Rising storm 2 vietnam language

Rising Storm 2: Vietnam is the sequel to the original Rising Storm, developed by the same team and published by Tripwire Interactive. The next installment offers players improved, asymmetric gameplay, superior graphics, and a brand new timeline (Vietnam War) with assault rifles, man-portable grenade launchers, and other modern weapon systems.

Battles in the game take place with the participation of up to 64 players on one map. Users can take one of the parties to the conflict: these are American troops or the Vietnamese. Each side has its own unique abilities and tactical advantages, such as napalm and artillery for the Americans and ambush traps for the Vietnamese.

At the same time, countries also differ in authentically recreated weapons. There are famous M79, M14, M16, M60 rifles, a Chinese copy of the famous AK-47 called Type 56, RPG-7, SKS carbine and much more. Each type of weapon has the ability to modify, whether it be attaching a bayonet, increasing the clip, and so on. From the equipment in Rising Storm 2: Vietnam, three models of helicopters are presented, these are the transport UH-1H "Huey", the light reconnaissance OH-6 "Loach" and the heavy attack helicopter AH-1G "Cobra".

As for maps and modes, there are more than enough of them. The maps include the famous jungles of Vietnam, as well as cities, hills, rice fields, plantations and many other authentic places. The modes are: classic team deathmatch, Supremacy, various skirmishes for 16 or less players, as well as the Territory Control mode taken from Red Orchestra. Other features include: an improved squad system that allows players to create "teams" with their own name, color and tag in the game, a ranking system, character customization.

In general, Rising Storm 2: Vietnam is an excellent shooter, made according to a less popular setting, unlike World War II, but no less significant for the history of mankind.

Description of the game Rising Storm 2: Vietnam:

Tripware Interactive, in collaboration with Antimatter Games, decided not to stop there and made an excellent sequel to the game Rising Storm. As the title suggests, the action takes place in Vietnam, where you take on the roles of American or Vietnamese soldiers. The mechanics do not differ significantly from those in the previous part and once again emphasizes realism.
Due to the different historical period and realities of the presented conflict, the game now features helicopters, booby traps, and machine guns. The soldiers of each army differ not only in fighting style, but also in weapons, which brings even more realism to the game. The creators have provided a new unified system that allows more control over your squad of troops.

Gameplay

In general, the gameplay in Rising Storm 2 is the same as in the previous series. The result is a very realistic first-person shooter. There are some differences in the new game though. Helicopters will appear in the sky, tunnels are full of traps, and machine guns are the main weapons. The soldiers of each side differ not only in their military equipment, but also in equipment. The game introduces a new unit system - players can create new units, while commanders have the right to block and dismiss other players from the team, invite new ones, name the team, etc. All these innovations make any gamer download Rising Storm 2: Vietnam via torrent on your computer and start a real war without leaving your home. Your team members are rewarded for their efforts on the battlefield, and they are given not only for killing enemies, but also for supporting teammates. After each round, the game presents a scoreboard that shows the rating of your team members.

Game modes

Rising Storm 2: Vietnam for PC / Windows introduces multiplayer for up to 64 players and it's really cool to play such a cool shooter with so many players.

Video trailer for the game Rising Storm 2: Vietnam:

Introduction

Rising Storm 2: Vietnam- This is primarily a shooter. As tactically advanced and realistic as it is, a thing like, let's call her general shooter skill, is absolutely essential.

This skill has four components:

1) Movement (how confident do you feel on WASD);
2) Shooting (reaction time and aiming speed);
3) Spatial thinking;
4) Map control (the ability to identify key positions, etc.).

This is not to say that all shooters play the same way, but in general, these four components always remain. So if you have good experience in other multiplayer shooters, then it will be much easier to get used to. And vice versa, if there is no such experience, then most likely it will not work out quickly.

The basis of a good RS2 game is knowing the cards and understanding how to play them. It is these things that will become the foundation on which you will build all your other gaming skills. How can you play normally if you just don’t understand where they are killing you from?

Therefore, when playing for each side, try to remember where you most often go and what you do there. This will allow you to read the opponent's actions in future games.

And yes Rising Storm 2: Vietnam- fast shooter. You need to think quickly and act confidently - you will not have time to walk and enjoy your tact.

