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Heroes of Stalingrad
Awarded
STReport Editor's Choice Blue Ribbon

 

 


By Mike Nomad
- 09/23/011


Preface

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.

Single Player

Overview
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.

Multiplayer

Overview
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 - highly entertaining.

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 open.
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 using.

Weapons & Vehicles:

About the weapons and vehicles; they're all typically Tripwire classy as far detailed accuracy and performance are concerned. Always top notch.

Axis Weapons

The 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.


The 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 army.

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 MKb.42(H).


The G 41-43 Semi-auto rifles are my favorite weapons when playing on the Axis side.



The 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 to 1945.

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 reloading problem.

The MP40 is 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


 
 The 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.



  The Luger, 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 anniversary.

The 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 "Broomhandle".

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


The 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 fuse.

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) injuries.


Allied Weapons

The PPSH with the box magazine was the general issue early on in the Battle of Stalingrad.

The 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.

The 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 maintain.

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.

The Nagant M1895 Revolver is a 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.


The 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 Soviet weapons.

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.


Vehicles

Note: Additional vehicles are assured by Tripwire in future free content.

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 others.

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).[20] 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.


The Russian 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.

User Impressions:

RGN UnYawn
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 often.

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!
RGN Joe
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 all.

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 the others.

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.
Drecks
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/ performance/texture quality/detail.

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 runs great.

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.
Features;
  • Persistent Stats Tracking & Player Progression
  • First person cover system
  • Squad Command
  • WWII weaponry redefined
  • Morale
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.

Included Maps
  • Barracks
  • Station
  • Grain Elevator
  • Spartanovka
  • Fallen Fighters
  • Apartments
  • Commissar's House
  • Red October Factory
  • Pavlov's House
  • Gumrak
System Requirements

Minimum
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

Recommended
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  



 
 

 

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