Here comes all the tactical and asymmetrical flavor of RS2V: Defending a territorial objective is always easier than assaulting it. It's a key mechanic for game development because, the way the game is built, goal-taking (especially in Territories mode) is complex, and the defending team always has a strong positional advantage. By collaborating with another class, the radioman, the commander can also request artillery support or napalm bombardment. The captain also functions as a spawn point for the entire team and as a bonus provider for the players around him. Each team consists of seven players and has a captain who dictates the orders and passes the coordinates for any support actions (artillery for example). Speaking of tactical mechanics, RS2V uses them widely based on its entire gameplay. Nothing new, but in a historical setting like this, and with all the tactical mechanics of the game, every game achieves a really impressive thematic taste and realism.
Red orchestra vietnam helicopters series#
Players are immediately divided into attackers and defenders the former must conquer a series of locations and maintain them in order to unlock the next set of targets (and their portion of the map). Territories, on the other hand, is thematically interesting right from the start. Battles are thematically rich as the two teams create defensive ramparts on critical points or when particularly daring deep raids are successful. This variant creates interesting situations where infiltrating enemy lines is desirable/interesting and priorities are generated quite naturally. US napalm and choppersĪnd hundreds of character customization options. Over 50 weapons, covering everything from rifles and pistols to flamethrowers and rocket launchersĤ flyable helicopters - Huey, Cobra, Loach and BushrangerĪsymmetric warfare - VC traps and tunnels vs. North Vietnamese Army (PAVN) and National Liberation Front (Viet Cong)
RS2V also follows this path taking us down into the Vietnamese scenery and plunging into the now famous conflict, as the Americans and/or Vietnamese forces (Army and Viet Cong).Ĭontinuing the Tripwire tradition of providing strong support for games post-launch, Vietnam has already been updated multiple times, providing the player with:Ħ different armies to play, each with their own weapons and abilities:
But in practice, it's much easier to play than it seems: consult the map, stay with your team, and take advantage of your skills and your teammates' skills as much as possible. These two series of games require the player teamwork, situational awareness on the battlefield and constant tactical thinking driven by the objectives of the mode you are playing. It does not pay to act alone, and does not pay to do it in a distracted and hyper-fast way, even if you are a hand-eye reflex phenomenon. The Red Orchestra-Rising Storm series have always focused on fast, ruthless, hyper-bloody gameplay and, as far as possible, faithful to some military tactical concepts. Rising Storm 2: Vietnam is another example of this variety between extremes. The Rainbow Six series (with Siege) and the Squad are examples of how the genre can offer different iterations by constantly renewing itself around a few cornerstones. The concept of bringing FPS mechanics into realistic/simulation situations is far from trivial, and execution can follow very different paths. Still with the authentic look and feel and realistic weapon handling that the series is known for.
Rising Storm 2: Vietnam brings the franchise into the era of automatic rifles, man-portable grenade launchers and more modern weapons systems. The game perfectly combines the ferocious close combat that was typical of the Vietnam conflict and the mass murder that is inherent in virtually every war. A perfectly sculpted jungle creeps through the trees or from a helicopter over rice fields. Created in collaboration with Tripwire Interactive and Antimatter Games, the game faithfully reflects one of the most traumatic wars of the last century.