This thread is intended for facts only. If you want something added, post sources with it. (Admins feel free to alter/add to this post)
Leading Eastern and Central European publisher 1C Company and Tripwire Interactive are excited to announce the sequel to Red Orchestra, the leading realism-based multiplayer WWII shooter on the PC
. Red Orchestra 2: Heroes of Stalingrad will take the award winning Red Orchestra franchise into the next generation of gaming. Cutting edge graphics and audio built using the
Unreal Engine 3, inventive features and streamlined realism will deliver an unrivalled WWII experience.
Red Orchestra 2: Heroes of Stalingrad will focus on the Battle of Stalingrad and the surrounding operations, both German and Russian, from July 1942 to February 1943. The game allows the player to experience one of the most brutal battles in all of human history.
The game consists out of two campaigns – Red Army and German. Delivering unrivalled accuracy and attention to detail, along with gritty, vicious combat in multiplayer, co-op and solo modes the game will feature everything from quick, brutal firefights to more intricate and challenging simulation modes.
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64 bit Support: (Source:
Ramm-Jaeger) Quote:
I can't 100% confirm it, but the game should be able to run in native 64 bit mode when it is released. All the core engine stuff works fine in 64 bit, the only thing that would prevent it would be if there was a middleware we integrated with the game that we couldn't get 64bit working for.
- First person cover system: Experience the ultimate firefights that a cover system allows, from the immersion of a first person view. Peek or blind fire over and around cover and more.
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Squad Command: Command fire teams on the battlefield using an easy to use first person interface.
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WWII weaponry Redefined: True to life ballistics, bullet penetration, breathing, adjustable sights, free aim, weapon bracing, photo-real graphics and more.
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Morale: Experience what it is like to be a soldier in one of the bloodiest conflicts in history and the importance of a soldier’s state of mind and how it can turn the tide of battle.
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Damage System: A detailed hit detection system. Specific bodyparts hit are more lethal than others. Instant Death, Lethal, Critical and Non-Critical. (Source:
PC Gamer Article July '09)
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Mantling system: Being able to climb over small obstacles and such. (Source:
PC Gamer Article July '09)
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Adjustable sights: '...you'll have to aim higher to account for bullet drop, or dial in your sights/scope to the aprox. range the enemy is at.' (Source:
PC Gamer Article July '09)
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Bandaging: Bandaging wounds by pressing B. Vital organs hit are not bandagable. (Source:
PC Gamer Article July '09)
- Interactive Weapon Collision: 'The gun barrels also collide with objects in the environment in a more realistic fashion, so you may find yourself having to raise or lower your weapon if you're getting too close to corners or walls.' (Source:
IGN Preview)
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Bullet Penetration: 'Of course, the new bullet penetration system means that not all cover is going to offer the same level of protection.' (Source:
IGN Preview)
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Breathing System: 'There's also fully modeled breathing that affects your aim, and the breathing itself will be tied to your overall stamina level.' (Source:
IGN Preview)
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Bipods: '...the weapons will actually pivot on the bipod. This makes it possible to tilt the weapon over and around obstructions that would normally block a weapon you were just carrying in your hand.' (Source:
IGN Preview)
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Minimalistic HUD: 'The game also minimizes the HUD interface elements that aren't needed. If you have full stamina, for instance, it will disappear from the HUD.' (Source:
IGN Preview)
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Tactical View: This gets activated by holding a key and shows you in 1st person where the objectives are and what the status of them is (Source:
Gamecom '09 Presentation)
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Weight System: You can carry a certain amount of weight, and the more weight the slower you will move.
