One of the best known mods (having won the $1,000,000 NVIDIA Make Something Unreal contest) - just got better and is now available in game-format. Guess what? They have an unprecidented level of mod support and will provide official tools, tips, tutorials and support to help establish, nurture and build a big mod scene. You can't beat that, this games background or the UT engine it is built upon. A game to play and mod - that pits players in scale combat during one of the most intense and grueling warfare moments in history; the Eastern Front conflict of World War II.
The battlefield is silent, yet the carnage serves as a reminder of what's to come. Feet crunch on the snow, while the distant gunfire echoes eerily around the bombed-out city. A deep roar grows, coming from everywhere at once...
Posted by methulah on Apr 18th, 2006 digg this super bookmark
Review
[page=Mission Plan]

The battlefield is silent, yet the carnage serves as a reminder of what's to come. Feet crunch on the snow, while the distant gunfire echoes eerily around the bombed-out city. A deep roar grows, coming from everywhere at once...
The earth seems to split as a shell explodes nearby. A convoy of tanks roll into view and begin to blast everything, their huge guns forming a black screen of smoke and destruction that defies all efforts to resist. The air is thick with the stench of gunpowder. Everyone is shooting and the sounds of destruction echo louder and louder, drowning out anything else. The soldiers are cautious; they stay behind walls, bushes, anything to put a barrier between them and the enemy; they throw their grenades and get in position to fire a Panzerfaust at a nearby tank.
They'll fight back, they have to.
This is Red Orchestra: Ostfront 41-45, a game that signifies success for many modders. Red Orchestra's widespread success from its humble mod beginnings has given it the attention of both the modding community and the gaming industry as a whole.
For those of you who have been hiding under a rock for the past few years: Red Orchestra started as a single player Soldier of Fortune modification based around The Red Orchestra, a famous World War II communist spy ring. The mod then moved on to the Medal of Honor engine, before finally becoming a realistic multiplayer mod for Unreal Tournament 2003, then later, Unreal Tournament 2004. The mod was a roaring success, winning nVidia’s Make Something Unreal competition that had a $1,000,000 cash prize, along with a retail Unreal Engine 2 & 3 license as the prize. Since then, it has made its way into a fully fledged retail title that is being sold on Steam and in retail stores worldwide.
Very few games start as mods. Fewer make the transition from a mod to a full retail product without the help of a publisher. Given this, it’s nearly impossible not to be impressed by Red Orchestra. It’s a true success story; a source of inspiration to much of the modding community. It is widely respected, it's revered and to a certain extent, it has even become synonymous with success itself.
But is it that good a game?
[page=Reporting for Duty]
Red Orchestra begins like most World War II shooters: players can choose a team - in this case, Germany or the Soviet Union; a class - which determines what loadout they'll get, and a weapon, from a nice little arsenal of 28 period weapons. In addition to the standard classes, there are two commander classes for each team. These commanders can call in artillery, which players have to then position by using radios that are scattered around the map. Once everything has been selected, it's off to war with a refreshingly spin on the standard World War II formula.
While the objective of Red Orchestra is pretty simple, actually winning a game can get quite tricky. Players are supposed to work as a team to capture strategic points around the map. Unlike other games that employ this system, these points in Red Orchestra are well chosen, giving the team that controls them better cover in the choke points, better access to vehicles and a good place to fall back to if combat becomes to intense.
Infantry combat is paced in such a way that players can potentially spend a long time searching for battle without seeing anything hostile. Even in full servers, I could sometimes spent ten minutes just walking around, looking for something to shoot. However, when I did find a battle, it was fast, brutal, intense, and more importantly, a lot of fun. Tactics are essential and players really need to use cover, teamwork, and a certain amount of shooting skill just to stay alive. Red Orchestra has many nice little features that keep infantry combat fresh. For example, when the player isn't aiming down the iron sights, they are below most cover. However, when they look down the barrel of their gun, they rise slightly to be able to see over most of the cover in the level. Red Orchestra is full of little details like that, and while they can be passed off as gimmicks, they really help the combat become more involved, faster and have a certain flow that is unmatched by other games in the genre.
The controls are fairly well thought out, although they are different to what most FPS fans would be used to. Right clicking will perform a melee attack and the middle mouse button brings up the iron sights. This almost forced me to reconfigure my controls, but I decided to leave them for a while and see if I could get used to them. After a couple of hours, I realized that they actually allow for faster paced conflict, because many controls are more accessible than in regular configurations. And fast is good, because once Red Orchestra throws vehicles into the field, staying alive against these means mastering the control of every single feature you have at your disposal.
