By Mike Nomad
The Battle of Stalingrad took place between 17 July 1942 and 2 February 1943,
during the Second World War. Stalingrad was known as Tsaritsyn until 1925 and
has been known as Volgograd since 1961.
The battle of Stalingrad was one of the largest and most devastating battles in
human history. It raged for 199 days. The sheer numbers of casualties are
difficult to compile due to the vast scope of the battle and the fact the Soviet
government did not allow estimates to be made, for fear the cost would be shown
to be too high. In its initial phases, the Germans inflicted heavy casualties on
Soviet formations. However, the Soviet encirclement of German Forces
accomplished by punching through the German flank which was mainly held by
Romanian troops, effectively besieged the remainder of German Sixth Army. An
army that had taken heavy casualties in street fighting prior to this. At
different times, the Germans had held up to 90% of the city, yet the Soviet
soldiers and officers fought on fiercely. Some elements of the German Fourth
Panzer Army also suffered casualties in operations around Stalingrad during the
Soviet counter offensive.
To begin with - a few thoughts..
Never, in all the years gone by, have I seen a more picturesque, true to reality
FPS game. Sure, the award winning Red Orchestra is still great after so many
years. However, Red Orchestra 2: Heroes of Stalingrad takes the entire genre a
quantum leap further. RO2 focuses primarily upon the epic Battle of Stalingrad
and is more than "epic" when compared to the original RO. RO2 is a must have for
most all FPS WWII users.
When one considers the historically accurate architecture, terrain, weapons,
vehicles and uniforms in the game, the true reality of concentration on detail
Tripwire has and continues to put into Red Orchestra 2: Heroes of Stalingrad.
Thus it becomes readily understandable why this game will be around for a long
time to come. Hopefully as a blockbuster and Game of the Year.
Not only does RO2 captivatingly entertain, it also bestows a working knowledge
of history. The most important factor is repeat playability. RO2 delivers in
that regard without a doubt. Just about everyone who plays RO2 discovers they're
anxious to return to the game time and time again.
This review is intended to give the reader/user an opportunity to see Red
Orchestra 2: Heroes of Stalingrad portray the Battle of Stalingrad in all its
stark, gritty reality.
Let's get started
In the beginning.... Oh wait! That's a different story.
Through the course of the beta, many annoyances and sniglets were found and
attended to. Of course as with any high powered programming release, there's
gonna be more found as the initial userbase dramatically increases. Once the
release date hit we saw just that and now, within hours of the release, we see a
series of updates, fixes and patches with an assured continued flow of fixes and
attention to both fixes and communications to follow by Tripwire.
Basic Training; Schooling in the use of weapons, key assignments and their use.
Truly a nice touch. All very well done and highly informative. The SP levels are
of course, played in the very maps used in multiplayer.
A wonderful way to LEARN your way around and familiarize yourselves with the
"lay of the land". While at the same time, gaining the needed experience to
compete. You're gonna need some knowledge and basic abilities. The single player
mode is a valued asset that everyone should take advantage of
more than once
Accurately based upon the Battle of Stalingrad and a great deal of the
neighboring battles and skirmishes German and Russian, from July 1942 to
February 1943. HoS draws the player into a gritty experience of one of the most
physically brutal series of battles in World War II.
When first entering the game, one hears the impressive music by Sam Hulick, I
couldn't help myself, I had to stop and listen.
Moving right along, I was completely in the dark as far as the controls were
concerned. They had changed. However after going through basic training, I then
carefully looked over the config pages found in options.
So, that's the first move I recommend to everyone after basic training.
Familiarize yourself with the controls. A fun way is to go through single
player, not once but a few times.
My first map was Apartments. I marveled at the degree of detail paid to the
appearance of everything. No bare "Plain Jane" rooms void of all
furniture and fixtures and certainly no barren walls or missing structure
features. Wonderfully, this held true throughout all the maps. The crystal clear
textures, both local and distant, are a major plus in this game. Best part is -
it all appears realistic.
Gumrak, Apartments, Fallen Heroes and Station are, at this time, among my
favorite maps. They're truly gorgeous to both view and play in. Not to mention -
The sounds of the weapons and the explosives are absolutely accurate and nerve
shattering when close. More than one time I found myself jumping when attacked.