If all this is clear, then let's get started!

Shooting

No tactics will help you if you lose all the firefights. Therefore, learn to aim quickly and accurately, pay attention to your shooting.

The game has such things as bullet speed and ballistics, which means that when shooting at a long distance, you need to set the position of the sight in accordance with the distance (mouse wheel), as well as take a lead when shooting at a moving target.

Communicate constantly with your team. So far, you can’t even imagine how important this is in this game. Playing silently and acting meaningfully at the same time will not work. To understand each other without words - too. Win? Is that against the same deaf-mutes.

No, you are not required to broadcast non-stop, but the exchange of basic information - where to gather, where help is needed, where you can freely pass, and where, on the contrary, is too dangerous, is necessary. Basic coordination, without which a team of people turns into a herd of cattle.

Most of the time, approximately 80%, you will be communicating within the department. Firstly, you usually have nothing to talk about with those who play at the other end of the map, and secondly, it would be crowded for 32 young people in one chat.

What to talk about with the team? Ask for help, offer help, call for a helicopter, give some important information, contact someone outside your department, etc. In general, not much.

The most popular use of a chat inside a helicopter is to yell at the pilot that he brought somewhere in the wrong place :) But seriously, you are in a helicopter - you communicate inside the helicopter, if, of course, there is something to talk about.

Always play the point. It doesn't matter if you are on defense or attack, all your efforts should be directed only at capturing / protecting the target.

This does not mean that flanking maneuvers are not needed, it means that protecting the target is the top priority, and the main force should always deal with it.

I'll give you an example. Our team has just captured point B without any resistance, although even according to incomplete reconnaissance data, there is a whole squad of the enemy on the flank of the point.

An important point: the grenade does not explode if it does not fly at least ten meters (the figure is not accurate, estimated by eye). If you happen to get into close combat, throw out the grenade launcher and shoot from the pistol.

Plus, his grenade launcher can shoot smoke grenades and throw smoke right in the face of the enemy from a long distance.

Before you try playing as a commander for the first time, make sure you know all the intricacies of the map and what each member of the team should do. Never sit down to play as a commander just to shoot artillery for fun.

So, your task is to coordinate the work of the team and support it with artillery and from the air. As the game begins, establish contact with squad leaders (ask who wants to play where, tell them your plan, give instructions). If possible - with snipers and machine gunners.

Correct the team's actions as the game progresses. For example, if the team fails in some direction, transfer one department to another place. As a commander, make sure that the team does not get squeezed in a narrow area, but advances on a wide front.

I'm assuming that if you're playing as a commander, then you already have some experience, so feel free to remind people what they should be doing. If your pilots are flying in the wrong place, tell them where to fly. If your Pointman doesn't place a smokescreen, tell him to. If the squad leader dies too often - tell him to moderate his activity. You are the only person on the team who has time to monitor the situation on the entire battlefield, so constantly communicate with your team. Of course, all conversations should be on the case and addressed to specific people. You don’t need to bomb the chat just like that (in general, this also applies to relatively experienced players).

Now about artillery and air support. Since the days of Red Orchestra 2, it has been generally accepted that artillery should be given before an attack for a point in order to cut off the enemy's path for reinforcements.

For RS2, this is even more true, because it is very likely that enemy tunnels will be destroyed. However, this is not a dogma - there are different situations. I will give a few examples.

Example 1. Teams have approximately the same number of reinforcements and there is a chance to win by numbers. In this case, it makes sense to hit large clusters of enemies just to get more frags.

Example 2. Some positions can be very difficult to pass. Especially if the other team shoots slightly better on average. Therefore, it makes sense to hit in front of the point in order to clear and take approaches to it. For example, on the Hue City map, there is a courtyard in front of the temple that needs to be cleared to get access to the point.

In general, the rule is this: art support must be somehow synchronized with the actions of the team. She must either help enter the point, or help clear it, or protect against enemy counterattacks.

Same way your team should always know in advance where and when the artillery / bombs will hit. Tell her loudly and clearly. Artillery covers the circle with a diameter of approximately 50 meters, you need to retreat to a decent distance!