Red Orchestra has 14 vehicles currently in the game, each serving a different purpose; from infantry transport to huge armoured tanks. These vehicles play a large part in combat, both as primary assault and support. Most vehicles can be used by more than one person, which encourages teamwork to an extent. There are different seats in each vehicle which can be entered, allowing players to do anything from driving to manning an ultra-powerful machine gun turret. A vehicle with a squad of four is a very powerful force and can take out a huge amount of infantry. In one particular game I played, some of my teammates and I were manning one of the Russian tanks. We were cruising towards the next capture point when we encountered a bunch of enemy infantry. After a brutal battle, we won. Suddenly an enemy anti-tank trooper came up from behind and took us all out with one rocket. However, this kind of occurance is very rare.
Vehicles were a big part of World War II, and they were pretty hard to take out, even with specialized equipment. Unfortunately, this translates into Red Orchestra. It is almost impossible for a few players to take out a tank. The turrets on most vehicles deal insane damage, and have similar recoil to the average SMG. This makes it really difficult for infantry to defeat vehicles and really detracts from the fun – especially if you’re the only one on your team left on foot.
However, on some maps, there just aren't enough vehicles, and if just about every member of a team jumps into the first vehicle they can find and drive off before thinking about picking anyone up, then it can take several minutes of walking around slowly to find any combat. Because the maps are big enough for fairly large scale vehicle conflict, walking to the battle can take forever and really gets quite frustrating. Though they are well laid out, the effects of the war mean that every single map looks like Godzilla went on a rampage through it. The maps are mostly cities - which creates plenty of cover, mazes and choke points for players. Most maps come with an overview, so it's a good idea to spend some time getting to know the location of capture points.
The weapons are equally realistic, and are based on their World War II counterparts. The only problem is, in World War II, there were some extremely powerful weapons and some exceptionally poor ones. This is transferred in to Red Orchestra, as some guns are so powerful it's stupid, and others are next to useless. A good example of this is the PPSh. The Russians used this SMG widely in the later years of the war and it had a large clip, good accuracy and little recoil, even for modern standards. This is directly transferred into Red Orchestra, and the fact that a SMG is better than a bolt action rifle at long range - and even some sniper rifles - can get really frustrating.
To some extents, Red Orchestra goes further and actually exaggerates reality. The weapons are insanely inaccurate when fired from the hip. While this might be true to life, it seems unlikely that a trained soldier would be unable to hit the side of a barn from ten feet away. On a similar note, when a player turns around quickly, the weapon takes a while to follow, coming round slowly and more smoothly. This is exaggerated to the point of stupidity, especially considering that it actually changes very little: if you fire while turning, you still fire at what you're looking at, regardless of whether the weapon is pointing the same direction or not.
While the playerbase is better than most, there is little in Red Orchestra to really promote teamwork. Except when using vehicles, there is little incentive to stick with your teammates. This means that many people, especially those new to the game, run off and get lost or killed very easily. This isn't particularly good for those new players and lends itself to a steep learning curve, especially for those coming from games that don't require teamwork or much thought put into tactics.
[page=Gone AWOL]
The graphics aren't quite up to modern standards, but they’re good enough for it not to be an issue. Fantastic use of textures adds atmosphere to the levels. The character and vehicle models are very well done, as are all weapon models. Particles and fire effects are nice, but not overdone. The graphics are similar in quality to Unreal Tournament 2004, which is based on the same engine as Red Orchestra. However, the textures and models really add to the graphical quality, and it all comes out looking better than most other World War II games. While the graphics aren't cutting edge, they mix great performance with enough eye candy to give a real sense of atmosphere to the game play.
The sound in Red Orchestra does its job well enough. The weapons sound chunky and realistic, and there is a Call of Duty-esque wartime soundscape in the background that never lets you forget about the battle. Sound travels, and with many players, you'll be able to hear a whole host of things, like a grenade two blocks away, or someone reloading in the next room.
Red Orchestra can handle up to 32 players in any one game, even then exhibiting little or no lag. It can even be played with a ping of 200 before lag becomes an issue. This allows for fairly large scale battles which can really get the heart rate up, particularly on maps with lots of vehicles. The game plays well, and there are no apparent bugs. However, Red Orchestra promotes realism first and foremost, which doesn't come without its problems.