Talk about engrossing immersion. The weapon's loading animations are quite good.
The effects of Fire, flames and smoke are more that simply real looking, you can
almost smell the stench. The animated sky coupled with the ominous clouds make
for a foreboding atmosphere that's incomparable to any other games I've played.
You can literally "kill time" and
"kick the bucket" in HoS. There
are so many objects that respond in one way or another to shots, explosions,
hits and player movement that its best you find them for yourselves. There are
plenty. Did you say are there destructibles? Of course there are, keep your eyes
As an aside, I've read the complaints and many of the "tongue in cheek"
reviews. All I did was chuckle because once you play this game, there is no
walking away. Sure, the mavins yap about this that and the other thing but
the bottom line is they continue to play because they either know of or were
told about Tripwire's reputation of doggedly attending to problems until
they are solved.
The fact remains,
Tripwire fully supports the PC Online Community.
Did I mention the music? How about when the music actually portrays the emotions
of the moment as you play. Its advised you listen for that as it certainly
enhances the thrills and adds to the chills.
Please be advised that certain info came from the internet (where else?)
and from various info sites such as Wikipedia (to which I contribute) and a
number of National Military Archives.
Let take a look at some of the goodies you will be
Weapons & Vehicles:
About the weapons and vehicles; they're all typically Tripwire classy as far
detailed accuracy and performance are concerned. Always top notch.
K98 bolt action rifle is by far the
favorite of many veteran RO players.
The Karabiner 98 Kurz (often abbreviated Kar98k, K98, or K98k) was a bolt action
rifle chambered for the 8x57mm IS cartridge that was adopted as the standard
service rifle in 1935 by the German Wehrmacht. It was one of the final
developments in the long line of Mauser military rifles. Although supplemented
by semi and fully automatic rifles during World War II, it remained the primary
German service rifle until the end of World War II in 1945.
The Karabiner 98k was a controlled-feed bolt-action rifle based on the Mauser M
98 system. It could be loaded with five rounds of 8x57mm IS ammunition from a
stripper clip, loaded into an internal magazine. The straight bolt handle found
on the Gewehr 98 bolt had been replaced by a turned-down bolt handle on the
Karabiner 98k. This change made it easier to rapidly operate the bolt, reduced
the amount the handle projected beyond the receiver, and enabled mounting of
aiming optics directly above the receiver on the Karabiner 98k.
Walther MKb.42(W) machine carbine/assault
rifle (Germany) was the frontrunner to the STG44 the grand daddy of
Assault Rifles. In 1939, HWaA issued a contract for the development of a machine
carbine (MKb for short), chambered for the new 7.92x33 Kurz cartridge, to the
company C.G. Haenel Waffen und Fahrradfabrik.
In 1940 another company joined in the development of this new type of small arm;
the famous German arms manufacturing company Carl Walther, known for its fine,
popular pistols. Walther had already been engaged in the development of
intermediate-cartridge firearms since 1936, when it produced self-loading
carbines for an experimental 7 x 39 cartridge. Later,Walther developed several
automatic designs in "full-size" 7.92 x 57,and one of these experimental
prototypes, the 7.92 mm A-115, served as a starting point for its 7.92 mm Kurz
rifle. Walther began to develop their own Maschinenkarabiner as a private
venture, but in 1941 received official approval from HWaA for further
development in competition with Haenel, the first MKb.42(W) rifles being
delivered to the army in the second half of 1942.
In late 1942, the first small batches of both Haenel and Walther weapons,
designated MKb.42(H) and MKb.42(W) respectively, were sent to the Eastern front,
for trials against Soviet troops. Initial results were promising, with the
Haenel rifles being generally preferred due to their better reliability. The
Walther design, which showed better single-shot accuracy, was rejected as
unsuitable on the grounds of its questionable annular gas piston system. No
further development in this field was apparently taken by the Walther
organization, which was already very busy delivering P.38 pistols to the German
The MKb.42(W) is a gas-operated, magazine fed weapon. The gas system has an
annular gas piston, located around the barrel, inside the stamped annular
handguards. A rotating bolt of somewhat complicated design locks to the barrel
via two lugs. The hammer-fired trigger unit allows single or fully automatic
fire, and the MKb.42(W) is fed using the same 30-round magazines as its rival,
The G 41-43 Semi-auto rifles are my
favorite weapons when playing on the Axis side.
