Mein Gott! A WW2 German FPS?

Kind of but I think it will resemble an actual story and campaign, not just offline multiplayer with bots (which Red Orchestra already has). The squads will be an eat feature and there will be squads in multiplayer too apparently, not entirely sure how that will work yet though.
 
If you pre-order the game on Steam you get 10% off. However, if you already own Red Orchestra you will get 20% off making the game only $31.99. The game releases on August 30th.

Pre-purchase Discount: 10% off both versions (20% off if you own the original Red Orchestra)
Bonuses for owners of Red Orchestra: Ostfront 41-45:
An extra 10% discount during pre-purchase for a total of 20% off
Unlock the Kar98 and Mosin rifle bayonets on day 1
Special in-game item - show everyone your loyalty to Red Orchestra with the exclusive Russian Guards Badge/German Close Combat Badge


With the 20% discount: $39.99 for the digital deluxe edition.
Red Orchestra 2: Heroes of Stalingrad - Steam Digital Deluxe Edition
Day 1 Unlock of the Elite Assault Weapons (MKb 42(H) and AVT-40)
Day 1 Unlock of the Semi Auto Sniper Weapons (SVT-40 and G 41(W))
2 playable characters for Killing Floor - WW2 Russian and German Soldier re-enactors unlocked in KF the moment you purchase
Team Fortress 2 items - RO2 German helmet and Russian "Pilotka" hat ("vintage" if bought during pre-purchase)
Access to the final phase of the closed beta

Pictures of all items here: http://forums.tripwireinteractive.com/showpost.php?p=781865&postcount=6

And if you don't own RO1 already, you can buy it on Steam for $9.99 which is how much you save on buying the digital deluxe edition of RO2 so you basically get RO1 for free (kind of).
 
I'm starting to think you're on the Tripwire payroll :lol:

Well geez I'm sorry if I'm the only person actually posting news and information about games here :rolleyes:
 
So does that mean you can get us into the beta?

No :thug:

I don't even know how to get into it, I keep forgetting to look that up :p

EDIT: The beta is still in the clan stage, there will be a 25,000 key giveaway next, but no further details on it. If you buy the Digital Deluxe version you get access to the beta.

There is also a big list of the game's known features on the forums:
http://forums.tripwireinteractive.com/showthread.php?t=48698
This is pretty much the only game I'm actually excited for :D
 
Hey, Scamp, a bit OT,but have you ever played Stainless Steel for MTW2?

Yes, we have a Total War subforum, and Stainless Steel is one of the best mods for Medieval 2, it adds a lot to the game :)
 
I'm from TWC-eee, it's from my for-uuum, nya nya nya nya nyaaa
 
Three youtube videos someone I game with (who is NOT affiliated with the developers of the game or mods). They show of footage and interviews that has been released by Tripwire and he does a pretty good run through of what the game's features are going to be and its intended for people who aren't familiar with Red Orchestra. Kind of a one stop shop for info. I highly recommend watching them :)


Link to video.


Link to video.


Link to video.

EDIT: Q&A from a clan beta tester, very interesting read, sounds like the game is pretty good :)

http://www.facepunch.com/threads/11...c-Software?p=31674285&viewfull=1#post31674285

Beta Tester Q/A

Q:
Do classes with bolt action rifles also have pistols too?

A:
They're an unlockable for all classes, yes. Less frustrating for riflemen who get stuck in close combat this way.

Q:
How many maps have you tried in the beta and more importantly, are they good? Do you get the sense of certain maps becoming instant classics?

A:
All 10 maps. I think they're all pretty good, though I haven't played them all extensively.

Q:
Is the classic RO atmosphere still there? Are the battles long, tense and bloody?

A:
Yes, it feels like Red Orchestra with better graphics!

Q:
Has the game been 'consolised' at all? As in, anything that feels toned down compared to the first game in order to try and reach the modern fps crows? Running speed, iron sight speed, things like that?