In some places, there is the feeling that the game was rushed, and that not everything is implemented properly. Many maps have anti-tank weapons scattered in them which seem impossible to use. While the retail version does add a lot of new features, there is very little to distinguish Ostfront 41-45 from the Red Orchestra: Combined Arms total conversion for Unreal Tournament 2004. There is a distinct lack of content and a feeling that, while it is polished quite nicely, it still feels like a total conversion.
Graphics:
The graphics are fairly crisp and the textures and models are amazing. High-end features like HDR are missing. The option to control anti-aliasing has also been left out, so you're stuck with whatever desktop anti-aliasing setting you have. This is a pity, because without any anti-aliasing, there have been pixel doubling issues recorded on various graphics cards.
The graphics aren't exceptional but very detailed textures and models make up for some of the weaknesses.
Sound:
The sound in Red Orchestra is well done and leaves little to be desired. Weapons and tanks sound authentic and surround sound really adds to the game. The sound of a player's footsteps change depending on how they are moving or what surface they’re on. The soundscape sounds exactly like Call of Duty's, but that isn't a bad thing, as it adds a lot to the game.
Gameplay:
Theoretically, Red Orchestra is the perfect realis-based World War II shooter. The game targets itself at a specific group of people and delivers an intense, realistic World War II experience. It includes weapons for just about anyone, the maps are complex and detailed, and the vehicles sets it apart from similar games in the genre. However, if fails when it becomes too realistic, making it worth questioning whether World War II was actually that much fun. This probably isn’t what everyone is after and many will find Red Orchestra frustrating and boring.
Red Orchestra is a excellent mod and a more-than-decent game. For those who found Call of Duty to be all deathmatch, Battlefield 1942 to be too unrealistic and Medal of Honor to have shoddy multiplayer; Red Orchestra delivers a World War II experience that is full of atmosphere and intensity.
If realism is even remotely your thing, Red Orchestra: Ostfront 41-45 is well worth a try. However, if you want all the weapons to be balanced, and don’t enjoy getting killed without even seeing anyone, you should probably give this game a very wide berth.
Pros:
- Exceptional mod support
-Intense realistic World War II combat.
-Lots of weapons and vehicles.
-Great textures and models.
-Large and well designed levels.
-No lag, even with lots of players.
Cons:
-Serious balancing issues due to realism.
-Levels can be hard to navigate.
-Only one game mode.
-Limited graphics for modern standards.
-Infantry are almost useless against vehicles.
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Dang Shrimp, you mean Unreal Engine 3 was a possibility? I'd have worked harder on UnWheel if I'd known that!
The person that wrote this sounds like a complete noob, especially when they whined about the PPSh and such.
it shud be a deep roar GROWLS!...not grows :P
All he said is that the PPSh is a better gun then a bolt-action rifle, like the k98...and if thats true, it is some crap.
Actually it is meant to be grows - the deep roar GROWS as in gets bigger, growls wouldn't make sense in that context. I mean a lion growls, a deep roar doesn't
i'M feeling the Pros / Cons list.
Let's keep that format for the rest of the reviews from here on out.
All I can say is, the guy who wrote this review must have English as something other than his primary language. This review is riddled with poor sentence structure and grammar errors.
The whole selling factor of RO:O is its realism.
Its suppost to feel like a real war, and real war rarely is fun.
Its like watching a war documentry compared to a war movie. some people prefer the accuracy and others just like moving images.
Exactly, that's what I tried to point out in the review. Some people will like Red Orchestra, others will find it unlikeable. I tried to point out the problems and benefits that arise from this kind of realism, and I think that Red Orchestra indeed suffers the problems and has all the benefits, so it really falls down to personal taste.
Buddy, I played for a while, and I found that when I used the PPSh, I was owning people using bolt action rifles, however, when I tried to change teams and use the bolt action rifle against people using the PPSh, I got served up on a silver platter. Close range it owns anything aswell. It's just an example of the balancing issues caused in Red Orchestra by Tripwire Interactive attempting to promote realism.
Could you please show some examples of the poor sentence strucure and grammar errors? I would be most interested to know what errors I made, especially as English is indeed my first language.
I feel it too. ;)
Nah, I think it adds a lot to a review and allows people to make their own conclusions without having to read through the whole bloody thing.
