While you may not be entirely familiar with Tripwire Interactive or Antimatter Games, the developers behind Rising Storm 2: Vietnam, I’m slightly more confident that gamers will have heard of the Red Orchestra series. Both Red Orchestra and Rising Storm are hyper-realistic multiplayer shooters centered predominately on conflicts of the World War II era. While Red Orchestra focuses on the Russian front, Rising Storm takes place predominately in the island hopping battles along the Pacific.
Whether or not you’re traditionally a first-person shooter fan, there are many factors of Rising Storm 2 that may appeal to you. The first and most obvious is the Vietnamese setting which has historically been intriguing in every medium from film to literature, and could therefore be the perfect climate in the game world as well. It’s been a long while since we’ve seen much activity in that time-frame outside of Battlefield or Call of Duty and their own perspectives. I’m interested to see some pretty realistic gameplay that is akin to footage I’ve watched personally of the war and close to how the fighting and action actually was. Red Orchestra and Rising Storm are two series’ that are incredibly lifelike and good at mimicking the real deal.
There’s not a whole lot to be said about the project as a whole despite the fact that it is tentatively aiming for a generic 2017 release, although specifically when I do not yet know. One of the most interesting changes to the already established formula for the series however is that you will now be able to control vehicles such as helicopters in combat and locomotion, which is a welcome addition to the already solid and realistic infantry control. As the setting is also in the Vietnam-Laos area, tunnels and underground structures will also play an important role in the gameplay apparently.
Surprisingly, the most relevant, interesting, and entertaining part of this series has always been that it is a particularly unbiased view into the heart and soul of warfare. As it is a multiplayer experience through and through, there is no story campaign following the “good guys” as they inevitably march towards victory. Instead the game tells its own tale by reenacting your favorite war movie scenes and providing detailed and authentic looks at weaponry and tactics for the time. You can play as whichever side of the conflict you choose, or whichever side drafts you to the cause first. There is a more strategic vibe with sorts of simulations and tactics-based multiplayer experiences akin to the Arma franchise and it lends a slower pace dotted with the occasional explosive flourish of contact and combat.
It is this attention to detail and sought after authenticity that really piques my interest regarding the game, and I also like the fact that they’re truly embracing the concept of asymmetrical warfare and combat as well as balancing. Each faction is inherently their own and very different in every way from play style to available technology and weaponry. While there will undoubtedly be some overlap between them, this makes balancing very interesting in that they each do certain things well and lack in certain other areas, therefore balancing the scales but not always in an even on/off or 50/50 way. It keeps the immense learning curve there but the overall experience doesn’t suffer for it and it opens things up in a similar way that warfare did after the World Wars were over and the conflicts moved to other theaters of interest.
All in all, I’m excited for the project and to hear more details about it in the near future. It’ll be headed to PCs before you know it and coupled with a dedicated fanbase and the power of PC modding software, it should be an incredibly robust experience to last the next few years as well.