Red Orchestra: Ostfront 41–45 | |
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Developer(s) | Tripwire Interactive |
Publisher(s) | Bold Games |
Distributor(s) | Steam |
Engine | Unreal Engine 2.5 |
Platform(s) | Microsoft Windows, Linux, OS X |
Release |
Windows Linux
|
Genre(s) | Tactical first-person shooter |
Mode(s) | Multiplayer |
Aggregate score | |
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Aggregator | Score |
Metacritic | 81/100 |
Review scores | |
Publication | Score |
GameSpot | 7.9/10 |
GameSpy | |
IGN | 8.5/10 |
PC Gamer (UK) | 83% |
PC Gamer (US) | 74% |
PC Zone | 78% |
X-Play | |
The Sunday Times |
Red Orchestra: Ostfront 41-45 is a tactical first-person shooter video game based on its predecessor Red Orchestra: Combined Arms. After winning the Make Something Unreal contest, the team behind the original Red Orchestra started the game studio Tripwire Interactive and developed Red Orchestra: Ostfront 41-45 as their first project.
Set on the Eastern Front during World War II between 1941 and 1945, Red Orchestra: Ostfront 41-45 depicts the struggle between Soviet and German forces. The game's creators, Tripwire Interactive, developed the game out of the previous Unreal Tournament 2004 mod, Red Orchestra: Combined Arms.
As of April 2009, the game has sold around 400,000 copies.
Red Orchestra concentrates mostly on the multiplayer aspect of the game, although there is a singleplayer "Practice" mode available. Red Orchestra: Ostfront 41-45 features an advanced ballistics system for both small arms and tank rounds - incorporating bullet drop, flight time, and tanks with more realistic armor properties than most games (featuring: penetration and deflection, in relation to range and projectile trajectory angle). The player's movements are realistically modeled, giving them the ability to lie and move prone, sprint (while standing or crouching) and to deploy machine guns on objects.
Red Orchestra is notable for its emphasis on realism in comparison to other World War II-based FPS games. There is no "crosshair" for a player to aim with in the middle of their screen; instead, the player must either aim down the three-dimensional iron sights, or aim from the hip using the game's free-aim system. The former requires compensating for the breathing of the character and natural sway from holding the gun, while the latter is much quicker but accurate only at very short range. The player must also keep track of their ammo usage mentally unlike many other FPS games, most of which use an ammunition counter. Additionally, the player's health status is not represented by "health points" as many other games use, but by a diagram of the player's body with reddened sections that show where he or she has been wounded; there is no way to recover from wounds, although after a brief period of time, the player will function at 100% again. Receiving wounds will temporarily slow the player down, especially if they receive a wound to the legs or feet; receiving a wound to the hands causes the player to drop their currently held weapon on the ground. Rifles usually kill players in one shot if they connect with the torso or head.