I think the article is well researched and quite detailed. At Mod DB we aim to provide honest, uncut, real features - unlike other sites who have a team of journalists paid to write what they write.
It is a refreshing change from the norm I believe.
Do tell.
Anything for you.
Cash prizes for the MSU competition totalled $1 million
I didn't find any major grammatical errors but there were quite a few typos, a word was even missed out at one point ("refreshingly ? spin").
On the whole I liked the review, but I think in the introduction should probably have put more emphasis on the fact that this is a game which almost exclusively revolves around realistic combat. I've not yet tried RO, but if it plays anything like Close Combat but in 3D I will actually cream my pants.
Just wish my copy would hurry the hell up. Been waiting for a month lol, damn APO adresse.
Forgot to say I liked the review xD, seemed fair and honest.
Hey Crispy, I felt the same way and the game reminds of me Close Combat a lot sometimes.
The only thing I would disagree with in this review is the bit about infantry being completely useless against tanks. The PTRD can be hard to learn but the Panzerfaust is infallible.
i like the bolt action rifles (particullarly the k98) over the ppsh because u have the ability to shoot at range and, if u konw what your doing, the ability to kill upclose (to bad i cant play right now cause i fried my harddrive)
Bluehawk, while the Panzer had some use, I found it easier to kill the people inside the tanks with the PPSh, because I found that whenever I left cover, I would get shot down by the MG turret on the tank.
Phelpy, try using the PPSh at range. It's way too good, sure, there can be a bit of spray, but even at long range, it's deadly accurate.:O
Crispy and Bluehawk, which Close Combat game do you mean? I didn't think Red Orchestra was at all like any of the FPSs in the series.
I was talking about the top-down realistic warfare strategy games that began the series.
A screenshot from Close Combat III
IGN on Close Combat III
It's a great game. The graphics are outdated, but because they're designed for a 2D engine they haven't aged not nearly as much as they might have. They're secondary to the great gameplay, which is the best tactical battlefield war simulator I've ever played. Like the reviews say, it's for hardcore players only, as you will be punished for any mistake you make. I'm the sort of player who goes back and reloads a past save point if I lose key units, but in Close Combat this can happen if you let your guard down for a second, so it's the only game I played where I had to face up to my troop losses and my mistakes, and actually learn how to be a good tactical commander.
If you have any friends who you think might enjoy this game as much as you do, it makes for excellent 1v1 LAN play. You can choose one-off maps to play or better still play the entire campaign from start to finish. The campaign is structured to at certain periods one team will receive more reinforcement points than the other, so both players have to slum it with crappy reserves and use their cunning to hold out against the overpowered enemy. At the beginning you both set up your units behind cover so the other team doesn't immediately spot you. Then you move your scouts into key locations to spot enemy movements. You have mortars, MG teams, snipers, tanks all of whose will to fight is dependant on the influence of nearby commander units. This means stuff like suppressing fire can actually work if the enemy is too scared to retaliate. If your troops are being bombarded by mortar fire the enemy troops can just slip past and flank your whole army. In no other game have I seen tactics put so much to the fore.
If you see it in the bargain bin and you have a clunky PC sitting around the house getting no use, bring a friend along and play some Close Combat III. You won't regret it :P
I know what Close Combat is, I even think I have A Bridge Too Far lying in a cupboard somewhere. However, I was wondering, because Red Orchestra is an FPS and classics like A Bridge Too Far are obviously RTT games. Anyway, it's the atmosphere and point of the gameplay that matters, so that is quite similar.
Methinks that the FPS games shouldn't have been given the Close Combat name.
All the prizes in the competition totalled $1 000 000, and you had the choice of EITHER Unreal Engine 2, OR Unreal Engine 3 - not both ;).
I'm pretty sure they get both. That's what it seemed to me, anyway, I'm not sure either way, there seems to be some confusion on the issue.:D
I was also refering to CC 1-5, the 2D RTS's.
This is one of the best WW2 games out there!
good job who ever made this!
I thought the review was pretty fair. Although, I admit I have not played Ostfront, I have played just about all its UT2K3 and UT2K4 predecessors.
When I played on UT2K3, I found that there never seemed to be enough players online to make the game worthwhile. There also seemed to be a problem with Bot-pathing which didn't seem to be solved until the later UT2K4 versions.
