Alan
New member
In October, I flew to Georgia to play the game I’m lusting over most in 2011: Red Orchestra 2. I spent a full day embedded in multiplayer with the folks at Tripwire Interactive, and I’m happy to claim openly that I think the 64-man WWII-’em-up will be a better, more modern multiplayer experience than anything else currently on or on its way to your PC. It’s generation-leaping stuff. Come read about it.
Standing 20 feet in the air, perched in a tree, Tripwire Interactive President John Gibson thinks of a new mechanic for sniper rifles in Red Orchestra 2: Heroes of Stalingrad. “I was deer hunting, and I was on a deer stand with a little spindly ladder to climb up to it. And a deer comes by about 10 feet away from the tree. I start hanging off the ladder on the edge of this platform, holding the gun in my left hand, and I’m trying to get this deer into the scope, and I can’t get the shot lined up. The deer runs away. I climb down from the tree, I look down at my sniper rifle and I’m like: ‘You idiot! This thing has iron sights on it.’ If I’d have just looked through the iron sights—it was 10 feet away—it would’ve been an easy shot. So, I’m standing there in the middle of this field, and thinking ‘We need to add that into RO2.’ Anything we can do that makes the game more realistic and easier to play is a big win.â€
Red Orchestra 2 is built on novel ideas, fueled by the independent spirit Gibson has instilled into his company (Tripwire released Killing Floor in 2009 and published The Ball in October) and the frame-of-mind that shooters should take advantage of what the PC platform can do, not simply be a higher-resolution, easier-to-control version of what’s available on consoles.
“PC shooter fans have come to expect less than we have in the past,†says Gibson. “It’s kind of sad—there’re either no mod tools or all these strange restrictions. So, in a way, players have higher expectations for polish, but lower expectations for feature sets. They aren’t bad games—they’re not. All these games that are being developed right now are great achievements for a console, but they’re not pushing what’s possible on the PC.â€
A single shot in RO2 produces more feedback and tension than some games' entire skirmishes.
Gibson is at the helm of a multiplayer-focused FPS that will implement realistically-modeled tanks, 64-player combat, GPU-taxing battlefields modeled foot-for-foot after Stalingrad’s most important skirmishes, ballistics modeling that’d make Newton proud and a functional first-person cover system that applies to almost the entire game world. These are brave nuances to build into a shooter. But they’re also arriving at a time when even the best multiplayer shooters on PC consider mouse and keyboard support or a server browser to be a feature worthy of being printed on the back of the box.
I don’t know how many bullets I have left. I’m sitting in Gibson’s chair at Tripwire’s office in Roswell, Georgia, an hour into our day-long multiplayer session. The entire Tripwire staff is playing with us—animators, level designers, and the QA team have piled in to populate multiplayer campaign mode—a 10-map mini-war where Axis (Germans) and Allies (Russians) attack and defend to capture and hold territory, or whittle down each other’s army count (your total deaths as a team is subtracted from an overall number—you’ll lose more if you’re on the attacking side). It’s like playing a Risk metagame between rounds, and the urgency of capturing a territory lends a great sense of importance to each round, even if you’ve played that map a dozen times.
In cover behind some steel rails and debris, I check the magazine on my Russian SVT-40 semi-automatic rifle. There’s no on-screen counter for bullets; you hold the R key to swipe the clip from your weapon, and a message reports if the clip feels heavy or light. This might sound like realism for realism’s sake, but in practice, it simply means that reloading is a tactical decision. Gibson chimes in over my shoulder when I ask about the design.
“You never know exactly how much ammo you have in your gun, so you end up having those ‘oh crap’ moments where you run around the corner to shoot at enemies, pull the trigger, and nothing happens. It gives the player a brief moment of panic.â€
The mechanic is in place, Gibson says, to generate tension. “Little moments of panic are the why we enjoy being scared by movies or amusement park rides. For too long I feel that multiplayer shooter designers have only been trying to give players joy. Now is the time to stop feeding FPS players only cotton candy, and give them some steak and potatoes along with the sweet stuff.â€
That approach—applying realistic-but-unintimidating touches to game mechanics—also applies to RO2’s other systems: you can take cover behind almost every surface in the game, but levels aren’t filled with convenient shoulder-high bits of concrete—a barrier might only cover your torso and neck from the enemy. Blind fire is actually blind—if you stick your gun over that pile of bricks to scare an enemy away, you won’t see what you’re firing at. Health never regenerates, but you can stop or slow bleeding over time by bandaging a wound. Machine guns aren’t simply faster-firing, heavier rifles: they can be deployed to any patch of earth, ledge or windowsill on the map to create a firing position.
On that, operating a weapon in Red Orchestra 2 is the reason I was enthusiastically tethered to Gibson’s desk for an entire day. Without being too romantic about it: being pupil-deep in a sniper scope, the optics jar with every slide-pull of your bolt-action Mosin Nagant rifle, the black outline that vignettes your vision wavers within the scope, lightly disorienting. Few games have given me the feeling that I’m operating such active, mechanical weapons.
Unconfirmed kill
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