If your squad leaders don't give you good coordinates for artillery, go and set it up yourself. The squad leader may not be able to do this, especially if he is on the very front line of the attack.

As for the differences between napalm, minigun and artillery. Artillery closes the large forgiving for a long time. At the same time, you can hide from it in the building. Conclusion - it is desirable to use artillery behind a point in order to cut off the enemy's approach of reinforcements. Napalm clears a small area once, while penetrating buildings. Conclusion - napalm is better to use for cleaning points. Minigun closes a small area for a long time (if not knocked down), while ignoring most obstacles. Therefore, it must also be used to clear points.

By the way, there is an interesting trick with Spooky. You can call it, let it buzz for a couple of seconds and call it back. Most of the enemy commanders will call for air defense during this time, and he will have a new one only after 3 minutes. And the plane can be called again in less than 2 minutes already on a clear sky.

Another point - the Vietnamese commander has only one strike ability, so the time of its rollback can be easily kept in mind. Count down the time until the next enemy artillery strike and warn the team to disperse at the right moment.

American intelligence is not as effective, however, never forget to use it. The timer has rolled back - immediately start reconnaissance and see what is happening on the map. I think it makes no sense to explain why this is necessary.

If all the possibilities are on a long rollback and there is nothing to do yet, no one forbids going to support the team in the attack.

US Combat pilot

The game has a training map for pilots. Get on it and learn three things: get on target, land safely, and drop altitude abruptly.

Made? Congratulations, you already have 99% of the necessary skills, and I just need to clarify a couple of small details.

If you're flying Little Bird, then don't waste your time trying to kill someone - that's not your job. Your job is to fly and highlight enemy positions. Just fly around and let's explore.

It looks something like this:

You will also do a great service to the commander if you ride him as a passenger. From a helicopter, he can put marks and call artillery support from there. Very comfortably.

If you're flying the AH-1 Cobra as the primary pilot, then it's your job to destroy enemy tunnels. Destroying the tunnel will disorganize the entire squad to the enemy - this is much more important than the frags!

If the reconnaissance pilot did everything right, you will see something like this:
Everything is obvious.

Don't fire all your ammo at one target - one aimed shot is enough. When the rockets run out, don't rush to reload - the cannon does the job no less (and very often more) efficiently than the rockets.

If you are sitting on a cannon, then just shoot everything you can reach. In priority targets from a grenade launcher, into ordinary infantry - from a machine gun.

US transport pilot

First of all, accept that you will be periodically shot down - nothing depends on you here. The question is how to pay the minimum price for the opportunity to throw troops in the rear.

On every map where there is a transport helicopter, there are three or four convenient landing positions. Usually these are small areas behind enemy lines.

The most efficient way to use transport that is currently known is to fly between them with minimal gaps. Just from one to the other. That is, the ability to quickly land is critically important (the essence of the maneuver is the same as in the video above: we fall on our side and pull the steering wheel towards ourselves, further according to the situation).

This way you won't accumulate a lot of passengers, and if you get shot down, you won't bury the whole squad.

I highly recommend accustoming yourself to the Advanced Flight Model. It is no different from the usual, except for the need to manually control the engine thrust. For a transport worker, this is especially convenient, because. can be set to 40% and the helicopter will not rise above 20 meters.

The rest is a matter of practice. The best pilots fly like this:

VN Guerrilla/Rifleman

A workhorse with a machine gun and two grenades is the Vietnamese analogue of Grunt "a. But the tactical tasks are different, which means you need to play differently.

Your main (as well as your team as a whole) task is to upset the enemy's combat formation. The easiest way to do this is if you act differently each time. We sat in ambush - go to the skirmishes. Shot - make an aggressive sortie, made a sortie - sit and throw away grenades. If you act in the same way all the time, the enemy will quickly adapt and gain an advantage.

Speaking of grenades. If possible, hold for three seconds and throw, this will deprive the enemy of the chance to run back to a safe distance. Over time, you will recognize all the places where squad leaders usually hide, and grenades are the best way to get to them.

An extremely important point is traps. Just make it rule #1 for yourself - there should always be a trap dug. If there is no way to do it where there is a lot of traffic - do it somewhere, at least in the rear. Traps will make their 5 frags per game, and if every partisan sets them regularly...

