Wednesday 25 April 2012

Red Orchestra 2: Heroes of Stalingrad Review

When setting out to make a sequel to their debut game, Red Orchestra: Ostfront 41-45, developers Tripwire Interactive strived to make a brutal, unrelenting depiction of one of the bloodiest battles in human history.

Only the third game to be made by the developers, following the team’s breakout success in a competition, of all things, Red Orchestra 2 lives up to its promises and is easily one of the grittiest feeling games I’ve ever played.

Immersion is key in a game like Heroes of Stalingrad, immersion, after all, can make or break a game, and Red Orchestra 2 can immerse you brilliantly in the horrific brutality of Stalingrad. In the singleplayer campaign or a well populated multiplayer game, you’ll fight fiercely and bleed for every inch of ground you try and seize.

Many of these skirmishes take place in the cramped corridors of bombed out buildings, where you’ll react to movement by sheer reflex with no time to think about your actions. The added option to manually rack the bolt of a standard service rifle such as the German K98k or Russian Mosin-Nagant adds to this. If you miss your first shot in a close quarters fight, your only option may be to use your rifle like a club, or be beaten by an enemy with an automatic weapon.

Added to this is a feeling of horror. Whether you’re in a full blown firefight or creeping through an enemy held building, the atmosphere is all around you. Gunshots, artillery explosions, screams and cries from both your side and the enemy will fill the air. There’s a horrible feeling that humanizes the violence seen tossed around willy-nilly in most games, an enemy will occasionally lie, writhing on the ground and filling your head with the sounds of their last choking breath, or sickening gargles as their lungs fill with blood.

The usually emotionless shells of multiplayer characters will be able to comment on most things that happen in the game. If your stamina runs low, they’ll pant and mutter breathlessly about how they need to rest. If your side is taking heavy losses, cries of despair will ring out from all angles, there may be anger over a murdered comrade, or simply a bestial scream as you swing a rifle at a foeman’s head.

This, combined with how unpredictable your deaths can be, a rifle butt to the back of the head, or a bullet tearing into your chest as you round a corner, keep you on edge at almost all times. And overriding the music of death is the game’s orchestral score, with separate themes for the Russian and German armies that switch depending on how the battle goes. The music is typical of any game or film set on the Eastern Front, and although it isn’t particularly memorable, it provides an excellent backing to the grim setting of Stalingrad.

Particular detail has been paid to the setting, with Tripwire employees flying out to the city now known as Volgograd to dig up photographs and floor plans of buildings at the time of the battle, and the maps really do shine this particular devotion. Buildings range from the small and relatively intact, to huge concrete behemoths and places that may once have been factories, but are now just a pile of framework and rubble. 

This attention to detail is obviously helped by the games graphics and aesthetics.  Though the latter can sometimes take away from the former. It’s hard to appreciate how good the game can look sometimes when it’s layered in dirt and grit, with the washed out brown colourings that are so prevalent in the shooter genre.

Heroes of Stalingrad is rather more honest than some of its more mainstream rivals though. There’s no doubt it focuses on multiplayer. Singleplayer isn’t just a tacked on feature, it’s simply a tutorial. It’s not just obvious, it’s completely transparent. The two campaigns, one for each faction, are entertaining to a point, but the vapid AI controlled bots lack any of the guile that a human opponent will have.

The highlight of the single-player comes in the small cutscenes between chapters, where excerpts from the soldiers’ diaries are read by the game’s voice actors, accompanied by Sam Hulick’s score and the same piece of artwork. It’s a lazy approach, but it helps build the all-important atmosphere, and it’s a decent touch for a game that has absolutely no story or characters to speak of. The only recurring characters are the unseen German and Russian men who give you your briefings before each mission, and they’re not even given names.

So truly, the game is meant to be played as a multiplayer experience. Which generally has a good array of choices that can suit almost any play style. Having dabbled with Ostfront 41-45, I expected myself to be a crack shot with a bolt action rifle, every attempt to use an SMG in the previous game had lead to me firing a wildly inaccurate burst of shots that flew just about everywhere but where I was aiming.

The opposite of this was true in Heroes of Stalingrad. Every shot I fired with a supposedly trusty rifle went wide, or fell short, or simply failed to disable my enemy, until I started playing as the assault class, making myself into a highly mobile, close quarters fighting machine, mowing down rooms of enemies with short, deadly bursts of automatic fire.

As well as the game mechanics work, however, there’s a prevalent feeling that the game is missing a huge chunk of what made its previous incarnation great. There are two vehicles you can crew, which are beautifully modelled both interior and exterior, but don’t really provide much in the way of tactics beyond your usual use of tanks.

In addition to this, there’s not much in the way of a commander system. You’ll find yourself running around acting on your own initiative, there’s no-one co-ordinating your team into focussed assaults and massed rushes to take heavily defended positions.

There are certainly less maps in Stalingrad, and most are a lot smaller than their Ostfront counterparts. Narrow, ruined streets having replaced the wide open plains and forests of the last game, and it feels slightly poorer for it.

The final word on Heroes of Stalingrad has to be a good one. The game looks good, feels satisfying and has an atmosphere that no other game of its genre can really boast. It portrays a brutal time in human history with sometimes harrowing accuracy.
Bullets have as much impact as they can without your PC reaching out and punching you, shots that narrowly whizz past you and explosions in your area will distort your hearing, and suppress and shellshock you. A bullet wound will cause you to bleed if it isn’t patched up, and even if you try, you might fade out quicker than you can react.

Gamers who enjoy titles such as ArmA and other war sims and tactical shooters will no doubt want to give Red Orchestra a try, it balances gameplay and polish with realism perfectly, you can run and gun if you’re good enough, and at close range, even firing from the hip is a viable tactic, but caution is advised, and at longer ranges the game employs previously unseen features in the genre, such as being able to zero your sights to compensate for bullet drop.

It’s a previously unseen niche for World War II realism, and definitely well worth a look.

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