G41 Semi-Auto Sniper Rifle, like
the MKB are added bonuses for the players. The Gewehr 43 is an 8x57mm IS caliber
semi-automatic rifle developed by Germany during World War II. It was a
modification of the G41(W) using an improved gas system similar to that of the
Soviet Tokarev SVT40.
Germany's quest for a semi-automatic infantry rifle resulted in two designs -
the G41(M) and G41(W), from Mauser and Walther arms respectively. The Mauser
design proved unreliable in combat when introduced in 1941 and at least 12,755
were made. The Walther design fared better in combat but still suffered from
reliability problems. In 1943 Walther introduced a new modified gas system with
aspects of the G41(W) providing greatly improved performance. It was accepted
and entered into service as the Gewehr 43, renamed Karabiner 43 in 1944, with
production amounting to just over 400,000 with production only lasting from 1943
In 1941, Germany invaded the Soviet Union as part of Operation Barbarossa. Just
prior to the opening of hostilities the Red Army had started re-arming its
infantry, complementing its older bolt-action rifles with the new semi-automatic
SVT-38s and SVT-40s. This proved to be somewhat of a shock to the Germans, who
ramped up their semi-automatic rifle development efforts significantly.
The SVT series used a simple gas-operated mechanism, which was soon emulated by
Walther in the G41(W), producing the Gewehr 43 (or G43). The simpler mechanism
of the G43 made it lighter, easier to produce, and more reliable than the Gewehr
41. The addition of a 10-round detachable box magazine also solved the slow
an excellent weapon with which to clear an area with. The MP 38
and MP 40 (MP designates Maschinenpistole, literally "Machine
Pistol") were sub-machine guns developed in Germany and used
extensively by paratroopers, tank crews, platoon and squad
leaders, and other troops during World War II.
Although the MP 40 was generally reliable, a major weakness was its 32-round
magazine. The MP 38 and MP 40 used a double-column, single-feed insert. The
single-feed insert resulted in increased friction against the remaining
cartridges moving upwards towards the feed lips, occasionally resulting in feed
failures; this problem was exacerbated by the presence of dirt or other debris.
Another problem was that the magazine was also sometimes misused as a handhold.
This could cause the weapon to malfunction when hand pressure on the magazine
body caused the magazine lips to move out of the line of feed, since the
magazine well did not keep the magazine firmly locked. German soldiers were
trained to grasp either the handhold on the underside of the weapon or the
magazine housing with the supporting hand to avoid feed malfunctions
Walther P38 handgun featured a palm
fitting grip whose design is still in use today. The Walther P38 is a 9 mm
semi-automatic pistol that was developed by Walther as the service pistol of the
Wehrmacht at the beginning of World War II. It was intended to replace the
costly Luger P08, the production of which was scheduled to end in 1942.
The P38 concept was accepted by the German military in 1938 but production of
actual prototype ("Test") pistols did not begin until late 1939. Walther began
manufacture at their plant in Zella-Mehlis and produced three series of "Test"
pistols, designated by a "0" prefix to the serial number. The third series
satisfied the previous problems and production for the Heer (German Army) began
in mid-1940, using Walther's military production identification code "480".
After a few thousand pistols the Heer changed all codes from numbers to letters
and Walther was given the "ac" code.
Pistole Parabellum 1908 or Parabellum-Pistole (Pistol Parabellum),
popularly known as the Luger, is a toggle-locked recoil-operated
semi-automatic pistol. The design was patented by Georg J. Luger
in 1898 and produced by German arms manufacturer Deutsche
Waffen- und Munitionsfabriken (DWM) starting in 1900; it was an
evolution of the 1893 Hugo Borchardt designed C-93. It would be
succeeded and partly replaced by the Walther P38.