A:
No, it doesn't feel 'consolized' at all. However, they did merge the cover and bandage buttons last build but it works really well anyway, taking cover automatically bandages you now. Run speed and ironsight speed are actually faster.

Q:
What's with the low graphics in your screenshots?

A:
They aren't low settings exactly, however lots of the graphical options don't appear to do anything [yet].
It looks like shadows are either on or off, detail seems to work, textures seem to work. post processing doesn't work. Using the Ultra preset doesn't work, so I'm going to assume anything that Ultra sets isn't in, and the difference between normal and high is extra objects on the ground and slightly higher texture resolution.

Q:
Can you give us an idea of some of the weaker points of the game? What needs improvement?

A:
The graphics aren't that amazing, because they're not a huge studio. I also dislike Countdown with small numbers of players.

Q:
How will players give commands [aside from voice/chat?

A:
There will be a commo rose but the art is certainly not final yet.

Q:
The Grain Elevator map looks awesome, do you know how many stories of it are actually accessible to the player?

A:
You can go right up the top floor I believe. You see there is a balcony there? Shooting people from that is hilariously effective right now because not many people know it's there.

Q:
If you're severely wounded are you basically useless? Would it be better to just eat a grenade and respawn or can you still be useful to the team?

A:
If you're severely wounded you're going to die in a few seconds anyway, but you can still fire so its sometimes possible to take out the guy who killed you. Anything below a critical wound doesn't affect your performance past bleeding though, and that that limb will be easier to hurt next time.
Basically though if you get into a firefight most of the time you're going to come out of it dead or uninjured, or maybe with a wound to bandage.
[Pictured] - What you see as you start to bleed out. Doesn't really do it justice though. All colour drains away and your sound starts to fade out. That picture was about a second before I keeled over.

Q:
What does MG tracer fire look like now? I think I remember hearing that you guys were stepping away from the laser looking from RO1.

A:
They're ball tracers now. They only just got implemented and they look pretty neat. They also ricochet nicely.

Q:
How does the commander thing work? Does that person have to be glued to a radio the whole game? Can they do anything more than just calling in a spotter plane and artillery?

A:
They only have to be glued to the radio for the recon plane to work. They call in artillery, can place orders on the map (which you get points for following) and can force everyone who is dead to jump the respawn timer and respawn instantly.

Q:
Is there in-game voice chat?


A:
Yes, and the codec isn't terrible either. You have 3 buttons, squad chat, team chat, and all chat.

Q:
I heard that your team's voices are in English while the enemy is in native language. Is this default?

A:
Yes, and will be default at launch too.

Q:
Based on what you have played which is better, RO1 or 2?

A:
I prefer RO2, as it plays like RO1 but with better graphics, less frustrating deaths, larger maps, and more players per map.


Q:
Let's talk gore!

A:
Gore is limb removal, bullethole decals on characters, and blood splatters on the floor and walls. Characters call out when they're shot, and the death animations are all ragdoll / animation composites, similar to Euphoria, but they're using PhysX instead so it doesn't totally murder your CPU. For example: Shoot a guy in the heart -> Blood splatters out behind him -> He drops his gun, clutches at his wound, and falls backwards -> He falls down the stairs he was climbing up. He comes to a rest at the bottom and sags as the life fades out of him


Q:
Let's talk about the commander


A:
This is the commander UI [image]. If you bring up the map you can see this anywhere, but you can only force a respawn anywhere. If you use a radio you can call in artillery, and air recon
Recon calls in a slow and low recon plane that will report to you the location of people it can see, if you are stood near a radio. You get these reports instantly, your squad leaders get them soon after you, and the people below that get them after the squad leaders.
Artillery is designated using your binoculars, or your squad leaders, who can send you a recommended artillery target which you can accept.

Q:
Are there also decreasing penetration for tank Shells and the PTRS bullet the longer it gets fired?

A:
All guns penetrate worse and do less damage if their round travels for longer, not just tank and PTRS shells.

Q:
What's with the lack of footage?

A:
About maybe 2 weeks ago we had a journalist from PCGUS who was supposedly there filming footage, though he might have just been taking screenshots.

