Red Orchestra "2": Heroes Of Stalingrad

Wie der Titel schon verrät - für die anderen Spiele halt.

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Lord_Vader
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Beitrag von Lord_Vader » 04.08.2009, 23:44

Ach da gabs noch BF und ordentlich Bomben auf die Nuß. :P
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[FtN|GT] hallo
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Beitrag von [FtN|GT] hallo » 10.08.2009, 19:21

Ok mal wieder neue infos

Seit heute ist die offizielle Homepage von Red Orchestra HEROES OF STALINGRAD online.

www.heroesofstalingrad.com
Leading Eastern and Central European publisher 1C Company and Tripwire Interactive are excited to announce the sequel to Red Orchestra, the leading realism-based multiplayer WWII shooter on the PC. Red Orchestra 2: Heroes of Stalingrad will take the award winning Red Orchestra franchise into the next generation of gaming. Cutting edge graphics and audio built using the Unreal Engine 3, inventive features and streamlined realism will deliver an unrivalled WWII experience.

Red Orchestra 2: Heroes of Stalingrad will focus on the Battle of Stalingrad and the surrounding operations, both German and Russian, from July 1942 to February 1943. The game allows the player to experience one of the most brutal battles in all of human history. The game consists out of two campaigns – Red Army and German. Delivering unrivalled accuracy and attention to detail, along with gritty, vicious combat in multiplayer, co-op and solo modes the game will feature everything from quick, brutal firefights to more intricate and challenging simulation modes.

The developers have built upon their huge success with the last title and have added a slew of new features including:

RO multiplayer taken to new heights: In addition to the award winning Territory gametype from RO, all new gametypes such as Firefight and Countdown add greater diversity, replayability and fun.

Persistent Stats Tracking and Player Progression: Grow in rank, earn medals, improve abilities, and become a Hero – all visible to the complete online gaming community and embedded within the game.

Heroes: Obtain the ultimate goal and become a Hero online. Players with hero status inspire troops around them and cause fear in their enemies. Heroes have access to the best and rarest weapons and equipment, and will stand out visually from the rest of the soldiers.

Stalingrad Campaign: The Stalingrad campaign will feature the multiplayer maps used in a campaign layout recreating the battle for Stalingrad from both the German and Russian sides.

First person cover system: Experience the ultimate firefights that a cover system allows, from the immersion of a first person view. Peek or blind fire over and around cover and more.

Squad Command: Command fire teams on the battlefield using an easy to use first person interface.

WWII weaponry redefined: true to life ballistics, bullet penetration, breathing, adjustable sights, free aim, weapon bracing, photo-real graphics and more.

Co-op: Players can connect with their friends and battle the AI in multiple game types including the Stalingrad Campaign, Skirmish Mode, and more.

Morale: Experience what it is like to be a soldier in one of the bloodiest conflicts in history and the importance of a soldier’s state of mind and how it can turn the tide of battle.
Bilder gibts natürlich auch
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Mehr Bilder auf der Homepadge

Hier auch noch ein artikel. Wer dem russischen mächtig ist kann hier bestimmt noch was interessantes heraus lesen, wer nicht nimmt halt den google übersetzer oder schaut sich nur die bildchen an :D

Ausschnitt mit google übersetzt
All over, it's about how the game will be, urban battles in stalingrad, but there will also be large scale battles in open terrain but didn't mention any details about the places where they will take action.
Tripwire distances from epic battles like seen in "enemy at the gates" or a heroic soldier like in Hollywood Blockbusters and fixes on their own storyline - a russian and possibly even a german campain (although it was never made one in any game so far)
The Gameplay will be like we know it from RO:41-45 - but now a bit more realistic. Bullets fall down and you'll see them falling through binoculars. Hits into stomache will cause death short time after while smaller injouries won't take you out of combat.
Also new will be a penetration system for objects - so hiding behind a wooden fence will be as effective as crying "here I am!" and it seems to be much more useful to take a good cover behind a solid stone wall.
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Irgendwie schauts aus als wär da Kacke :n-dance:
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Beitrag von Wargod » 11.08.2009, 11:32

an was du gleich wieder denkst ... das ist gutes dreckig schlammiges Brackwasser! :D

Aber das Siel sieht ja echt richtig gut aus, wenn die Screens wirklich die ingame Grafik zeigen und nicht nachbearbeitet sind.

Wenn dann noch das Gameplay stimmt, könnte das Ding echt ziemlich gut werden!

