rising storm 2 gameguin cover

It is early to say that World War II returns to the gaming scene, but it is not early to conclude that one battlefield has never been too popular in the FPS genre, especially for multiplayer frustrations. This is, of course, Vietnam. For reasons why this war theater has never been too interested in development studies, we will not talk because it is another topic, but leave your opinion in comment. Luckily for us, Antimatter and Tripwire have recognized that this battlefield is the best step in the Red Orchestra series for modern shooting.

rising storm 2 gameguin

Just as the first Rising Storm presented the Pacific World War II theater, its continuation by keeping everything Red Orchestra is leading us into another asymmetrical firing between the US Army and Navy and Viet Cong and NVA. It should be noted immediately that the developers successfully transmitted the atmosphere of the battles that took place in the Asian state, but all those who expect something similar to movies and themes could slightly lower expectations. Namely, Rising Storm 2: Vietnam has a somewhat milder picture of the horrors of war than its predecessors, but it still shows how much the traumatic lives of soldiers in the battlefield can be.

This may sound like an exaggeration, but the developers have been studying the atmosphere of a chaotic tug of war. The balance moves around the player, and the sound of the environment is dimmed, and the glare decreases. The swindler is then the only friend with a bit of faith that one of the supporters will succeed in eliminating the opponent and enabling further warfare without going to the point of a new life. There is already the first distinction between this and the previous two titles – there is no longer any mechanics to go to shelter and the possibility of wrestling over objects, but it is now a classic run and bend.

“Difference between old sequels and this one is, there is now no more mechanics of automated sheltering.”

In the beginning, this may be a little strange if you come from previous titles, but you can quickly get used to the “new” system. Moreover, as the helicopters in Vietnam have played a role in the transport of soldiers, the maps are now larger than usual, so the soldiers are on their feet because they have much more power to run. This is the second difference that is felt in the gameplay itself, though although the players move faster, crossing across the various obstacles is now somewhat slower that initially can often lead two meters under the ground. At least until you get used to how soldiers need time to jump out the window or when they climb out of the cave.

rising storm 2 gameguin

On the other hand, the feeling of tapping has remained at a very high level. The class system we have seen earlier is also present here as one of the new roles of the conjunctiva. Along with the previously mentioned bigger terrain, the vertebate is actually a mobile radio for the commander when calling for rain drops. Other classes are fairly standard and therefore independent of both sides, both have access to automatic weapons, which greatly changes gameplay unlike predecessors. Here you can definitely go for a development study for a sense of shooting because every weapon is quite different and requires a different approach to the opponent depending on the terrain.

“Each weapon is sufficiently different and requires different approach to the opponent depending on the terrain.”

Although this may sound like a promotion of virtual violence, but the feeling when it comes to making a clean shot in the head is so good that it simply makes it easier to play. Even when weapons are fired later, and hits 70 and more meters become normal, then the game virtually even more rewards the player’s skill as it can create a complete picture of how well the shooting is done. Just as the balance between the sides is just as good.

Americans may have a bit more precise weaponry, though it all depends on the player’s own preferences, plus a grenade launcher and a flamethrower, but the most striking feature is ground support technology. This is manifested through a variety of commanding officers who, besides artillery, have napalm, Spooky and aircraft to destroy enemy forces on the ground and can practically recreate the scene from the movie “We were soldiers” where Mel Gibson called Broken Arrow.

rising storm 2 gameguin

Viet Conga and NVA commanders have a slightly different option and can call anti-aircraft support with the artillery attack and shorten the time needed to re-enter the battle. Their soldiers also have the opportunity to use the environment in special places, so they can climb on rhymes on the roofs or on the plumage over the walls. In addition, the leader of a group of soldiers has the option of digging a tunnel that serves as a spawn point, while Americans have the old principle of revival on their leader group. Thus, gameplay for both sides is quite different for unique strategies because one must protect their leader, and others have to wisely hide the exit from the tunnel.

“Gameplay for both sides allows unique strategies because one must protect his leader, and others must cleverly hide the exit from the tunnel.”

For further refresh of the series, there is also a new Supremacy mode where three types of helicopters are presented to the Americans, while the opposite side for the faster crossing of the battlefield has tunnels. But what is particularly interesting in this fashion is a scoring system where both sides must connect points by folders, but the points go only if all the points won are linked to the starting point. By administering this approach, an invitation to warlords is open, where the Vietnamese can take advantage of, on the other hand, lacking quality pilots.

Unfortunately, Rising Storm 2: Vietnam is not a perfect shooter despite the top gameplay. It is unthinkable that developers have released a game with less than six folders and are not all available in Supremacy and Teritory modes. Although Tripwire is well-known for organizing a competition to create new folders, and it is likely to improve the situation in the future, all those players who are fast-packed with available content may take a break for about 15-20 hours until new battlefields come in. On the one hand it can be justified by the lower price of the game, but it still remains bitter taste in the mouth. Even when it comes to standard technical imperfections, which is the problem with aircraft sounds when Americans call for support, then the shooting experience can be a bit weaker, but nothing that would completely ruin virtual soldiers.

I do not know how much it makes sense to mention if you are looking for something different, blah, blah; Because to anyone who follows the scene, it is clear that this series has never been to mass popularity, but has always aimed at those niche players who are looking for a realistic and fun fight. I could say that RS2: Vietnam is a prime example of a compromise between realism and arcade elements that are mostly manifested through the amount of running power, so it has successfully succeeded in cementing its market place. While Arma, Squad or Insurgency are targeting realistic elements, they are all different enough to both the mechanics and scope of the shooting range offered, but only Rising Storm 2: Vietnam presents a battlefield we have not seen for a long time in the FPS scene.

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