However, all that seems to have been resolved now. There are enough servers and players available. More than enough to allow you find a game during most times of day (I'm writing from the Eurozone by the way). If you don't fancy playing against real players then the bots have been fixed up enough to give you a fair bit of practice and an opportunity for map recon. But be warned, the bots are in no way as good as some of the veteran players that you will come across online.
And here is one of the big issues of the game (in my humble opinion). This game is not noob friendly. There is a very steep learning curve if you want to get anywhere in this game. Just glance at the manual and you will get an idea of just what you are up against. If you come from the world of DoD:S or CoD, then you will be in for a little bit of a nasty surprise. A new player in these games will take a battering but he will generally be able to get a couple of kills or flag caps under his belt. You have your trusty cross-hairs on the screen. So position the CH on an enemy, click the mouse, and bob's your next casualty. In RO, it's just not that simple. No cross-hairs to use, and bullet trajectory changes with distance. The bullet drops under gravity. Something you have to be aware of when shooting from a distance, and this can only be learned and discovered through experience.
On the other side of the coin, once you have mastered (or begun to master) this game, it leads to a much more satisfying experience. The gameplay begins to feel that little bit more 'realistic', and with that, it also begins to feel more intense when you find yourself playing against good intelligent players. "Intelligent Players"?? Yes, a nice little backhander of a non-noob-friendly game is (unsurprisingly) the lack of 'kiddies' spamming each other, or flattering their egos boasting about their "pnwage". This is a "serious" game!
The textures and models were always good in this game, it was impressive what the guys managed to squeeze out of the Unreal Engine. There was nice use of vehicles, trying to encourage some teamwork and tactics. A small minus point was the lack of physics in the multiplayer. Not a big issue but something that stands out after playing HL2 games.
This was an excellant mod. I don't know if the previous (free) version is still available for download but it is definitely worth checking out.
If you find DoD:S and CoD too easy then give this mod a shot.
I personally perfer Day of Defeat: Source over this mod, hands down. I played this game twice and wish I could return it. The controls are finecky. The sound well is way out of balenced. I could hipshoot a real SMG and manage to hit something 20 feet away. Maybe they need to chage the POV angle or something?
Yawn @ the lame comments.
Yeah, some people just like to bitch though. It's like when you beat someone in an online game, their first response is to claim you must be homosexual to have beat them? I don't get it.:D
I agree entirely with your comments. But I still don't like DOD: Source. I don't know, the ony WWII game I've ever been able to play a lot was Call of Duty. I guess I just like arcady shooters.
lol, it was a freakin war!
The review isn't bad, but, no offence, it's fairly clear that you didn't spend enough time actually playing the game before writing this up.
Actually, it's possible to get a one shot kill with each and every small arm in the game. Even the pistols. I wouldn't call that 'next to useless'. It's a matter of fitness for purpose. Naturally, it's impossible to destroy a tank with small arms, but any mushy human is fair game.
Oh please. The PPsH-41 may be fairly accurate at medium range (20-60m), but the recoil knocks your aim around so much you'd generally have to take the time to stop, crouch, aim and fire at least a few bursts to get any hits, giving any decent rifleman who opposes you more than enough time to take you down with one aimed shot, which would be easy since you'd be stationary. I can honestly say: In a straight duel at anything over 20m between skilled individuals wielding an SMG and a rifle respectively, a rifle will almost always win out. (Short of divine intervention or extremely good luck on the part of the SMG user...)
Actually, hip-shooting can be done, it just takes practice. I can hip-shoot with a rifle out to about 20m with reasonable accuracy if I need to, but usually - it's better to aim. Hip-shooting is only worth trying if you get caught in the open, up close.
I don't know what to say to this. This is simply not true. Occasionally latency issues do interfere with shots, but when everything is working as intended, the bullet goes wherever the gun is pointed. And the weapon follows your movements quickly, it's just not locked to the center of the screen, it follows your movements. It's only locked to the center of your screen if you aim down the sight. If anyone here has played Operation Flashpoint, you'll know what I mean, because it works the same way in RO.
By the way, contrary to your statement; the PPsH's recoil is actually unrealistically exaggerated in this game for balancing purposes, whether you think that's a good thing or not is another issue. The only way to get it steady is to lay down prone and aim down the sight. Anyway, I'm not sure what experience you based that paragraph on, but all I can say is you weren't using your rifle effectively and neither were your opposition.
To the person who wrote the review i have 3 words REALISM,YOU NOOB! I love red orchestra for its realism and it is always fun.