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When they where quizzed about what it was that World War II themed
Red Orchestra Ostfront 41-45 would offer the world that hasn't already
been provided by an endless array of already well established games,
developer Tripwire responded by saying, "most games make you feel
like you're in a war movie; Red Orchestra makes you feel like you're
in a war," a vague but accurate summarisation of exactly the type
of game to expect, and not a bad first effort for a developer who
originally released the game as a free downloadable modification
for Unreal
Tournament 2004, with which they entered, and subsequently won,
the "Design something Unreal" contest and a cool $1million for their
efforts.
Red
Orchestra is a World War II online shooter set rather refreshingly
on the battlegrounds of the Eastern front, re-creating famous battles
between the Russian and German armies. While initial comparisons
are going to be drawn with Day
of Defeat - both are set during the same time period, both were
once popular mods and both are available to download off of Valve's
much-loathed Steam network (and yes, Steam is required for verification
for the boxed retail version as well) - the two couldn't be any
furthur apart from each other in terms of gameplay.
The
main difference with Red Orchestra, a difference that sets it apart
from just about every World War II inspired game you'll have ever
played, is its staggering attention to detail and its take on the
harsh realities of war. We aren't talking Sunday afternoon re-enactments
of D-Day landings with accurately represented uniforms and weapons
either; RO's realism punches you in the stomach, kicks you in the
shins and laughs at you as roll around the ground in agonising pain.
RO is a brutal, difficult and unforgiving game that'll eat up those
unfamiliar with its inner workings and spit them out without second
thought.
Expect
no help; this is a game that gladly pushes the abilities of its
players to the limits. For instance, forget crosshairs, as they
don't exist in RO. Hoping to hit something with a weapon, without
first putting yourself in the very vulnerable iron sight mode, is
nigh on impossible, unless you are fortunate to be one of the first
lucky enough to get your hands on a rapid firing weapon like a sub-machine
gun. But there's a snag, as weapon classes are limited; with exception
of the Rifle and occasionally tank crew class, all other specialised
weapon classes are limited to one person each for both teams.
Don't
expect help on trivial things like ammo consumption or auto reloads
either; bolt weapons have to be reloaded manually between each shot,
while for every other weapon, your first and only indication as
to when a gun is running low on ammunition is when it stops firing
bullets. And just to make life on the battlefield that little more
difficult, there is no clear identification other than your naked
eye to spot friend from foe. Do you leave that guy standing on the
ridge and hope he's one of your teammates, or take the risk of an
easy kill and potentially shoot down one of the enemy? Without these
little aids that we take for granted in countless other online games,
team killing is something that is unavoidable.
Your
first foray into RO is one of unrelenting chaos, as you attempt
to wrestle with having none of the luxuries you're no doubt accustomed
to. It's not a game about pace, bunny hoping and mad dashes to capture
flags, rather an incredibly drawn out, gruelling fight to capture
objectives. Battles can become extremely slow and often intense
encounters, as learning to adapt to the game's difficulty means
adopting styles of play you'd normally not be used to. This does
have its share of benefits though, and I seriously urge anyone to
find a war game that can become as tense, atmospheric and downright
exhilarating as some of the battles you'll encounter here - but
it has major downfalls.
Most
notably, it's bloody hard. While it's understandable that the developers'
vision to recreate the harshness of war meant leaving out any sort
of tutorial (there is bot support, but that's not quite the same)
it would have been nice for a little help with certain things, like
explanations to some of the maps and the objectives you need to
complete, where exactly you can acquire explosives and the areas
you need to place them. Little things such as knowing which button
to press to drop or pick up weapons may sound trivial, but with
the burden of the added realism of the game already on your shoulders,
the last thing you need to be worrying about in the middle of a
battle is which key to press when someone shoots your gun out of
your hands.
It's
also a game that sits rather uncomfortably besides Day of Defeat
in terms of visual and sound quality, and while DoD was granted
a huge graphical update to bring it in line with most of today's
top games, Tripwire haven't seen fit to do the same with their own
game. Using the same engine that powered Unreal Tournament 2004,
the game can't help but look a little past its sell by date, but
as a possible benefit of that it can look quite gritty, with its
dark, muddily textured look. It's almost forgivable, but the awkward
animations and occasions where you accidentally see yourself bouncing
off of bits of scenery that you sometimes get stuck in can become
mildly irritating.
Graphically
DoD may win outright, but RO does have the better selection of maps,
with thirteen in total, each impressive in its scale. Tripwire has
done a good job making each map as varied and different from one
another as possible. One map could see you in battling it out in
a decaying ruins of a heavy industrial complex, with bombed out
warehouses and destroyed train yards, where every corner, doorway
or piece of rubble could hide a potential enemy soldier, while another
map may have you battling it out in massive open fields, where tanks
fight for control and infantry have to make use of the cover provided
by nearby cornfields to keep themselves concealed.
Ah
yes, tanks. Red Orchestra also comes with its share of vehicular
combat, but those expecting to pull off the kind of shenanigans
of Battlefield
2 are going to be in for a surprise if they attempt the same
here; RO's vehicles adhere to the same constraints of the lone soldier.
It's impossibly for example, to be 100% effective in a tank alone,
as they generally require at least one person to drive and one to
shoot. Some people do try and attempt to manage both simultaneously,
but it's a cumbersome method that often leaves them more vulnerable
to attack.
Those
who choose the stay as standard infantrymen needn't feel as though
they're at a disadvantage either, as one of the benefits of making
a game so real is that tanks can often be just as easily conquered
by a single soldier as they can by a tank. Given the restricted
view of tank commanders, their only way to spot enemies from a distance
is to occasionally take a peek from the hatch, leaving themselves
vulnerable to attack from any nearby sniper. Those a little more
confident can also rush the tank and attempt to gun down the driver
by shooting through the peephole they use to see where they are
driving. Sadly, there's no ability to open the hatch and shove a
grenade down.
While
vehicles can often make online games very one-sided, with realism
playing such a huge part (and it's here I should mention that if
you want to drive a tank you have to choose the tank crew class,
which leaves you with only a sidearm and little else preventing
you from charging into enemy bases, getting out and gunning down
dozens of your enemy) Red Orchestra manages to balance out both
vehicular and on-foot combat well enough for them to play equal
parts in battle.
At
it's best, RO provides some of the most intense battles ever seen
on an online battleground; the desperate crawl through muddy trenches,
the last minute defence of a building on top of a hill as enemy
soldiers push upwards to capture it, or the panic as a tank rolls
steadily towards you with nothing more than a haystack for cover.
The added realism provides an experience you'll doubtfully have
encountered before, but it's also enough to turn you away in utter
frustration as at it's worst the game can be incredibly difficult.
No help, the continuous and often annoying problem of suffering
accidental team killing without an acknowledgement from the person
responsible, to the sheer frustration of trying to get used to heightened
realism, with many hours spent trying to figure out who exactly
shot you and from where.
Perseverance
is key though, because this is not a game you rush into. While the
initial few hours can be testing, stick with it and eventually Red
Orchestra Ostfront 41-45 shines though its almost vertical learning
curve to offer an online game that for once actually does something
new, as opposed to recycling old ideas. If this is the type of game
Tripwire can produce in their spare time as armature bedroom coders,
it'll be interesting to see what they manage with a full budget
at their disposal.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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