Ramm's answer to my question:
Quote:
2:16 - [TW]Ramm-Jaeger: Yes, the icon indicates how much weight you are carrying
2:17 - [TW]Ramm-Jaeger: Which affects your movement speed
2:17 - [TW]Ramm-Jaeger: In original RO you could only carry 1 main weapon
2:17 - [TW]Ramm-Jaeger: In ROHOS you can carry as much weight as you could really carry
2:17 - [TW]Ramm-Jaeger: So in most instances thats 2 main weapons
2:17 - [TW]Ramm-Jaeger: It just makes you really slow if you get too much stuff
- Peripheral Vision Indicators: Peripheral indicators - some people have mentioned taking issue with peripheral indicators being in the middle of their screen. The peripheral indicators are NEVER in the middle of your screen, but rather are only ever on the very edge. They represent the view outside the edges or your screen, which represents the 50% of your normal real world FOV that the computer screen doesn't render. They are only there to show you that there is some sort of threat outside what the screen could render, but what you could see in real life. They are pretty subtle, and scale down with distance, so if a threat is far away, then the icon on the edge of your screen is tiny. (Source:
Ramm-Jaeger)
- Character Progression: 'character progression, in which players level and rank up. This progression eventually leads to the creation of the titular Heroes. Once at that level, characters will have access to special items and bonuses, but it's the visual cues that sounded interesting in the progression. When a character cracks open Heroes of Stalingrad, they'll be a clean-shaven recruit, sporting a leftover, worn weapon. As they make their way towards becoming a Hero, they grow towards being a hardened veteran. This doesn't mean everyone will be a muscled Rambo, but instead a more grizzled veteran in which your experience shows on your face and your clothes. Steiner, from the old film Cross of Iron, was their prototype Hero. But unlike the recruit's clunky, used weapon, the Hero gets a sharp, clean piece of machinery that will reign terror on their enemies (that's the aim, anyway).' (Source:
Voodoo Extreme Interview)
- Dynamic Music System: 'Heroes of Stalingrad will feature a unique dynamic music system that will adapt the emotional mood of the soundtrack to match the morale of the player based on the flow of the battle. To highlight the differences between the two warring powers the game will feature a completely unique soundtrack for the Russian and German sides.' (Source:
Wilsonam)
- New Recoil Model: '...an all new recoil model that is more realistic and easier to use (no more insane recoil on SMGs)...' (Source:
E3 Interview)
- Interruptible Reloads: '... and interrupting reloads all make the game more realistic and more accessible...' (Source:
E3 Interview)
The HUD Explained
- RO multiplayer taken to new heights: Tripwire’s renowned MP already exceeds that of much of the competition – the new game will stretch that lead even further. With highly addictive and fun varieties of game-play online, the game will feature everything from quick, brutal firefights, through to more intricate and challenging simulation modes.
- Persistent Stats Tracking and Player Progression: Persistence constantly gives the gamer something to strive for and keeps them playing. Grow in rank, earn medals, improve your abilities, and become a Hero – all visible to the complete online gaming community and embedded within the game.
- Heroes: Obtain the ultimate goal and become a Hero online. Players with hero status inspire troops around them and cause fear in their enemies. Heroes have access to the best and rarest weapons and equipment, and will stand out visually from the rest of the soldiers.
- Co-op: Players can connect with their friends and battle AI in multiple game types including the Stalingrad Campaign, Skirmish Mode, and more.
- Competitions & Leader-boards: Compete to obtain unique awards and achievements with players all over the world. The competitions range from shooting range challenges to unique and fun assault courses.
