Red Orchestra: Ostfront 41-45
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Über das Spiel
Das Arsenal, mit dem sie Ihre Feinde bekämpfen können, reicht vom Bajonett im Nahkampf bis hin zum kraftvollen 122-mm-Geschoss des sowjetischen JS-2-Panzers. Und das ist noch nicht alles: Sie können mit einem Offizier Kontakt aufnehmen, um über Funk ohrenbetäubendes Artilleriefeuer anzufordern und damit feindliche Truppen zu zerschlagen. (Frogster)
Systemanforderungen
- CPU: 1.2 GHz oder gleichwertig
- GFX: 64 MB mit DX9-Unterstützung
- RAM: 512 MB RAM
- Software: Windows XP
- HD: 2 GB frei
- SFX: DX8.1-kompatibel
- LANG: Englisch, Französisch, Russisch
- CPU: 2,4 GHz
- GFX: 128 MB DX9 mit PS 2.0 Unterstützung
- RAM: 512 MB RAM
- Software: Windows XP
- HD: 2 GB frei
- SFX: EAX-kompatibel
- LANG: Englisch, Französisch, Russisch
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124352 Std. insgesamt
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Verfasst: 11.08.21 10:54
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9753 Std. insgesamt
Verfasst: 05.08.21 20:29
What strikes about this game is its attempt to depict a more honest representation of World War Two combat; it even comes with accompanying historical and tactical guides for those who want to do their homework before playing. Unlike other games of the time, there is no heroic single player campaign focusing on the Special Operations exploits of an elite super-soldier. In Red Orchestra, like in Battlefield 1942, you are an anonymous soldier of either the German or Soviet armies, slugging it out in fields or streets, and unlike Battlefield 1942, with period authentic weapons (you won't see panzerfausts or Stg 44's in battles taking place in 1941) that kill you or immobilise limbs in one or two hits. Upon joining a game, you are treated to a team selection menu, providing a brief historical synopsis of the battle being waged, as well as details on the specific sub-units on either side, such as the regiments involved. Once chosen, you can then select a role, with availability dependent on player quantity to accurately reflect the composition of Soviet and German squads of the era. Unlike other games of the time, not everyone gets to be a sniper, or to carry an automatic weapon. Most players will be slotted into the role of a simple rifleman, with limited ammo, grenades, detachable bayonet, and ironsights to bring to battle against their enemies. One thing which impressed me was the fact that one had to manually cycle the bolt on their rifles, and reloading could only take place once all rounds of the stripper clip had been expended. Small details like these really emphasised the degree to which Red Orchestra attempted to push back against the tropes inherited from other shooters of the day, and to inject a dispassionate coolness and sluggishness back into the business of combat - feats of dash or marksmanship are scarcely rewarded, and a well-placed grenade is worth far more than a well-aimed bullet. Even the barrels of the squad's general purpose machine guns could overheat, with swappable barrels to impose fire discipline on players who adopted the machine gunner role.
But it was not only infantry combat where Red Orchestra made its mark, but in its vehicular maps. Assuming players selected vehicle crew as a role (much like in real life, regular infantry do not operate tanks), players could ride around in the armoured behemoths of the era, complete with accurate gunnery (tank gunners would actually have to estimate and dial in the range of the tank guns in order to hit targets) and armour effects, with tank shells (armour-piercing or high-explosive, and yes, you had to manually load the correct one) reflecting off enemy tanks, demanding proper aiming and positioning in order to score kill on opponent crews. However, the vehicular maps were always the weaker part of the game, as when vehicle crew spots ran out, hapless anti-tank infantry would have to sneak about with panzerfausts, satchel charges, or the near-useless anti-tank rifle to try and contribute to the fight, and unless on an urban map, would generally get lit-up in short order. Even when enough spots were available, crewing a vehicle with another player was generally a hapless task, as having distinct driver, gunner/crew-commander and sometimes bow machine-gunner slots meant that coordinating the movement and shooting of the tank without using VoIP (which was sadly underutilised in my experience) was nigh-impossible at the speeds necessary to succeed.