The Luger was made popular by its use by Germany during World War I and World
War II. Although the Luger pistol was first introduced in 7.65x22mm Parabellum,
it is notable for being the pistol for which the 9x19mm Parabellum (also known
as the 9 mm Luger) cartridge was developed.
Although outdated, the Luger is still sought after by collectors both for its
sleek design and accuracy, and for its connection to Imperial and Socialist
Germany. Limited production of the P.08 by its original manufacturer resumed
when Mauser refurbished a quantity of them in 1999 for the pistol's century
Mauser C96 is a semi-automatic pistol that
was originally produced by German arms manufacturer Mauser from 1896 to 1937.
Unlicensed copies of the gun were also manufactured in Spain and China in the
first half of the 20th century.
The main distinctive identifying characteristics of the C96 are the integral box
magazine in front of the trigger, the long barrel, the wooden shoulder stock
which can double as a holster or carrying case, and a grip shaped like the
handle of a broom. The grip's distinctive appearance earned the gun the nickname
The Mauser C96, with its shoulder stock, long barrel and high-velocity
cartridge, had superior range and better penetration than most other standard
pistols; the 7.63x25mm Mauser cartridge was the highest velocity commercially
manufactured pistol cartridge in existence until the advent of the .357 Magnum
cartridge in 1935
Steilhandgrante24 was the standard
hand grenade of the German Army from the end of World War I until the end of
World War II. The very distinctive appearance led to its being called a "stick
grenade", or a "potato masher" in British Army slang, and is today one of the
most easily recognized infantry weapons of the 20th century.
The stick grenade was introduced in 1915 and the design developed throughout
World War I. A friction igniter was used; this method was uncommon in other
countries but widely used for German grenades.
Section of the Stielhandgranate Model 24.
A pull cord ran down the hollow handle from the detonator within the explosive
head, terminating in a porcelain ball held in place by a detachable base closing
cap. To use the grenade, the base cap was unscrewed, permitting the ball and
cord to fall out. Pulling the cord dragged a roughened steel rod through the
igniter causing it to flare-up and start the five-second fuse burning. This
allowed the grenade to be hung from fences to prevent them from being climbed;
any disturbance to the dangling grenade would cause it to fall and ignite the
The first stick grenades featured a permanently revealed pull cord which came
out from the handle near the bottom (rather than tucked inside the removable
screw-capped base). These exposed pull cords had a tendency to accidentally snag
and detonate the grenades while being carried, causing severe (usually fatal)
The PPSH with the box magazine was the
general issue early on in the Battle of Stalingrad.
PPSH with the Drum magazine quickly
became the weapon to use. In fact, many Axis sold
iers retrieved them and used
them. The PPSh-41 (Pistolet-Pulemyot Shpagina; "Shpagin machine pistol") was a
Soviet sub-machine gun designed by Georgi Shpagin as an inexpensive, simplified
alternative to the PPD-40. Intended for use by minimally-trained conscript
soldiers, the PPSh was a magazine-fed selective-fire sub-machine gun using an
open-bolt, blowback action. Made largely of stamped steel, it had either a box
or drum magazine, and fired the 7.62×25mm pistol round.
The impetus for the development of the PPSh came partly from the Winter War
against Finland, where it was found that sub-machine guns were a highly
effective tool for close-quarter fighting in forests or built-up urban areas.
The weapon was developed in mid-1941 and was produced in a network of factories
in Moscow, with high-level local Party members made directly responsible for
production targets being met.
A few hundred weapons were produced in November 1941 and another 155,000 were
produced over the next five months. By spring 1942, the PPSh factories were
producing roughly 3,000 units a day.
Mosin Nagant bolt action rifle is
the most well known of all bolt action rifles. When the Soviet Union was invaded
by Germany in 1941 the Mosin–Nagant was the standard issue weapon of Soviet
troops. As a result, millions of the rifles were produced and used in World War
II by the largest mobilized army in history.