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Territory Mode: 'Territory is a classic assault and defend mode... ...Each of the successive objectives have timers associated with them, but the defenders can accelerate these timers and lock the objective down by keeping the attackers out for a specific length of time. ...the objectives are linked in a chain, so you won't be able to sneak around behind the enemy and take objectives in their rear.' (Source:
IGN Preview)
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Skirmish Mode: 'Skirmish mode is a bit like terrorist hunt in Rainbow Six, but this time around you get three fire teams of three members each. Fire team members can be made up of human or AI players as well, so you can even play the game in an offline mode.' (Source:
IGN Preview)
- Firefight Mode: 'Firefight, which is the Red Orchestra take on a team deathmatch' (Source:
Voodoo Extreme Interview)
- Countdown Mode: 'In Countdown players still only get one life, but they get one life per objective, and there are multiple objectives per level. These can be anything from a territory capture, blowing something up or reaching a certain position. There are no solid definitions for the extent of their objectives, but these are the current ideas they're working on. Once the attacking players take the objective, everyone respawns and the match moves to the next area. Alternatively, if the defenders kill all the attackers, they win the round and everyone switches sides. ...Each objective is timed to a few minutes (3 minutes for now) so that players must play quickly and with their heads' (Source:
Voodoo Extreme Interview)
- Multiplayer Campaign Mode: 'When players enter into the campaign, it's a giant power struggle. As a team wins a map, it's marked on that large map and the battle progresses into a new area. As teams win they gain Combat Strength, which directly ties to reinforcements and allows them to fight further against the losers. Thus, as one team captures more areas, they both grow stronger but use more strength, leaving them more vulnerable as they approach complete domination. This creates an epic tug-of-war in which those original fifteen minute white-knuckle rumbles turn into a two to three hour war.' (Source:
Voodoo Extreme Interview)
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Realism Settings: 'Another thing to point out, is that the game will have different stock server setups, which will be "relaxed realism" and "realistic". Relaxed realism will be what you have seen in these videos, and will include all of the new interface helpers that we have added to the game. With that said, "relaxed realism" will still be 10X more hardcore and realistic than COD or Battlefield (its actually much more hardcore than COD's "hardcore" mode). "Realistic" will be for the more hardcore players, and will have some of the new interface helps, etc disabled. Beyond this, server admins will be able to set up a custom configuration that picks and chooses which features to have.' (Source:
Ramm-Jaeger)
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Deathmessages: Currently we have 3 death message settings, normal, delayed, and off. We'll probably add a couple more before release such as your own kills only, etc. Additionally, death messages DO NOT display the distance for a person killing you or someone else. Death messages ONLY display distance for your own personal kills. And having been playing with them like this for almost 2 years now, I can report that it has absolutely NO impact on gameplay. It is just fun to know how far away someone was when you killed them. (Source:
Ramm-Jaeger)
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Kill Assists: You now get points for assisting a kill. (Source:
Wilsonam)
- Server Class Lock: Some classes are locked until a certain amount of players join the server.
Quote:
[TW]Ramm-Jaeger: limited classes will unlock as players join the server
- Mini-map: The mini map/overhead map does not just show you enemy players, even if you can see them. It only shows you friendly players, and where your squad mates/squad leader are. And yes its not 100% realistic, but it makes teamplay a lot easier if you are playing with pubbers or people you don't know. (Source:
Ramm-Jaeger)
- Stielhandgranate 39 (Seen
here)
- ***** C96 (Seen
here)
- ***** Karabiner 98k (Seen
here)
- Gewehr 41 Walther (Confirmed
here)
- Maschinenpistole 40 (Seen
here)
- Maschinengewehr 34 (Seen
here)
- Mosin-Nagant 91/30 (Seen
here)
- Mosin-Nagant 91/30 Sniper (Seen
here)
- Tokarev SVT40 (Seen
here)
- Tokarev AVT40 (Confirmed
here)
- PPsh 41 (Seen
here)
- Degtyarev DP/DT 1928 (Seen
here)
- Tokarev TT33 (Seen
here)
- Nothing confirmed yet!
- Nothing confirmed yet!
- Grain Elevator: 'It's a claustrophobic trip through narrow passageways and the multiple dark floors of a crumbling grain storage building; an eerie green building that juts into the clouded sky.' (Source:
Voodoo Extreme Interview)
- Station: 'Station is dark and gritty, Elevator is bright and sunny. It just depends on he time of year and time of day the map is set. We also want some contrast, so not all maps will be lit the same.' (Source:
Ramm-Jaeger)
Spartanovka
- Spartanovka: Only the name is known so far. (Source: The Official RO:HoS Steam Group)
- Apartments: This is the project name for it. Name subject to change (Source:
Ramm-Jaeger)