Important point - your traps are not dangerous for your team.

As for the dilemma Type 56 or AKM - the Chinese is faster and less stable, and even without a buttstock it jumps up faster for aiming, so it is better to take it for shooting in buildings and on narrow streets, in all other cases - AKM.

Also, if it is convenient for you, then no one forbids switching to SCS from time to time, if on the next respawn you need to shoot at a long distance - it kills from the first bullet much more often.

The Vietnamese scout is an analogue of the American Pointman, but this is actually just a formality. In defense, smoke is practically not needed, and the ability to shine Claymores and C4 is almost not in demand.

Instead of a trap, you have two trip wires at your disposal. I have found the two most effective places for stretch marks so far:

I wrote above that for the American team, Radioman does not matter much, since its commander does not need to be near the point.

In the case of the Vietnamese commander, everything is different (not at all!). The well-coordinated work of the Radioman + Commander bundle allows just two players to pull out games against a stronger and more organized team.

How to act? When the enemy is still at a decent distance from the point, just spin around far from the commander, otherwise fight like a regular partisan.

When the enemy has already come close and is clearly pushing through, sit down with the commander in the most secluded place on the point and sit there with him. A typical example is the top floor at point B on the Hue City map.

More about this below, in the VN Commander tab.

VN Squad Leader

The Vietnamese squad leader can (and should) fight on a par with the rest. In principle, you can play as a commander with any class except, perhaps, a sniper. Therefore, everything that is written above about a particular class is also relevant when playing as a commander.

But in addition to this, you have the duty to dig tunnels and put marks for artillery.

You should dig tunnels not far from the point, but preferably not directly behind it (because artillery often hits right behind the point), and not too close to another tunnel (the game will not allow you to do it right at close range, but you need to go even further).

This picture shows an example of the correct work of the squad leader:
The tunnel is dug a little behind and to the side of the point, there is a marker for artillery in front of the point, the squad is ordered to defend point D, so people know what you want from them.

In general, keeping the tunnel online is your top priority. If you are in a good position and the game tells you that your tunnel is destroyed, go and dig a new one. For the team, this is far more important than any ongoing concerns like "keeping an eye on these two windows."

The task of "leading and reminding" the Vietnamese commander is to the same extent as the American one. In particular, constantly remind your fighters to dig traps. For the team, this is a few dozen free frags per game, how can you neglect this?

Now let's talk about the differences.

The most striking and important difference is that the Vietnamese commander revives the dead right in the place where he himself is. Yes, if there are 10 dead players on the team and you are behind enemy lines, then you can simply revive these 10 people right there. Is it worth explaining what possibilities this opens up?

Another use of this ability is that by the time the enemy has already broken all your defenses and the capture is in progress, you should already be sitting in the most secluded place on the point and be ready to kill all the dead. Thus, you will instantly get a numerical superiority at the point and reset all the progress of the enemy over the past few minutes.

Be sure to talk to the radio operator at the beginning of the game and tell him what you want from him.

As for the air defense call, the call to the Soviet comrades in most cases must be held until Spooky appears in the sky. It's dangerous enough and easily knocked down enough that it makes sense to do so. The protection is active for 60 seconds.

As for artillery, if you're on the defensive, just pick a fatter target and hit. If you recapture a previously lost point, then everything is the same as before: mark for a point, cut off the enemy, attack.

And yes, the best art is the one that shoots right after the enemy one.

To start, two things.

Firstly, if the community has been playing the Territory for many, many years, then Supremacy is a new mode for the series and has yet to be explored. Therefore, if you hear someone telling you how to play correctly, you can safely end the conversation.

Secondly, the game in this mode is not linear and has tactical variability. Trying to deduce universal rules in it is like deriving them in football, for example. That is, there are some patterns, but there are no strict rules and cannot be. It all depends on the tactical genius of the squad leaders.

You can familiarize yourself with the rules of the game in the training videos, but I will tell you what I managed to understand by now. Once again I emphasize - these are not rules and not persistent recommendations. These are my personal conclusions based on the first 300 hours of the game. Perhaps in the future they will be completely revised.