And that is perhaps the biggest way in which Red Orchestra fell short of its promise: for all its awesome, semi-realistic mechanics, the player base made it what it was, and limited its potential. Unless you ran in a clan, pick-up games were generally devoid of the needed coordination to succeed, with waves of maniacs spraying PPsh's or MP40s willy-nilly being cut down by green and yellow tracers from enemy machine guns. The crucial role of squad leader (with smoke grenades and artillery strike capabilities) was generally filled by some nitwit who only took the slot because they wanted an SMG, and who could not rally a coordinated assault or defence to save their life, wasting precious smoke and frustrating the crap out of players who had a sense of what it took to win. But when you lucked out and had a good squad leader with a headset, VoIP, and tactical sense, the experience was downright magical, and nothing beat the satisfaction of steamrolling an uncoordinated opposition with a well-functioning team.
Nowadays you can usually find one or two servers up, but the player base is much diminished, and those servers still around usually only cater to specific maps: emphasising vehicle combat or a small assortment of community made maps. There are some mods, including the Darkest Hour mod which transports the action back to the more familiar Western Front, but as for the original game, the passage of time has dulled its lustre somewhat. Nowadays a bot-match is mostly what I can stand to muster, so if you were thinking of buying the game as a curiosity, beware that it is more of a relic of a bygone era, and you'll be severely hampered in your choice of servers and variety of players. There are some players still out there, but if you don't like the feel of a server, there's not really anywhere else for you to go most of the time. The makers of the game bragged when it was released that 'Other games will make you feel like you're in a war movie; Red Orchestra will make you feel like you're in the war.' I don't know if that could ever be true of a product designed for entertainment, but like an old soldier reminiscing with comrades about the good old days in the service, the sounds and musical stings of Red Orchestra splashing about a bot-filled romp in Stalingrad brings a smile to my face as I remember what it was like 15 years ago.
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11 Std. insgesamt
Verfasst: 02.07.21 23:27
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35199 Std. insgesamt
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10825 Std. insgesamt
Verfasst: 05.01.21 00:37
All in all I love this game, it has Bots for target practice so you only need a few to start the game but can have many targets. The Tanks are awesome and there are other things to do. As real as you can get in some realism and some arcade mixed into one. The second installment of RO2 had a ruff shaky start, but got better and I played for a very very long time, and then Rising Storm another awesome game FPS; but when the Viet Name version came out NO BOT i dont even play it.
Kudos for a great FPS until then
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284 Std. insgesamt
Verfasst: 15.09.20 20:47
check Steamcharts [dot] com to check any games population,
so you can evaluate whether your hard earned money is worth the game.
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3577 Std. insgesamt
Verfasst: 08.09.20 22:15
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600 Std. insgesamt
Verfasst: 30.06.20 05:57
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161 Std. insgesamt
Verfasst: 12.06.20 13:37
No singleplayer campaign and AI is incredibly dumb, dumb and dumber, like confused teens at WW2 LARP.
Gameplay also appears to be pretty standard and nothing much unique, so I wouldn't bother with finding players.
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2155 Std. insgesamt
Verfasst: 02.05.20 18:26
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5844 Std. insgesamt
Verfasst: 14.03.20 12:17
If you are looking for a game to play with extra content come on Friday Fightnight 7.00pm GMP time :) and download Carpathian Crosses patch :https://drive.google.com/file/d/1nTu59sTas6kY56dT2uK1EezC-KBUAZVO/view
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150 Std. insgesamt
Verfasst: 03.01.20 21:28
The game that started it all. Going from simple mod to full-fledged game, and succeeding at it. Red Orchestra Ostfront 41-45 is what got me hooked on more tactical shooter games. When I first started playing, I was apprehensive. I was confused by the controls or how the game worked. But as I learned the game, it truly bloomed into an immersive experience unlike any other.
The game has solid gunplay that is rewarding and responsive. Weapons feel powerful, and it doesn't take much to kill an opponent. Maps and gamemodes, like the later iterations of the series, are geared towards teamwork and cooperation. The vehicles in-game are slightly difficult to master, but when you do it's an amazingly rewarding experience.
As for gripes or problems, it's an old game. You may have to mess around with some settings to get it for fit your monitor size. And the movement and controls are on the clunkier side. I recommend rebinding some keys prior to playing.
At the end of the day, this is probably one of the greatest tactical shooters ever made. And the mods it had further expanded it's already large variety of maps and factions. It's a good game, even better with friends.
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2963 Std. insgesamt
Verfasst: 25.12.19 18:40
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163 Std. insgesamt
Verfasst: 24.12.19 23:03
Notably Darkest Hour here on steam, a ton of content and regular updates. The quality of life is on par with modern titles.
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Release:28.06.2006
Genre:
Taktik-Shooter
Entwickler:
Tripwire Interactive
Vertrieb:
Frogster Interactive
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
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