Even though you can see a tank in the backgorund, nothing has been confirmed with regards to vehicles yet |
After a brief interlude with Killing Floor (which, as it happens, also started life as an UT2004 mod), Tripwire are back with Red Orchestra 2: Heroes of Stalingrad, and from what we've seen so far, we're very impressed. Whilst Ostfront was good, it was essentially the first game of a small start-up company who had only a mod to their name. Listening to studio president John Gibson you can't help but feel that, not only are they taking Red Orchestra into the current generation, but they're also making it into the game they'd always wanted it to be.
Enough of the pre-amble though - let's talk about the game itself. There's so much detail to Heroes of Stalingrad it's hard to know where to start. Hardcore shooters are starting to really come into their own as a contrast from the Hollywood shooters, and it's only poor offerings like Operation Flashpoint: Dragon Rising that really let the side down. Much like its predecessor though, this game combines that hardcore experience using depth and realism, but combines it with the natural energy and tension that surrounded the Eastern Front during World War 2.
Wait... there's another one... |
The main focus of this year's GamesCom presentation however was the multiplayer, which we don't mind telling you straight off is looking rather impressive. Heroes of Stalingrad will feature three modes, instead of Ostfront's one: Firefight, Countdown, and Territory. These are variations of your archetypical multiplayer modes, such as team deathmatch or conquest, but with a subtle Red Orchestra twist. In addition to that, there is a multiplayer campaign mode - something which we've never seen in a shooter before.
In this mode, players are presented with a map of Stalingrad, which has been divided up into ten territories, with each territory assigned one of the existing maps. Those are then divided between the two sides. Each side has 'Victory' points which they spend in order to attack or defend a certain province. It costs more to attack then it does to defend, and you lost points by losing reinforcements, but gain points for holding territories. It's a simple little system, but one that could really add some diversity to the traditional FPS multiplayer space. One team wins by either holding all the territories, or depleting the other team's victory points. All three of the multiplayer modes are available to use on a map in the MP campaign.
The game is using a modified version of the Unreal 3 engine. |
Most Anticipated Feature: The MAG-like squad dynamics are what intrigue me the most. That and calling down artillery using recon planes and binoculars.