The Mosin–Nagant was adopted and modified as a sniper rifle Model 1891/31 in
1932 and was issued to Soviet snipers. It served quite prominently in the brutal
urban battles on the Eastern Front, such as the Battle of Stalingrad, which made
heroes of snipers like Vasili Zaitsev and Ivan Sidorenko. The sniper rifles were
very much respected for being very rugged, reliable, accurate, and easy to
In 1935-1936, the 91/30 was again modified, this time to speed production. The
hex receiver was changed to a round receiver. When war with Germany broke out,
the need to produce Mosin-Nagants in vast quantities. The wartime Mosins are
easily identified by the presence of tool marks and rough finishing that never
would have passed the inspectors in peacetime. However, the basic functionality
of the Mosins was unimpaired. By the end of the war, approximately 17.4 million
M91/30 rifles were produced.
A fully automatic version of the SVT 40 was produced in 1943, and was designated
the AVT-40. It was externally similar
to the SVT, but its modified safety also acted as a fire selector. A larger 15
or 20 round capacity magazine was reportedly designed for use with the AVT, but
this is unconfirmed and there are no known examples. The AVT featured a slightly
stouter stock; surplus AVT stocks were later used on refurbished SVTs. In
service, the AVT proved to be a disappointment: automatic fire was largely
uncontrollable, and the rifles often suffered breakages under the increased
strain. The use of the AVT's automatic fire mode was subsequently prohibited,
and production of the rifle was relatively brief.
The SVT40 Semi-Auto Rifle was popular
despite is problems. The Samozaryadnaya Vintovka Tokareva,
Obrazets 1940 goda
(Tokarev Self-loading Rifle) is a Soviet semi-automatic battle rifle which saw
widespread service during and after World War II.
By the time the German invasion began in June 1941, the SVT-40 was already in
widespread use by the Red Army. In a Soviet infantry division's table of
organization and equipment, one-third of rifles were supposed to be SVTs,
although in practice this ratio was seldom achieved. The first months of the war
were disastrous for the Soviet Union, hundreds of thousands of SVT-40s were
lost. To make up for this, production of the Mosin-Nagant rifles was
reintroduced. In contrast, the SVT was more difficult to manufacture, and troops
with only rudimentary training had difficulty maintaining it. In addition,
sub-machine guns like the PPSh-41 had proven their value as simple, cheap, and
effective weapons to supplement infantry firepower.
Nagant M1895 Revolver
seven-shot, gas-seal revolver designed and produced by Belgian industrialist
Léon Nagant for the Russian Empire. The Nagant M1895 was chambered for a
proprietary cartridge, 7.62x38R, and featured an unusual "gas-seal" system in
which the cylinder moved forward when the gun was cocked to close the gap
between the cylinder and the barrel, providing a boost to the muzzle velocity of
the fired projectile, and allows the weapon to be silenced (unusual for a
revolver). Other Nagant revolver designs were also adopted by police and
military services of Sweden (7.5 mm M1887), Norway (M1893), Poland, and Greece.
TT-33 (Russian: 7.62 mm Samozaryadnyj Pistolet
Tokareva obraztsa 1930 goda) is a
Russian semi-automatic pistol. It was developed in the early
1930s by Fedor Tokarev as a service pistol for the Soviet
military to replace the Nagant M1895 revolver that had been in
use since tsarist times, though it never fully replaced the
M1895 until after World War II.
The Wehrmacht captured a fair number of TT-33s and issued them to units under
the Pistole 615 designation. This was made possible by the fact that Soviet 7.62
mm Model 1930 Type P cartridges were nearly identical to the German 7.63×25mm
Mauser cartridge; therefore German ammunition could be used in certain captured
The TT-33 is chambered for the 7.62x25mm Tokarev cartridge, which was itself
based on the similar 7.63x25mm Mauser cartridge used in the Mauser C96 pistol.
Able to withstand tremendous abuse, large numbers of the TT-33 were produced
during World War II and well into the 1950s.
RGD 33 Grenade - Ruchnaya Granata
Degtyareva - ("Hand Grenade of the Degtyarev design") Model 1933 used during
WWII and after, thru Vietnam.
The Soviet RGD-33 is an anti-personnel fragmentation stick grenade developed in
1933. It was designed to replace the aging Model 1914 grenade and was used
during World War II.
