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Australia Censorship First Person Shooters (Games) Games Politics

Low Violence Red Orchestra 2 For Australia 42

dotarray writes "Even though an adult rating for video games has been approved in theory for Australia, it's still a little ways off – and will not come soon enough for Red Orchestra 2: Heroes of Stalingrad. Alan Wilison, VP with the company producing the game, said, 'We are hoping that they will take the same view as PEGI/BBFC and not go all silly on us. However, until we're sure, we putting LV up to be safe.'"
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Low Violence Red Orchestra 2 For Australia

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  • by shutdown -p now ( 807394 ) on Thursday August 04, 2011 @03:49AM (#36982806) Journal

    One thing that was pretty funny to watch in Red Orchestra was the gameplay. This is a game where a single rifle bullet (remember, we're talking about WW2 "proper caliber" rifles here!), if it hits, will most likely kill/incapacitate (the game doesn't make that distinction; as the manual goes, "medics on Eastern Front were shot on sight"). And those bolt-action rifles are also dead accurate, if you can handle the iron sights.

    End result: in any map with even a modicum of open space, it is the extreme opposite of run-n-gun. Newb players first try rushing randomly, and die. And die. And die. After a few tries, they go to another extreme - drop to the ground as soon as they are in the enemy fire zone (good), find some cover (good), and stay there and try to snipe out of it for the rest of their life (bad!). Of course this doesn't really work, either, because you have to peek out to shoot, and the fireball gives your position away... first time they usually just miss, and by the time they pop out for the second time, they are already in the sights... bang!

    It's interesting that this game actually requires a team to get up together and rush the enemy every now and then to win, human wave style. If you sit behind your cover and snipe, you lose - they will pin you down with MG or just a heavy volume of rifle fire, flank you, get close, and 'nade you. If you get up and charge, well... you have a good chance of getting killed, especially if you're in the first wave; but if everyone on your team persists, the team may actually push the enemy back and take over their position. I remember how commanders on both teams had pistols, and they actually had to use them sometimes to force people to charge! Now that is realism. The experience can be extremely frustrating when just starting to play, but once you get involved, it's actually fun in some weird way.

    Also, it's probably the only game in which artillery is actually scary. When you charge, and hear that high-pitched tone, and then see the guy in front of you fly up in a geyser of dust, his arms and legs going separately, you quickly learn to hate that sound. You also learn that you can't outrun it, so your best hope is to go prone behind the nearest biggest rock, and pray that the shells explode far enough around you. Nothing else you can do.

    Then, tanks. When fully crewed (commander + gunner + MG), these things are deadly unless you're close up and you have cover and you are an AT class. Double frustration for Soviets, who have PTRD as their AT weapon - you actually have to know where to shoot to penetrate armor and do anything useful against medium & heavy tanks with that crap, plus you need to shoot practically point blank. Of course, the number of AT guys is quite limited, and most of the team just has to hide or run or pray none of the tankers have spotted them yet, since bullets and grenades are completely useless against armor.

    All in all, the game really is quite desperate if you look at it from the perspective of your character, and ignore the respawns. There are simply too many situations where you can do nothing at all except to watch and hope for the best. Winning requires consciously taking odds with a great chance of dying - a single man doesn't really matter, only the team does.

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