On one side of the courtyard we find the Battlefield and Call of Duty with its more superficial approach to the intrinsic mechanics of the interaction of war and in the other we have franchises like ARMA, who seek the more realistic side trying to
get closer to the concept of simulation. The one that concerns us is a game that tries to fill the gap that exists between these two visions of the genre offering players a realistic experience without leaving aside the funniest aspects of the interaction. An experience that, in addition, depends a lot on cooperation and teamwork throughout its game modes.
In case this saga was not yet on your radar, we remind you the name Red Orchestra , which is what this saga was called until 2013, when it began to be known as Rising Storm . The first game was set in the Second World War , and became very popu
lar for offering a particularly raw gameplay. This time you will like to know that Tripwire Interactive and Antimatter Games have maintained the same formulas that managed to place the saga on the war map. To recap: a fairly realistic approach to the shots, a strong presence of the tactical in the development of the matches and a markedly dark tone.
A raw game for a raw conflict
Rising Storm 2: Vietnam launches us in the middle of one of the most sadistic conflicts in the history of mankind. We played impersonating soldiers and Marines of the United States and the soldiers of the NVA and Viet Cong . We have three game options: the territory control mode, inherited from Red Orchestra; Skir
It is refreshing to taste this interactive conflict recipe after taking time with the palate accustomed to other brands. Our background does not matter; during the first games we die again and again without knowing where the bullet came from
and, what is more serious: we kill without knowing it. Only the sign that appears on the top right will reveal the mystery. We run through jungles and rice fields avoiding aerial attacks and dodging enemy traps, learning to fight in this new war, more brutal and terrible than those we knew.
But we got to learn and decided to rethink our style of play. It is not only to be more careful with our movements and our shots, but to support the advance of our team with intelligence. Otherwise, it is impossible to be relevant in the game.
It is very important to understand this in order not to get frustrated, because except in the case of skirmishes, the game only rewards the work of ants. It is very nice, in addition, to listen to the teammates speaking loudly, commenting on each movement, asking for help, cursing the commander in a friendly way after he sends them to the other neighborhood with a bombardment with napalm. This depends on the players, of course, but the game encourages it.
The appearance, fidelity and feeling of game with the weapons is excellent
If there is a specialty that you are interested in playing in war games, surely you will find it in Rising Storm 2: Vietnam . Some papers are more important than others, so you have to be very aware of what you have chosen. The classes change slightly depending on the side of the contest that we play, but some are equivalent. The basic class is the private or infantry, which can be a good starting point for any player, because they accompany the specialists, do an important job of supporting fire and, above all, they are usually those who are in charge of controlling the objectives. Then we have the shooters and the machine gunners, who do what is expected of their names, but whose abilities can be vital in the attack or defense of a position. Unlike other games, this limits the number of soldiers of the special classes that can be chosen per game. You do not see legions of snipers, go; everything has a certain balance.
But this is not what makes the title stand out. We reiterate the idea of teamwork especially for the figure of team leaders and especially the dedicated class: the commander. Team leaders give zone advantages, the possibility of other soldiers appearing by their side, they can create tunnels, etc. The commanders, on the other hand, are officers with the ability to move the pieces of the attack or defense and to request certain support advantages during the game using the map as a reference. The trick? They need other players to lend a hand. To request air strikes, reinforcements, artillery attacks, etc., they need a radio or a radio operator. That is to say, it is necessary that a player -generately- plays that role. If a link breaks, the chain breaks down. The interesting thing is that this class system is based on all game modes.