Before use, a locking catch on the handle must be released and a fuse, lasting
an average of 4 seconds, was inserted into the top of the can. A good throw
could send the grenade 30 to 40 meters. Upon detonation the shells fragment in
rectangular, thin fragments, which, along with the casing and detonator
fragments, decelerate rapidly in air. Due to the fragments rapid loss of
velocity the kill radius is small, making this grenade an "offensive" type. The
fragmentation kill radius was approximately 15 meters with the sleeve and 10
meters without. As with most grenades of this era, there is potential for large
fragment projection a great distance further than the throw.
The grenade was complicated to use and manufacture. After the German invasion of
the USSR, the simple and crude RG-42 was developed to slowly replace it.
Note: Additional vehicles are assured by Tripwire in future
German PZ4 G - The Panzerkampfwagen IV (Pz.Kpfw.
IV), commonly known as the Panzer IV, was a medium tank developed by
Germany in the late 1930s and used extensively during the Second World War. Its
ordnance inventory designation was Sd.Kfz. 161.
Designed as an infantry-support tank, the Panzer IV was not originally intended
to engage enemy armor. That function was performed by the lighter Panzer III.
However, with the flaws of pre-war doctrine becoming apparent and in the face of
Soviet T-34 tanks, the Panzer IV soon assumed the tank-fighting role of its
increasingly obsolete cousin. The most widely manufactured and deployed German
tank of the Second World War, the Panzer IV was used as the base for many other
fighting vehicles, including the Sturmgeschütz IV tank destroyer, the Wirbelwind
self-propelled anti-aircraft weapon, and the Brummbär self-propelled gun and
On May 26, 1941, a few weeks prior to Operation Barbarossa, during a conference
with Hitler, it was decided to improve the Panzer IV's main armament. Krupp was
awarded the contract to integrate the same 50 mm (1.97 in) Pak 38 L/60 gun into
the turret. The first prototype was to be delivered by November 15, 1941.
Within months, the shock of encountering the Soviet T-34 medium and KV-1 heavy
tanks necessitated a new, much more powerful tank gun. In November 1941, the
decision to up-gun the Panzer IV to the 50-millimetre (1.97 in) gun was dropped,
and instead Krupp was contracted in a joint development to modify Rheinmetall's
pending 75 mm (2.95 in) anti-tank gun design, later known as 7.5 cm PaK 40 L/46.
Because the recoil length was too long for the tank's turret, the recoil
mechanism and chamber were shortened. This resulted in the 75-millimetre (2.95
in) KwK 40 L/43. When firing an armor-piercing shot, the gun's muzzle velocity
was increased from 430 m/s (1,410 ft/s) to 990 m/s (3,250 ft/s). Initially,
the gun was mounted with a single-chamber, ball-shaped muzzle brake, which
provided just under 50% of the recoil system's braking ability. Firing the
Panzergranate 39, the KwK 40 L/43 could penetrate 77 mm (3.03 in) of steel armor
at a range of 1,830 m (6,000 ft).
The 1942 Panzer IV Ausf. F2 was an upgrade of the Ausf. F, fitted with the KwK
40 L/43 anti-tank gun to counter Soviet T-34 and KV tanks.
T34/76 medium tank was one
of the most significant tank designs of the war. It was instrumental in turning
the tide of the war for the Russians. Some consider the T34 to be the best
Allied medium tank of the war. Designed to be shell proof by M. Koshkin,
there were over 35,000 of these tanks produced during the war. Many saw service
post WW II in locations like Korea. The T34 was tough, maneuverable, reliable,
and could traverse virtually any type of terrain
The T34/76 medium tank incorporated welded, heavily-sloped armor plate. The tank
was relatively easy to produce, maintain, and repair. T34s would eventually
outnumber and outperform tanks like the German Mk IV Panzer. Equipped with a
76mm main gun, it was a match for the Mk IV but could not penetrate the frontal
armor of the Tiger and Panther tanks at long range. The tank was equipped with
hull and turret machine guns and was crewed by four men. It had a maximum speed
of up to 55 km/hr and weighed in at 26 tons. Variants of this tank included both
a flamethrower and minesweeping configuration.