1. Doing a full focus on the points is more effective than doing scattered ambushes around the map. The ambush will be quickly discovered, you will be pushed back to the initial rep, and the enemy will score points in the meantime.

For example, even if you are completely shot, you can win by playing on points:

2. Just like in the Territory, it is more effective to attack on a wide front. That is, evenly stretch from the far flank of the right point to the far flank of the left.

3. An attack on distant points can be effectively done by at least three squads or through a constant cast on a minibus (you need a good pilot). One or even two is not reliable and will eventually be lost, along with the middle points. Fair to both parties.

4. Squad leaders should better organize the rep in such a way that it gives relatively quick access to two or more points, if possible (at point C on An Lao, for example, this will not work).

5. Tunnels are always located in approximately the same places. Seek and destroy them, this is very important. If you can't reach, at least mark them for your allies. Hence the importance for the Vietnamese commander to stay alive - the tunnel will be constantly destroyed, you need to be alive to quickly restore it.

6. Practice has shown that there is no universal tactic, but there is a tactic for each card. Briefly, I will add more details later.

SongBe. The key point to win is D. If you're playing as the US, there should always be at least one squad leader there, if you're playing Vietnam, there should be several tunnels around. Whoever holds it wins. Attacking far points only makes sense once D has been firmly controlled. (A very common mistake is to attack C or E without having control of D).

An Lao. There is more variation here - you can win through both F-E-C (A-B-C for Vietnam) and F-E-D-B (A-B-D-E for Vietnam). That is, the main forces are fighting for C, and one or two squads protect the rear. You can win by dividing the forces equally, but this requires a well-coordinated team - if a third of the team starts going about their business, then the team will not succeed at any of the points.

*Seeing updates will be later, closer to the summer of 2018.

The Red Orchestra series stands apart from military shooters. They may not be the most mainstream games, but thanks to their hardcore and certain historical accuracy, they have earned their audience of fans. After Red Orchestra 2: Heroes of Stalingrad, the developers decided to move away from the theme of battles on the Eastern Front and released the Rising Storm addon, which allowed players to clash in battles in the Pacific theater of World War II. A few years have passed, and a new standalone game has appeared with the title Rising Storm 2. This shooter is not related to the previous parts, as it sends us back to the period of the military conflict in Vietnam, but in terms of game mechanics it is a direct heir to the entire Red Orchestra series.

The game was developed by the Antimatter Games studio, whose team stood at the origins of the first part of Rising Storm. This is purely an online shooter. There is no story campaign, and it is unlikely that it will be added to the game with updates. Although a solo adventure could replace training for beginners. And that would be nice, because even experienced players need to get comfortable with some features. If there is no experience of any game of the Red Orchestra series behind you, then acquaintance with Rising Storm 2 will begin with pain and humiliation - the enemy is not visible, but you are constantly dying. It is not clear where they are shooting from, because the camera does not show the winner, and the player is guided by the general situation on the battlefield and by the direction of the sounds.

An important feature of the series is the dependence of accuracy on the movements and fatigue of the fighter. After a run, your hands tremble and it is problematic to aim. The stability of the sight depends on the position of the body and most accurately you hit prone. Therefore, there are no long runs with simultaneous shooting. Players move from cover to cover, constantly crouching and crawling. Shooting from the hip is effective only at close range, you can hit the target at a long distance while sitting and lying down.

The game has suppression by fire. The enemy's line may pass by, but this will affect you and the shaking of the weapon in your hand. A massive air strike even more affects the state of health - the picture blurs, the hands tremble more. In such a state, it is extremely difficult to get into someone. However, according to subjective sensations, suppression is now working weaker.

The ability to “stick” to shelters has disappeared. And this is only good, because it saves you from stupid situations when you clung to the wall in the wrong place. Now you just crouch behind the box and look out, changing the aiming mode - it works more conveniently and faster.

Coordinated teamwork plays an important role. It is necessary to focus on partners, monitor the general situation on the line of contact, cover with fire and support in attacks, it is useful to periodically check the map on which the allied forces are marked. It is also useful to indicate the direction where the enemy was seen. And it works more accurately than in older games. Therefore, such marks help the entire squad to navigate the battlefield and act more efficiently.

