Hands-on with Rising Storm 2: Vietnam’s helicopters, tunnels, and guns.
Rising Storm 2: Vietnam, the follow up to Rising Storm and the Red Orchestra series of realism-focused multiplayer FPSes, is mostly the tension part of the war movie.
As with the other games in the series, Antimatter, is not taking sides: this is all about weapons and tactics, a reenactment of war that cares only about how these very different armies won and lost and whether or not we can get into their heads and play out their movements.
Something like Arma and its many possible ways to sit, stand, and lie down tries harder at putting us in real bodies, where Rising Storm 2 is more interested in pairing action with a broader concern for authenticity-how military technology works and how different armies operated, with leeway here and there to make it fun.
One thing particularly exciting is how the asymmetry of the first Rising Storm, which pit American semi-autos and flamethrowers against Japanese bolt-actions and swords, has become more elaborate and striking in Vietnam.
The guns may be automatic in Vietnam, but they aren’t necessarily easier to use than in the first Rising Storm, with its bolt-action and semi-auto guns.
Like the others in the series, Rising Storm 2 won’t be an easy game for newcomers, as much as Antimatter and Tripwire will try to help out with tooltips and training.
I was already a fan of the series before I got to play RS2, and my demo reiterated what I enjoy about it, even with the switch to AK-47s and M16s. One minor disappointment is that while Rising Storm 2 has new things under the hood-model fidelity improvements, higher-resolution textures, new shaders-it doesn’t feel like any big technological improvement over the last game.
Tripwire and Antimatter haven’t announced a release date yet, but the plan is to get
Rising Storm 2 out in early 2017.