The first tanks in the series had L11 guns. Later, in 1940, it was equipped with
the F34 gun. Despite a commonly held view, the F32 gun was never fielded on the
T34, though some experimentation was done with that gun. The up-gunned version
could engage enemy tanks effectively from between 1,200 and 1,800 meters. The
L11 was capable of firing up to two rounds per minute, while the F34 could fire
two to four rounds per minute.
The T34 had two 7.62 mm machine guns: one in a spherical mount in the hull and
the other mounted coaxially in the turret. The main gun could fire a variety of
rounds including high explosive and armor piercing. Hollow core (Soviet
designation UBP-354A) ammo was prohibited for use in the T34 because such rounds
could explode in the barrel of the gun. Initial versions of the T34 carried 77
rounds for the main gun and 46 magazines of 63 rounds each for the machine guns
(2,898 rounds total). Later turret designs allowed more ammo (up to 100 rounds
for the main gun and 4,725 rounds for the machine guns). There was also one PPSH
submachine gun and 25 F-1 grenades in the tank for the crew.
Before I go into the various things I see in RO2, I want to bring something
to everyone's attention. This is a home-grown product for me. Tripwire is
about a mile from my house here in Roswell, GA. It brought great joy to my
heart, when in the intro, I saw the "Georgia" peach logo come up.
I like to refer to RO2 as a thinking man's FPS. Running and gunning will get
you killed quickly and often.
Teamwork is mandatory. If you don't have teamwork, you will die quickly and
Graphics are awesome. What is nice about Tripwire using the Unreal3 engine,
is that even my 3 to 4 year old PC still runs the game great. Even better is
the flexibility of the graphic settings. It enables you to tune the game to
what works best for you and your machine.
The weapons are spot on as far as realism and accuracy. Tripwire has set RO2
up to be a realist FPS. You shoot someone, they either die or start to bleed
out very quickly.
The terrain and structures are spot on. Jagged rebar sticking out of
concrete getting in the way and everything. It is all done very nicely.
For the most part, I like the spawn options. I also like the limits on
classes, like they had in RO1. It does provide some balance.
I have been hearing and reading a lot of chatter in game and on the servers
about "this game sucks!" or "this is so worse than COD." etc., etc. Folks,
this is NOT COD. This is not Battlefield. I have to things to say about
these off base, not even close comparisons. One, Tripwire's dedication and
support to this game is above and beyond anything else we have seen from the
Big Box cronies. Tripwire has release 2 or 3 patches since release already
and have been up front about another pending for Monday or Tuesday release.
I dare you to expect this kind of support and response from EA, Activision,
or IW. They will tell you to stick it where the sun don't shine.
The second part of my response these misguided and frankly immature
comparisons is as follows. RO2 puts the new COD and Battlefield games in
their place: Fun run and gun shooters that do one thing, liberate you of
your hard earn dollars and a bunch of them. Black Flops will set you back
almost $120.00 by the time you add in all the bells and whistles. RO2 is 40
bucks for the DDE and all the server files, mod tools, map tools, etc. ARE
INCLUDED ON DAY DAMN NUMBER ONE!!! That's right EA, Activision, IW and the
rest of you "BIG TIME" developers who said that their game engines
are "too complex" for the simpletons that buy your products. You asshats
have run out of excuses and now you lose.
So I have nothing but cheers and raves for the guys at Tripwire. RO2 rules
the day and with the phenomenal support that we receive from TWI, this game
will only get better. Add in the fact that there will be mods and maps made
by the users for the users, and this ride is just beginning. Way to go TWI.
You have a winner!
Hi, Thought I'd write a small testimonial of my thoughts of the new RO2
release. As you know, I am not the biggest infantry game fan (although I've
played most of them through the years I am more of a Tanker at heart), but
this game is simply the best infantry game I've ever played. It beats them
In terms of the visuals, it's simply fantastic... it looks like what I have
been imagining in my head for all these years. The fluidity and accuracy of
movement along with the great gameplay is a huge advance compared to all of
There is a slight learning curve (this is normal with all games of this
caliber), but the game has a way of drawing you into it and you'll find that
it is nothing short of intense, frustrating, and enjoyable to say the least.
