juno Beach, armour is screwed without infantry to watch its flanks, and infantry massively disadvantaged without an HE-slinging trundler in close support.



Tank fans have done particularly well out of the last update. An impressive choice of chariots (of which those in ‘Stars Of Track & Field’ are just a selection) now includes the M36 Jackson, a vulnerable yet vicious US tank destroyer, and the Panzer III Ausf N, the perfect tool for silencing troublesome MG nests or clearing buildings at range. All AFVs die a little more dynamically thanks to new damage modelling subtleties. Though DH can’t quite match Steel Fury’s fancy ballistic maths and slew of degradable systems, it has a good stab at it. Pump a shell into a target’s tracks and you may immobilise it. Land one on the front hull and you can nobble or nail the crew (up to three players may man a single tank). Turret hits can play havoc with gun traverse and elevation controls, and – gulp – cause shells in storage racks to cook-off.

Tanktics

Among the half-dozen new maps are two tailor-made for long range, high velocity duels. La Monderie’s scattered villages and copses, and Freyneux’s bare snow-mantled hills are tough environments for the pedestrian, but a skilful tanker can have a lot of fun. It says plenty about Darkest Hour’s authenticity, that you often find yourself using historical tactics not out of a desire to roleplay, but because it’s the natural thing to do. Lone AFVs seldom last long, so tankers often band together into ad-hoc zugs. Skylined AFVs are easy meat, so wise warriors lurk behind crests or in hull-down positions in hollows.



Of course true-to-life tactics come with their own risks. Last night I parked my Sherman Firefly behind a wooded hill, and jumped out to scout on foot (a bloke with binos is a lot less conspicuous than 36 tons of smoke-belching steel). Reaching the summit I came face to face with an enemy gentlemen also clutching binoculars. After exchanging a few panicky pistol shots, we both legged it back to our vehicles. He, sadly, was a lot closer to his than I was to mine. DH’s delights are strictly multiplayer (the dunderheaded Red Orchestra bots can’t even navigate their way out of the spawns on some maps) but that’s no reason for the shy to hang back. The vast majority of people who throng the dozen or so servers active most nights are friendly and helpful. Triumphalist trumpetblowing is rare, perhaps because Darkest Hour players understand better than most that behind the riveting spectacle and high excitement of war is a meatgrinder. See you on Dog Green.

Link: Darkest Hour



...