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Beitrag von Lord_Vader » 11.08.2009, 12:20

Wenn das so weitergeht muss ich meine Steamliste noch scrollen. :D

Denke mal das Game bekommt das Prädikat :habenwill:
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Beitrag von [FtN|FH] Galli » 11.08.2009, 13:12

Jo und schöne Details wie die Abnutzungsspuren und Kratzer auf dem MG34, mal gucken wie es spielerrisch sein wird. :happy:
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[FtN|GT] hallo
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Beitrag von [FtN|GT] hallo » 23.08.2009, 16:10

Ok hier ein paar infos von RO2 von der gamescom
GC 2009: Heroes of Stalingrad: Red Orchestra
Tripwire Interactive and 1C call it the most realistic gun handling ever.

by Steve Butts

John Gibson, president of Tripwire Interactive, is here at Gamescom showing off a very early build of Heroes of Stalingrad, the sequel to Red Orchestra. The new game promises to add some exciting new modes and increase the realism of how weapons are handled. We walked through some of these new features in a meeting off the show floor.

In terms of weapon modeling, Heroes of Stalingrad incorporates a few details that make the experience of playing more realistic. First, there's a bit of a free aim here, so the aiming is loose. Since there's no reticle at all, you'll have to use the iron sights or scopes of your weapon if you want to score big hits. The loose aiming system means you can raise and lower your weapon without changing the focus of your viewpoint. The gun barrels also collide with objects in the environment in a more realistic fashion, so you may find yourself having to raise or lower your weapon if you're getting too close to corners or walls. The good news is that you can sense a little resistance during the collision, which clues you in to the fact that your weapon is going to move to get around the obstruction.

A full cover system allows you to maintain a first-person perspective while taking cover behind objects in the environment. From there you can peak over the top or to either side of your cover and even blind fire around it. Of course, the new bullet penetration system means that not all cover is going to offer the same level of protection. There's also fully modeled breathing that affects your aim, and the breathing itself will be tied to your overall stamina level. If you've just run around a corner, you won't be as steady at first when you zoom in on your targets.

Heroes of Stalingrad also changes the way machine gun bipods work. You can deploy them on any flat surface in the world, and instead of pivoting around the player's viewpoint, the weapons will actually pivot on the bipod. This makes it possible to tilt the weapon over and around obstructions that would normally block a weapon you were just carrying in your hand.

The game also minimizes the HUD interface elements that aren't needed. If you have full stamina, for instance, it will disappear from the HUD. If you'd like to take a look at all those elements, you can automatically pull up a tactical HUD that will show you all your stats as well as icons in the game world for your current objectives. It's a nice way to give the players the information without distracting them from the game itself.

The two new modes we saw were Territory and Skirmish. Territory is a classic assault and defend mode, but it puts the defenders in a more aggressive frame of mind with an interesting lock down mechanic. Each of the successive objectives have timers associated with them, but the defenders can accelerate these timers and lock the objective down by keeping the attackers out for a specific length of time. Defenders can even recapture objectives, but like in Unreal , the objectives are linked in a chain, so you won't be able to sneak around behind the enemy and take objectives in their rear.

Skirmish mode is a bit like terrorist hunt in Rainbow Six, but this time around you get three fire teams of three members each. Fire team members can be made up of human or AI players as well, so you can even play the game in an offline mode. The enemies are placed randomly throughout the level and you'll have to use your team to clear them out. If you die, you merely move to the next member of your squad and continue on.

Dying is a bit different in Heroes of Stalingrad. While you can still drop right away from a head or heart shot, there's also the opportunity to bleed out. If you're bleeding slowly, you may have the chance to apply some bandages and get back in the fight. If you're bleeding fast, the best you might be able to manage is to get off a few shots at your enemy before you succumb.

While there are a lot of World War 2 online shooters out there, Heroes of Stalingrad seems to offer a more realistic type of weapon handling than is usual for the genre. Here's hoping we get the chance to get our hands on the game soon.
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Und hier noch zwei videos und der Kommentar des Entwicklers ausm offiziellen Forum

Hier zwei videos von der gamescom


Video 1

Video 2


Kommentar vom Entwickler ausm offziellen Forum
Ah, you have to love shakeycam vids. So having been standing there when this was recorded, I will first say that the game looked nothing like this on the screen when it was shown. The video makes everything look super contrasted and all the colors "blown out". That and obviously the video is very low res, so things won't look even 10% as good as they do in person.

Anyway, there is an old saying in the air force - "If you aren't catching flak, then you aren't over the target." I guess we are right on top of it As I have been saying all along, we're making the actual gunplay, gameplay and combat more realistic, but we're also giving players more information about the tactical situation and what is going on in the game world. This will make the game more accessible while still keeping the core realistic gameplay. I see a lot of posts in the RO forums saying "we want a bigger community", "you should advertise more" etc. No amount of advertising will keep the community for the new game growing and together if more people can't get into and enjoy the game. We have had to find creative ways to reduce the learning curve, and make the game appealing to a broader audience. Otherwise you'll end up with a community the same size as RO:Ost (which was still pretty big, but not massive like BF or COD). That, and ROHOS will end up costing about 30x more than RO:Ost to make, so we have to sell a few more copies this time around

Another thing to point out, is that the game will have different stock server setups, which will be "relaxed realism" and "realistic". Relaxed realism will be what you have seen in these videos, and will include all of the new interface helpers that we have added to the game. With that said, "relaxed realism" will still be 10X more hardcore and realistic than COD or Battlefield (its actually much more hardcore than COD's "hardcore" mode). "Realistic" will be for the more hardcore players, and will have some of the new interface helps, etc disabled. Beyond this, server admins will be able to set up a custom configuration that picks and chooses which features to have. All of this adds up to a game that will have a much bigger community than the first game, and be a lot of fun to be a part of.