Q:
Do tanks have different ammo rounds?

A:
No, just AP, HE, and Smoke.
RO1 did later add tanks with HEAT and stuff though, so probably the same will happen here.

Q:
How does destruction work?

A:
It's small scale stuff. Roofs can be blown off, non enterable houses can be destroyed, enterable houses can be visually damaged. There are also patches on internal walls where you can place a satchel and they will create a hole you can go through which is neat!

Q: Why are you telling/showing us all this?

A:
Basically if tripwire is mad about this I will stop. I've been posting trying to sell the game to you guys, not in a clandestine way but because I genuinely enjoy the game and know you lot will too!
 
Screenshot from that Q&A:
Spoiler :


Hilarious new trailer:


Link to video.

Also a screenshot of the server admin tool (comes up in the Steam web browser)
Spoiler :


EDIT: A multiplayer Q&A with Gamespy.

It might include a solo game filled with bots to kill, but let's be honest here - the reason we're all pumped for Red Orchestra 2's brutal take on WWII battle is the multiplayer game. So when we recently had a chat with the devs behind the game, Tripwire Interactive, we couldn't help but pick their minds for anything related to the game's online mode, covering everything from the VOIP system to dedicated server support to modding tools. Read on for their replies.


GameSpy: How does the morale system work online? How is it displayed, what impacts it, and how does it affect the player's ability to play?

Tripwire Interactive: Online, it is tied in to the Suppression system, plus how capturing objectives work. It isn't designed to make players "worse" or "better", suddenly shooting straighter - that just doesn't fit with Red Orchestra. Seeing a bunch of your friends get themselves mown down will impact your morale, adding a level of suppression for a moment, with your heart racing and so on. Operating close to someone who has achieved "Hero" status will mean that the effects of Suppression on you will be reduced slightly and you will capture Objectives slightly faster. But if he then gets shot down right beside you, it will have the opposite effect.



GameSpy: What kind of interface will you have for joining servers?

Tripwire Interactive: Simply put, the core is a good, old-fashioned server browser with filters. Go hunting for the type of game you want to play, use the Honor level on the server (compared to your own) to find people at a similar skill level, pick a server that matches your requirements, join it.

GameSpy: When will the dedicated server be released, and what are the hardware requirements for it? What kind of interface will it have for server admins - will it have all of the features necessary to enable competitive play (spectator cam, remote admin, etc)?

Tripwire Interactive: Server-side will be ready in time for people to grab it and get their servers up for launch, plus we'll ensure there are a bunch of them already available. A 64-player server is, like any 64-player server, going to be a bit of a beast. We'll release the full specs as soon as we can - but we really need more beta-testing (ramping up now) to get a good handle on that. Plus we're working hard on optimizing right now, of course! Server admins will have the familiar web admin interface (Unreal, RO1 and others), with access to a large range of parameters they can mess around with, as well as being set up for competitive play from the get-go. We're likely to run a comp or two after launch, to get people competitive on "stock" RO! But this is PC gaming - so the tools are there!

GameSpy: Will the game include VOIP? If so, is it team wide, or just by squad? Given the game is so focused on players operating in squads, what other tools will you include to facilitate teamwork?

Tripwire Interactive: There are three channels of VOIP, including team and squad. There are also scoring bonuses for players operating as a squad, rewarding them for doing the "correct" things. Add in pieces like the option to "Spawn on Squad Leader" to maintain squad cohesion. Note that you can't spawn on your Squad Leader if he is surrounded by the enemy, engaging in close combat - he has to be relatively "safe" and there has to be somewhere "safe" for you to spawn, too. HUD tools help you locate your squad if you get separated. There's also comms system where the Commander and Squad Leaders can pick who, within their chain of command, they are issuing their orders to.

GameSpy: How does the game play with higher pings - can players still be competitive with pings around 150ms, or does it really require a low ping?

