COLUMN: Battle Klaxon: On Red Orchestra, And Flowers
September 30, 2009 12:00 PM |
['Battle Klaxon' is a bi-weekly GameSetWatch-exclusive column where traveling games journalist Quintin Smith fights to win a bit of glory for the beautiful, brave but overlooked games that people are missing in their lives. This week: The snap, crackle and pop of Red Orchestra.]
I've been hating on Battlefield 1943 a lot recently. Last week when a fan of the series thrust a calloused finger in my direction and demanded games which did large-scale combat better, I obviously mentioned Warhawk, but was surprised when another name fell out of my mouth. Red Orchestra. The UT2004 mod turned full game that paints a grubby, heart-stopping picture of the Eastern front of WW2.
Red Orchestra solves a problem I've had with almost every shooter I've ever played- that of them steering clear of simulating real guns and real bullets. Game guns are relatively quiet, don't have much recoil, can be shot with accuracy while you walk or run and are always reloaded in a few seconds.
Game bullets have the mysterious ability to fill the clips you're carrying in your pockets so those clips are always full when inserted into guns, and when shot game bullets don't so much as cause anyone pain until enough of them are lodged in a single body that they cause some kind of mysterious stroke.
There are tons of games which act as exceptions to one or two of these rules, but Red Orchestra's the only recent game I can think of to ignore them all. In Red Orchestra you point a gun at someone, there is a BANG and they DIE and you don't RELOAD because it takes AGES and besides in a tight spot you'll never empty a full magazine before getting SHOT yourself anyway.
It's obvious why this is traditionally avoided. It means combat's over in a flash and becomes the domain of twitch-gamers and campers.
And yet that's not the case in Red Orchestra. In most multiplayer games, the game's designed first and the weapons are chosen and tweaked to fit. In the name of setting itself apart, Red Orchestra built the guns first, the most worrying and wicked and downright real things the UT engine has ever seen, and created something great by packing the game tightly around them like a snowball.
It Tolls For You
At once the sneakiest adjustment and the one that's sat in everyone's face at all times is RO's map design. Levels take place in cramped, ruined cities, labyrinthine industrial sites and murky sprawls of countryside, all of which make it very tricky to line up enemies under your sights. By which I mean it's a pretty taxing process to actually find the other team. It turns the game from a shooter into more of a hunter and a creeper, elongating that combat which those realistic guns would originally render too short.
The player uniforms do the same job. The Russian side wear murky brown. The Germans wear browny green. All of the levels are murky, and some are murky browny green. This is a pretty awesome joke in a game where life and death is divided and decided by a split-second and friendly fire is always on.
I've had more than one match of Red Orchestra where I was exploring some broken house, rounded a corner, come face to face with Another Guy and both of us leapt back out of sight again because for each of us it was the only option that'd definitely keep us alive and prevent us from team-killing.
The really fun part comes when the two of you decode the mental image you're left with and realise no, oh no, you actually are on opposite teams, you missed your chance for a snap shot and now you're alone in a house with a murderer. Although shooting from the hip can be a bad time too. Unless you've attached your bayonet, missing at close quarters with those old bolt-action rifles is a very noisy way of announcing your pants are temporarily down.
Again, the point of this is to slow down the combat, to plug the flow of death, and have everyone moving slower and more thoughtfully.
Another thing Red Orchestra does to accommodate its deadly weaponry is take the disadvantages of real guns as well as their capacity for murder, like having to aim. Shooting in Red Orchestra means looking down ironsights, which means being close to stationary and ditching your peripheral vision. As I've mentioned, it's possible to fire from the hip but unless you're close enough to an enemy to smell the tang of BO and vodka you might as well be firing blanks. Reloading takes a long time, of course, and there's no counter as to how many bullets are left in your clip. But you remember how to count, right?
The list goes on. Machine guns must be deployed on something to get the most out of them. Bullet drop is modeled for all guns, so if you're shooting from one end of the map to the other you'll need to aim above your target as well as leading them if they're moving. Even taking out tanks with anti-armour rockets means you can't hit your target from an angle or the projectile will bounce off the armour. You need a direct hit.
How many countless late nights and unnutritious meals went into experimenting with all these features I'm not sure, but the results can't be argued with. Red Orchestra is a distinctly playable and fast-paced shooter that boasts honest-to-God real guns.
It's an achievement in itself, sure, but on paper it can seem like a pointless one. When a thousand shooters have had (and continue to have) incredible success dancing around the concept of realism, getting only as close as they can without burning away at the fun of the game, why would you try and force your way closer?
There's an answer hidden in that question. A thousand shooters offer something fun. Battlefield or Warhawk or Counter-Strike offer up fun with both hands and a grin on their painted faces. Red Orchestra? It, and it alone, can provide something else.
Little Rabbit
I remember joining my friend for his very first game of Red Orchestra, how we dropped into the same server just as the match was starting and found ourselves in the muddy woolens of a crowd of Russian infantrymen. We were standing next to a truck in a snowy forest.