The updated set of weapons makes its own adjustments. Now the main weapons are automatically rifles. This means that you can shoot bursts, but this is effective only when clearing corridors at close range - strong recoil affects. Therefore, the single-fire mode is the main one, and this may be unusual for fans of modern shooters.

The set of weapons depends on the class of the fighter and the team. You can play as both the Vietnamese army and the invaders. In different teams, the classes are comparable, but the set of weapons is slightly different. The bulk of the team is made up of shooters who are armed with M14 or AK, plus grenades as a secondary weapon. The remaining classes are represented by a limited number of machine gunners, snipers, grenade launchers, scouts and radio operators have appeared. Having a powerful weapon is combined with a carbine or a pistol as a secondary weapon. In the US Army, a fighter is equipped with an M79 hand grenade launcher, which is effective against infantry, and a Vietnamese fighter of the same class is armed with an RPG, which allows him to shoot down helicopters as well. Vietnamese NLF soldiers can set booby traps, some put tripwires, and some American soldiers have anti-personnel mines in their arsenal.


Leaders play a key role. The platoon division system is now more explicit, you can see your squadmates right away. Platoon leaders support the advance with smoke grenades and point out artillery points. They are also a respawn point for comrades, Vietnamese commanders can still dig special respawn tunnels in a convenient place. The chief commander of the team uses special radios for reconnaissance and calling artillery support. The American commander has more opportunities, since there are still air strikes, including napalm that burns everything out. Also, some experts have learned to indicate points for impact with the help of signal checkers.


The capabilities of each class determine the behavior of a fighter on the battlefield. Someone acts as attack aircraft, someone better stay in remote positions, and commanders support the advance, allowing reinforcements to be deployed faster near them. At the same time, the game always has a direction of hostilities and a sense of the front line. The main modes are tied to capturing points, and this encourages teams to constantly move in a certain direction. The main mode remains "Territory": one team defends, and the second tries to recapture all control points in stages. Here the system of team interaction is fully revealed, and much depends on the experience of the team and the skillful cooperation of the players.


The intricate level design of the game provides a lot of room for movement. City blocks are dotted with narrow passages, there are many empty houses around the streets where you can go to balconies and upper floors, and a system of tunnels stretches below. In the open area, you will find a complex landscape with elevation changes, dense groves and separate open areas where it is easy to get caught in the crossfire. Position plays an important tactical role. Experienced players quickly occupy key places and try to keep the main areas in the firing zone. But there are always a lot of passages, manholes and trenches that allow you to look for workarounds. And this is where support is needed, a smoke screen and crawling in thick grass.



This Rising Storm 2 and stands out from the usual military shooters. Instead of fun hunting for frags and ostentatious entertainment, there is an atmosphere of teamwork and the effect of immersion in a military conflict, which are determined by a clear structuring of roles and complicated mechanics of movement and shooting. The game fills you with drive not only from a dead enemy, but also from teamwork in defense or capture, from a successful maneuver that allowed you to take an advantageous firing point and conduct aimed fire. At the same time, a successful attack can easily be interrupted by a bullet hidden in the bushes or in the attic of the enemy, and an air raid will burn your entire squad under terrible screams.


Military equipment is partially present. Helicopters are available to the American team, which are used for massive air fire and quick landings. But the effectiveness of the use of such equipment depends on the skill of the pilot. Getting comfortable with a helicopter is difficult. Sometimes his presence has little effect on the course of the battle, but some players are able to turn the tide thanks to the skillful control of a flying tank. At the same time, it is very problematic to shoot down such a car, although opponents have RPGs.

"Territory" remains the most popular mode in which the game is revealed to the maximum. And it is somewhat reminiscent of "Operations" from Battlifield 1, because it gives a similar feeling. There is also a new Dominance mode, which is about the same level - there is not a stage-by-stage capture of points, but a battle for all points at once and simultaneous control. There is the usual team fight, but almost no one plays it.