As for the tank play... the graphics are simply the best I've ever seen and
I have played them all. The detail is mesmerizing as is the movement and
sound. All get an A++ from me. RO2 has learned all of the lessons of it's
less evolved predecessors well.
My only criticism is that there aren't enough tank maps and the range of
vehicles is anemic. A Stug III, a short Panzer 4, a Marder, a Panzer 3 and
the 75mm German half-track would be nice. The Russian side could benefit
from some KV's and the T70.
They are all period specific as well as being already available on RO1 and
DH. I am sure that I'm not the lone voice on this subject and am hopeful
that this is already being worked on or in the planning stages.
All in all, I say BRAVO! FANTASTIC! Keep up the good work guys and I promise
to keep my end of the bargain.
Yep gameplay did not change much. I have to get used to the cover-system.
And all the buttons. I think nades could have been thrown somewhat further.
I still prefer Territory game-mode over the new modes. They added the Hero
status and better weapons but I don't really care about that. Overall I like
the fact gameplay did not change much.
I have to admit I expected far better graphics. Some areas they look good
other areas. I really wondered about the quality. Blurry or low resolution.
They look more sharp with DepthOfField=False. But that takes away most
atmosphere. Guess they had to choose between larger maps/
It comes with a decent number of levels. All of them historical places of
the battle like, Pavlov's House, The Stalingrad Station, Spartanovka,
Grainelevator, Gumrak and the Red Oktober Steelfactory.
I like the gameflow on Spartanovka. Attack defense in the most logical way.
This works the best for me. The Grain Elevator seems like this to. I spend
the most time on the Apartments map. Don't ask me why as its a remake of
Danzig and I spend long enough on Danzig. I like the looks its detailed and
Spent some rounds on Pavlov's house but that map don't do it for me. Guess
its the caporder in combination with the lockdown timer. This timer forces
you to take an objective in a certain time. Guess the game was good enough
without that. Then there is a supposed nightmap. If I'm correct its name is
Barracks. For some odd reason night maps always feel like its afternoon.
I'm curious on how they made their levels. All meshes ? BSP ? Or how they
combined these. Texture resolution ? And info on their meshes. All questions
we will get answered when the SDK is released.
- Persistent Stats Tracking & Player Progression
- First person cover system
- Squad Command
- WWII weaponry redefined
Tripwire Interactive wanted to create a truly immersive, highly realistic FPS
game - they did not fail with Red Orchestra 2: Heroes of Stalingrad. The
gameplay mechanics, graphics and sound enhance and compliment the gameplay
itself. The FPS mechanics are truly the best seen thus far, the graphics are
gritty and realistic. The sound effects are absolutely stunning.
At 39.95, Red Orchestra 2: Heroes of Stalingrad is a solid value that's fully
endorsed and recommended by RGN.
HoS (Heroes of Stalingrad) is truly a triumphant accomplishment for John Gibson,
Alan Wilson and the entire Tripwire Team.
- Grain Elevator
- Fallen Fighters
- Commissar's House
- Red October Factory
- Pavlov's House
OS: Windows XP/Vista/7
Processor: Dual Core 2.3 GHz or better
Memory: 2 GB
Graphics: 256 MB SM 3.0 DX9 Compliant NVIDIA® GeForce 7800 GTX or better
ATI® Radeon® HD 2900 GT or better
DirectX®: DirectX 9.0c
Hard Drive: 8 GB free hard drive space
Sound: Windows Supported Sound Card
Other: Broadband Internet Connection required
OS: Windows XP/Vista/7
Processor: Quad Core 2.6 GHz or better
Memory: 3 GB
Graphics: 512 MB SM 3.0 DX9 Compliant NVIDIA® GeForce GTX 260 or better
ATI® Radeon® HD 5750 or better
Hard Drive: 8 GB free hard drive space
Sound: Sound Blaster Audigy or better
Developer: - Tripwire Interactive
Publisher: - Tripwire Interactive, 1C Company
Composer: - Sam Hulick
Engine: - - Enhanced Unreal Engine 3
Platform: - Microsoft Windows
Released: - 13 September 2011
Genre: - - - First-person Shooter
Mode: - - - Single player, Multiplayer