As the game began the rest of our team ran off as one to take up positions in the barns and trenches that gave us the best chance of survival, with my friend and I sprinting in their footsteps, rifles against our chests. Soon the first shots were crackling in the distance, their origin and destination unknown to us. We lay there, shoulder to shoulder in a ditch, and we waited and watched for movement.
"OH MY GOD", typed my friend. "I AM ERNEST HEMINGWAY."
Never mind the, uh, multitude of inaccuracies in his claim. The word is immersion. Red Orchestra's guns, seductive as they are, are really only the starting point of something greater.
See, realistic weapons that obey all the rules of the real world lead to one thing only, and that's realistic, believable combat. Because of its weaponry, Red Orchestra organically creates so many of the tactics and tropes that games like Call of Duty, Medal of Honour and Brothers in Arms have to fake through set pieces and abstract mechanics. Flanking, suppressive fire, stealth segments, hesitation before shooting, even morale and panic, all of it exists within Red Orchestra without the developers adding so much as a single line of code or breathing a word about it to the player, simply because of the way the guns work. Adapting to survive means adopting the small-unit tactics that exist in real life, and that'll happen whether you're conscious of it or not.
Another war story. I was playing a machine gunner on a heathery, flat map with a massive maze of trenches making up the centre. Through luck and more luck I'd managed to slink through to the far side of it undetected, and found myself and my enormous gun standing some twenty feet behind several enemy soldiers who were lying on their bellies and shooting down at my friends in the trench.
Feeling empty, I lay down facing them and tapped the key that began the laborious process of propping up my machine gun on the ground in front of me. As I was lining up the first shot I noticed a scrap of colour between me and the man I'd chosen to die first. Pulling back from the ironsights, I saw it was a single flower. Gee. It was a pretty thing. The rest of the landscape was so ugly.
That was when one of the soldiers turned around, saw me, whipped up his gun and shot me dead before I could have breathed a word. Some of us don't have it in us, I guess.
I love that story, because it's too saccharine to appear in a piece of war fiction. A soldier dying because he was totally absorbed in the captivating beauty of a single flower? C'mon.
Think about this:
Because everything in a piece of fiction is preordained by the author, certain events, occurrences or coincidences are off-limits because they appear too unlikely or because they're too obviously meaningful or ugly. They either destroy the story because they aren't believable, or because the give off the stench of bad storytelling, or both.
Ridiculous, overblown imagery then is an area in which games can play where other forms of media cannot, because it's not something placed by an author. It can be something you find, or create yourself.
So, I love the flower story because it's a war story that only a game could tell, and I love Red Orchestra because it's he only game telling it.
Yikes. I remember when I envisioned Battle Klaxon as a light-hearted thing. Not sure what happened there. Tune in next time when I'm sure I'll have written 4,000 words on the parallels between Daggerfall and the Canterbury Tales.
No. No! Something fun, next time. I promise.
[Quinns is a freelance journalist who has fun working for Eurogamer, contributing to Rock Paper Shotgun and reading Action Button. You can currently find him either relaxing in Galway, working in London or at gmail dot com.]
Categories: Column: Battle Klaxon








10 Comments
Quinns! It's you again. I just bookmarked your blog yesterday after reading your Void 'Wot I Think' at RPS (simultaneously finding out you were the guy who also wrote about Pathologic). Then I really enjoyed the 'WET' un-review there. Then I come here, read and enjoy this article, and at the end it turns out to be you again. Thank you for writing about all these great games (and WET)! Now I just need to get a PC that's up-to-date enough to play them...
Jesse | September 30, 2009 2:08 PM
Outsanding piece, Quinns, and it's gratifying to see someone giving this game its due right now.
Might I ask, however, where the hell you are finding decent games of RO? I've been trying for weeks to find a server full of actual human beings. Most are packed with bots, and the only one that always seems full is also set to play the Danzig map over and over again.
Either way, it's an excellent game and I'm glad to see someone else feels the same way about it. The tension in that game just keeps rising, especially once you've made contact and lost it again. I find myself becoming hyper-aware of everything in that game: my own breathing, the jangle of equipment, the scuff of a boot on pavement, and the nightmarish sound of a rifle bolt sliding home nearby. Most games can be played entirely visually, because they are all twitch. RO makes me listen, strain my eyes toward the horizon (what shape was that helmet? Wait, where'd the other one go?), and feverishly check my map to help me guess who it is that's approaching from the side.
Brr. Now I want to stay home and play that game.
Rob Zacny | October 1, 2009 4:06 AM
It's nice to see RO getting some love.
It's obvious how important the feel of the weapons are to Tripwire, not just through playing RO but in the demonstrations of RO2 at recent tradeshows. Rather than drone on about the graphics or quickly flicking through a dozen guns or telling us how they are going to take us on an emotional rollercoaster (blah blah blah) the presenter proudly shows us how the slight independent motion of an ironsighted gun to the motion of the mouse allows us to peek over the weapon to check our target, or how the players view now rotates relative to the bipod of a deployed machine gun.
