War is hell—and Tripwire interactive, the makers of Red Orchestra: Rising Fronts won't let you forget that anytime soon.
By Ben Haile
Since the advent of the first-person shooter genre games, World War II has served as the go-to historical mine for gamers aspiring to re-live the war’s battlefield experiences. And it is true that we have plenty of games that allow us to partially experience and see the weapons and the front lines. But it seems that only few developers have gone to such depths as Tripwire in making Rising Storm.
Rising Storm is all about infantry combat across a variety of control-point maps based on famous South Pacific battlefields. Just like its predecessors, the title puts a huge emphasis authenticity, including the way you’re forced to use sights for aiming, how one bullet is often enough to kill, and the constant need to remain mindful about your ammo. But its most accurate portrayal of the battlefield is the fact that players must be extremely careful if they want to survive another second in the game.
The gameplay’s emphasis on squad-based FPS, where each side must employ completely different tactics pose, different challenges to either faction on each map.
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Unique Advantages on Both Sides
The Allied forces can usually go through levels using their massive firepower advantage and more superior weapons, while the Japanese have to give ground, then stake everything on sudden, all-out counterattacks that are reminiscent of the Banzai attacks to pushback American offensives. Tripwire’s accurate design also points out the game’s differences in Allied gear, where American weapons were perceived to be better than their Japanese equivalents. Case in point is the slow and ineffective Japanese heavy machinegun Type-92 vs the M1917 Browning machine gun.
There’s the Japanese night attack on Guadalcanal, charging through the jungle and contested trenches to drive the Americans off their airfield. There’s the bitter fighting in Saipan, as the Americans stormed ashore, right into a ruined warehouse district and rail yard, giving way to close-quarter combat. And the black volcanic sands and steep cliffs of Iwo Jima, where the Americans had to advance only a few hundred yards, but Japanese fortifications allowed for a commanding view of the landing zone.
Such mindful inclusion of details into the programing of Rising Storm give the game a unique feel when compared to traditional first-person shooters, where the differences between opposing factions and gear can be so minimal that they are effectively mirror-matches.