So next I'd like to clear up some misconceptions I've seen in this thread:

1) Low quality textures - the textures look great in person and are very high quality and high resolution. This is a shakey cam vid, so expect everything to look odd. A shakey cam vid of Crysis 2 would have the same problems.

2) Is he playing with a console controller? No I'm not playing with a console controller. This is a PC game, through and through. If/when it would show up on the consoles, it will be a great console port of a PC game, not the other way around (i.e. we're not going to do a crappy PC port of a console game).

3) FOV Zoom - those of you that have been around long enough know that I was VERY against having any type of FOV zoom in Red Orchestra. There have been some very heated discussions between myself and people in the community, and even between me and other members of the dev team. As hard as people tried, they could never make a compelling argument for FOV Zoom being realistic, since all their arguments were based on personal interpretation (i.e. when I look at something it gets more in "focus") rather than factual evidence.

When doing research for ROHOS, we decided to do a scientific investigation into how the human eye works, and how large objects would need to appear on screen to be the same size as they would be in real life. We used as a baseline a 19" monitor (standard aspect ratio) and a 21" monitor (widescreen aspect ratio). We went out to a football field and measured with a pair of calipers placed a standard distance from a persons eye how large a person appeared to be at different distances (out to 100 meters). To sum up our findings, to appear to be "real life size" on the player's screen, you have to decrease the FOV (zoom in) a little over 2x. In other words, in RO:Ost, somone 100 meters away in game appears 2x smaller than they would in real life, thus making it much HARDER than real life to shoot them. This lead to what many refer to as "pixel hunting". Now in ROHOS, with the FOV zoom when using controlled breathing objects in the world appear their real life size. This not only has made the game more realistic, it has also both made the game easier, and made long range firefights a lot more fun and practical.

So in conclusion, I was the biggest hater of FOV zoom going into our research, but the facts proved me wrong.

4) They are showing the ammo count - no we are not. We are only showing the magazine count. And when you reload you get the message about the weight of your mag, just like RO:Ost. One more realistic feature we have now though, is you can actually press a key to check the weight of your mag without doing a full reload (the player quickly removes the mag, feels the weight, and puts it back in). Not only that, but the mag count isn't even on the screen all the time like on Ost - it only appears when you reload or hold down the tactical key.

5) The game has "radar" - the game doesn't have radar. You only see your squad mates that are within a very close radius. Right now we've got two different settings for this - one where they only show up on the minimap when they are actually within sight of the player, and one where they show up if they are in line of sight or not within the short radius. One of the main goals of ROHOS is to give players the tools they need to easily stick together and play as squads. Being able to easily find your squad mates is a big part of this. I personally think both of these methods are realistic. In real life, even if someone is just in the other room, you can hear them moving around, and you can talk back and forth to each other and hear their location. That is what this system simulates. It might "seem" unrealistic on the surface, but actually gives the player the tactical awareness they would have in real life, while improving team play.

6) Hit direction detection - there is nothing unrealistic about this. If a person takes damage from one side of their body they know which general direction it happened from. Also, generally in RO (HOS or Ost) you die very quickly, so unless you got shot in the arm, you usually find out which direction you are getting shot from just in time to watch the person shooting at you kill you

7) Bullet whiz indicators - these don't show up just anytime someone is shooting at you, the bullets have to pass very close to you. In real life, you could both hear the gun fire, and hear the general direction a bullet whizzes by you from. In game this can be somewhat represented with sound if you have 5.1 surround, but if you don't then you couldn't really tell. So this actually gives you an awareness of what you could sense in real life. Additionally, this only gives you a general idea of the direction a bullet whizzes from. It is divided into 8 directions, so you know it came from "forward-right" but not exactly which direction. This could well be one of the things we may turn off for the "realistic" mode.

8) Cool A mic is as good as "tactical view" - nope, not even close. Ever stood there with a mic right next to another player trying to explain to them where to go? "Umm yeah walk around this building then go up the stairs and uh, just screw it follow me." Don't you ever wish you could just point at something and say "go there"? That is essentially what tactical view does. There is a LOT of additional functionality that tactical view provides which we haven't gone into yet, but suffice it to say that it is a key element of the teamplay and squad functionality in the new game. And in reality, it does the same job as the overhead map, it just does it better.

9) AI on easy mode - yes in the demo the AI was set to easy mode, so I wouldn't get pwned while showing off the features. The AI is more than capable of owning any human player on the higher difficulty levels, and is actually probably too good right now It is LIGHT years beyond the AI in Ostfront, the two don't even compare.
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