This makes so much sense that it makes me wonder why less attention is paid to this sort of thing in first person shooters generally. In a game where you /are/ a disembodied gun, why not do everything you can to make the behaviour and use of the guns as interesting and intuitive as possible.
Here is a link to part 1 of one of their demonstrations:
http://www.gametrailers.com/video/gc-09-red-orchestra/55367
dartt | October 1, 2009 4:06 AM
Jesse: You are strong, and cool.
Zacny: Can't help you, I'm afraid. For the article I was using my experience of playing Red Orchestra back when it was just a mod. I can't speak for how the servers how now, but what you're describing sounds like a serious shame. Also, the need to use sound is a really good point.
Dartt: The lack of attention paid to the first personly part of first person shootems is definitely a thing, especially when games are praised for any innovation whatsoever in that area (Metroid Prime's helmet, say). I think a lot of it's down to the genre's principal appeal being the visceral thrill of clicking a button and something getting shot, and anything that gets in the way of that is going to dim that instantaneous satisfaction.
Quinns | October 1, 2009 4:45 AM
I've seen it described elsewhere that other games let you play at being a hero; in Red Orchestra you get the chance to actually be one.
Andrew Doull | October 2, 2009 2:52 PM
This has just made me go and reinstall Red Orchestra. For some daft reason, I'd at some point in the recent past decided to uninstall it. It's funny, because I don't even remember uninstalling it.
Now that I think about it, though, I seem to recall doing so because I could never find a decent game of it going. It's one of those games that will occasionally deliver absolutely-stunning set-pieces through sheer coincidence; but it's next to impossible to make the conditions necessary for those set-pieces to occur voluntarily.
It's funny, because the only other games I can think of that do something similar for me are the Battlefield games. I have very fond memories of playing Battlefield 2142, having a group form spontaneously thanks to the in-game squad function, heading off to take a flag, then holding it by hiding behind railings and containers while an enemy armoured column advanced on our position and gunships dogfought over our heads. The enemy couldn't dislodge us, not even with artillery barrages, and we even managed to take out a tank with basic infantry grenades until our own armour column swooped in to rescue us.
The problem is, I stopped playing BF2142 shortly after that because regular play just couldn't live up to my expectations. I'd try to support my team-mates by taking a flag only to have support fail to follow through and the enemy dislodge me by jihad-jeeping. My experience of Red Orchestra ended up following a similar pattern, and after a while I just couldn't play any more because regular pubbing would always end up being a complete disappointment.
But for Rob's benefit: the few times that I took part in truly memorable games of RO, I was playing on the Wild Bunch servers. Last time I played on them, they were 50-slot infantry-only servers that only played the maps designed to support 25-a-side infantry combat and if you got on during peak times, they'd usually have an admin or two actively encouraging proper tactics and the like. The last memorable game of RO I played featured me and about twenty more people as some of the nameless Russian horde, organised by a Wild Bunch admin, leading a trench assault on a network of German trenches and a German train station, and it was glorious fun.
All this to say: this is an excellent piece by Quinns, and I really wish more games would be designed in a similar way, encouraging co-operation and making you a cog in the machine; but then I guess I'm one of the very limited and select minority of people who play online FPSes in order to fight side-by-side with other people rather than as some sort of one-man-killing-machine empowerment fantasy.
Alexander Norris | October 4, 2009 5:29 AM
@ Zacny
The only good pub games you'll find are on the wild bunch servers like Norris said. They're nearly always full so when you join there's always a good game going.
ACardboardRobot | October 4, 2009 11:30 AM
If you like RO,,grab this free Add on,,this is a great addition
Snipprt from DH's home page here///
Darkest Hour: Europe '44-'45 is a western front modification for Red Orchestra. It focuses on the Allied invasion from the Normandy campaign in 1944, through the failed Operation Market Garden in Holland and beyond the Battle of the Bulge. It covers not only the intense infantry battles the campaign is so well known for//(END)
http://www.darkesthourgame.com/
TheDrifter | October 4, 2009 12:24 PM
Most of the regular players have moved from Red Orchestra over to Darkest Hour.
Our server CLOWNS Darkest Hour Playhouse will keep you busy and if it isn't full help fill it up. One of the best US/NA servers for teamwork, skilled players, well admin'ed, best pings (Less Lag). Only thing is since more skilled players your part about hip shooting will be right out the window. Most are VERY good at it even from a distance while running etc.
7-CLOWN-7 | October 4, 2009 12:30 PM
If u liked RO then u love RnL.
http://www.resistanceandliberation.com/
It is even more realistic with zero HUD. And more beautiful. Though just in alpha phase so a bit buggy.
Fex | December 14, 2009 8:50 AM