Developer: Antimatter Games, Tripwire Interactive
Publisher: Tripwire Interactive
Rising Storm 2: Vietnam is a realistic, unforgiving multiplayer FPS. There are no weapon crosshairs, and you rely entirely on your iron sights. Some of the weapons have sights that I find hard to use, but they definitely feel realistic. Weapons have a massive amount of recoil, so if you’re someone who likes to spray’n’pray, you’re gonna have a bad time.
Most of the time, you won’t get any chance to react if you get hit, so expect to die frequently. When you die, there will be plenty of times where you won’t have any idea where you were hit from either. Players typically die in one hit, or two hits if you’re really lucky. If you manage to survive being hit, you’ll have to back out and bandage yourself before you bleed out. Playing Rising Storm 2 requires patience, careful scouting, and cooperation before moving in towards the objectives. For as much as I died in the game, I didn’t find it frustrating, but I’m sure that some people might. When I died it was always my own fault for rushing in, being out of position, or just not reacting quickly enough. Although, I admit it would be nice to have a killcam after dying.
Once you die, there’s a small wait time before you can respawn. If your squad commander is alive, you can spawn on them, otherwise you’ll have to spawn at one of the static spawn locations. There are artillery strikes and napalm attacks that players can call in. If you are in that area when it comes, it usually mean instant death. These attacks feel crazy OP, but I suppose that makes sense with the realism. The game also blurs your vision progressively worse when more explosions and gunfire happen near you; it makes you panic, and kind of stress out a bit.
Friendly fire happens a fair bit. Not just during the artillery or napalm strikes, but allies will straight up shoot you in the face, and then ask for forgiveness after. You can hover over allies to see that they are friendly, but sometimes the indicators aren’t in the right spot, and you can’t tell. With everyone getting killed so quickly, those who are more weary of team killing, wind up getting killed more often when they try to confirm it’s actually an enemy. Even though the uniforms are different colours, I often think that friendly fire happens because people forget what team they’re on.
There are different classes you can play as, and each one has different weapon loadouts. Most players will be just regular soldiers because the specialized classes can only have a limited number per team. Some of these roles require a lot of communication with the commander and squad leaders. For example, the squad leaders need to mark locations with special smoke grenades, so that the radiomen can call in airstrikes.
There are eight different objective based maps. There are territorial maps that are more linear, where one team must attack and capture a couple points at a time, to unlock the next areas, while the other team defends. On the supremacy maps there are multiple capture points available at once, and both teams fight to maintain control of as many of them as they can. The skirmish maps are smaller, so it’s more close quarters gameplay. There is a limited number of reinforcements or respawns that each team has available per map though, so it helps prevent the games from running too long.
- all of the matches are hosted on dedicated servers – massive multiplayer battles made up of 64 players with 32 on each team, but there are also smaller maps for 16 player skirmishes
- weapon fire feels great (over thirty weapons available), and there’s some loadout customization
- some progression that reward cosmetics as you level up
- the sound effects feel genuine with the gunfire and explosions raining down all around you
- in game voice chat is very helpful for coordinating attacks and arranging defense
- performance is solid, and the game is well optimized (never less than 60fps)
- graphics look decent – the different maps environments are nice, and the character animation is fine
- keyboard and mouse controls are fully customizable (but there is only partial controller support)
- most players will be just regular soldiers because the specialized classes can only have a limited number per team (and they’re usually taken quickly)
- (nitpick) friendly fire happens too often
- (nitpick) weapons sway a lot, and the time it takes to aim down the sights after walking or running feels too long
- (nitpick) no story or single player campaign
I’ve played about 9 hours between the beta and live version. There seems to be a strong playerbase, so finding others to play with shouldn’t be an issue. As for replay value, I think long term, it will come down to what new content gets added and how often.
Rising Storm 2: Vietnam does a great job with making the gameplay feel authentic. The game is a bit too unforgiving and hardcore for my tastes, but it is made well. If you enjoy realistic first-person shooters that require patience, map awareness, and communication, and you don’t mind dying instantly and have no weapon crosshairs, then Rising Storm 2: Vietnam might be right up your alley.
Press copy was provided for this review.