It is worth noting that the overall dynamics of the game has grown a little. It affects the presence of automatic weapons instead of conventional rifles. Fighters are more maneuverable and change position faster. At the same time, the tactical advantage is still determined by the correct choice of position. It is necessary to have time to assess the situation and identify dangerous areas. The abundance of greenery, and in some places real thickets, greatly affect the ability to notice the enemy. If in Red Orchestra the enemies were lost against the general gray background, then here it is difficult to distinguish them against the background of dense vegetation. Therefore, you need to carefully look out for a few pixels moving somewhere in the bushes in order to reveal the hidden soldier. There are small markers for friendly fighters, but they appear with a slight delay. Therefore, with a chaotic team action, friendly fire from newcomers can become a problem.

A little confusing is the lack of a single uniform. The game has elements of visual customization. As rewards, you can get new camouflage and clothing items. And although they are designed in more or less the same style, even such differences on a barely noticeable figure can play the role of a confusing factor.

The weapon upgrade system is gone. In past games, kills have given you new levels of weapons, providing small bonuses for them - faster reload, more ammo. All improvements were small and did not provide real benefits. Now all players are strictly in the same conditions, where the possession of weapons depends only on your personal skill. There is a general pumping with a set of points, but it only affects the overall rating, there are no upgrades.

Of the negative points, sharp bugs can be noted. In particular, there are bugs in the action restriction system when you are in an enemy controlled area. In the "Territory" mode, the game does not allow you to go into the rear, blocking the possibility of shooting. But a couple of times I personally managed to stay and act in the rear when the front line went far ahead.

Visually, the game resembles an improved first part. It is still based on the Unreal Engine 3, and the technological backwardness of this engine is already clearly visible. But this is offset by careful study and high detail. Therefore, the overall impression of the picture is positive.



Physical interaction remained at the same level. There is no destructible environment. If some individual houses can burn down from napalm, this does not affect the overall situation in any way.

The system requirements of the game are moderate. Our testing will allow us to judge the real performance. We will use the results of one of the recent video card tests, slightly supplementing and expanding this data. Testing during a real battle will not work, because the situation is constantly changing and it is impossible to achieve the same actions. Therefore, a certain sequence of actions was performed in the free play mode at the training ground where weapons can be tested. We threw grenades, fired machine guns and rifles at the near zone. All this provokes rich shooting effects with dust, smoke and image blur.

Graphics quality set to maximum with high quality FXAA anti-aliasing. Disabled frame rate capping.

NVIDIA graphics cards clearly dominate this game, delivering the best performance. At the same time, even the GeForce GTX 950 and GeForce GTX 960 give out a high frame rate. In a real battle, the load will be higher, and the performance may decrease, then the potential of such solutions for the game is enough. Much weaker than Radeon R9 270X and Radeon R9 270.

More powerful accelerators can provide comfortable performance at higher resolutions. Below are the results of their testing at 2560x1440.

A serious gap between the GeForce GTX 1060 and GeForce GTX 780 Ti and the Radeon RX 580 and Radeon RX 480. At the same time, the overall performance is high for all tested solutions, but with GeForce you can count on a stable 60 fps without drawdowns below this level even in the most difficult moments.

Rising Storm 2: Vietnam is an atmospheric and authentic shooter about the Vietnam War, even without a story campaign. Massive battles for 64 fighters in urban areas or in mountainous terrain give an incredible feeling of complete immersion in the world of intense military confrontation. And in a number of aspects, all this is perceived more authentically than the ostentatious military show from Battlifield. Based on the familiar mechanics of Red Orchestra 2, the new game is a full continuation of the series, albeit with a different name. This is a hardcore shooter where tactical teamwork is important, there is an element of positioning and direction of a military clash. The structure of the squad, a simple system of commands and tips help to work together even without direct and continuous voice communication. At the same time, the game does not go into the side of a simulator like the Arma series, so it's easier to get used to. However, it takes time to understand the mechanics of combat and the basics of interaction, to get into the right combat rhythm. Therefore, it will be difficult for newcomers, and this still remains the main obstacle to expanding the audience. Visually, the game looks nice, although there is a certain technological backwardness. It is worth noting the high-quality sound component with good localization of sounds. Fans of the Red Orchestra will love the new shooter, maybe the Battlifield audience will like it too. If you are a fan of high-speed shooters in a small arena, then this is probably not your game.