Tripwire Interactive: This is always an argumentative issue! We reckon you can play pretty well on our games with higher ping than some others, that the netcode is really tight. But some people just can't play with three-figure-ping, regardless - it is kinda "beneath them"! You can play at 150, but I think most people would want to keep it lower - sub-120, for example. On the other hand, there is no excuse for a shortage of servers - anyone can put one up!

GameSpy: Can you talk about the timing for the release of modding tools, or any plans around DLC?

Tripwire Interactive: The SDK is scheduled to be available from launch. Worst case, it might be delayed a few days, but it shouldn't be. A pre-release version has already been in the hands of a few select individuals and teams for a little while. As for DLC, we haven't actually put a date to that internally. Work has actually started on some of the first batch of new weapons and vehicles, as people start getting freed up from the main-line development. We'd like to think we can get the first free DLC out before the end of the year, but it really depends on what we decide to include in it, to be honest. But it will be free, as usual for us. We have talked about producing full expansions and asking people to pay money for it - but those would be pretty much as big as the base game, including single player. We don't charge for packs with "just" new weapons, vehicles, maps. Never have done.

GameSpy: You've included weapon unlocks and perks - how many hours of gameplay will it take the average player to unlock all of these, not including things like achievements?

Tripwire Interactive: Some people may never unlock everything, as some of it is class-specific. So if you don't play much of a particular class, you may not get there. And some people will burn through the whole lot in a few weeks. Some people scared the heck out of us with how fast they worked through everything in Killing Floor - and this is not intended to be that whole RPG-style thing. It is about getting small awards for progress, getting recognition for actually becoming good at the game. And the rewards are deliberately subtle - the Red Orchestra franchise is rooted in reality, after all!

GameSpy: One last thing, we noticed in our demo that anti-aliasing wasn't working - will that be fixed at launch?

Tripwire Interactive: Yep, should be fine. Famous last words - and there is probably a graphics programmer ready to kill us for promising anything! If there are any horrible issues (like performance), we'll hold off and fix it up later, but it is coded in, and we were dealing with optimizing it.

GameSpy: Anything else you'd like to add?

Tripwire Interactive: I think that, this time around, we've been able to build the game we wanted to build. The "old hands" worrying that we're dumbing down Red Orchestra 2 needn't worry. We're just working on making it more accessible, not "easier". We want it to be simple enough to pick up quickly - and very rewarding if you put the effort in to get good at it. The reaction to the early Beta has been good - we'll see how that goes once we open that up further. [Soon!]

http://au.pc.gamespy.com/pc/red-orchestra-heroes-of-stalingrad/1187817p1.html
 
It was pretty funny with the constant fire and ominous music coming back as he remembered again and again... But the punchline kind of fell flat. Well, there as no punchline "I wasn't in war I just played Red Orchestra". He should have just closed his eyes dramatically and walked grimly into the next room... Where he'd start playing Red Orchestra and going WOOHOO YEAH NOOB! And a flash of the game's logo shows up.
 
That was pretty funny, especially the end.

Maniacal laughter makes everything better!
 
If we're going to have a ton of WW2 shooters, I'd like more diversity in the sides to play as. Playing as Germans could offer lots of engaging storytelling options if handled maturely. And if you just follow genre conventions strictly, you have an instant parody.

Playing the losing side isn't a problem, see sub sims.
 
Excellent gameplay video with one of the devs while being interviewed by Total Biscuit. It gets quite funny when the dev makes the occasional joke about the beta testers. It shows off the Countdown gamemode which is a (more or less) single life objective based game mode.


Link to video.

EDIT:

August 23, 1942 - German tanks reach the Volga River near Stalingrad (as hinted in the video, possibly we get the beta tomorrow? Please?)
September 13, 1942 - German army assaults the city of Stalingrad (release date).

EDIT2:

Link to video.

An awesome multiplayer trailer :D Can't wait :D
 
That doesn't sound like a good place for a melee button.

I know! I'll put it on the left mouse button! Melee builds are always better. Especially when other people use guns. Because the more shots you fire, the less powerful it is.
 
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