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EXE Home: Red Orchestra Review

By: Jason Baker - Published April 05, 2006 at 2:14 PM EDT - Writer Archive

Graphics

It is pretty amazing how well the game handles large open areas. With detailed open trenches and rubble at my feet to still be able to see buildings and objectives far in the distances is almost shocking. The foliage is passable; I think it's one of those things that will take a new engine to look natural. The distortion of your view from artillery strikes add a nice effect, and it comes with debris and smoke flying in the air. Player models look good if not a bit stiff when moving. They do look great when an arm or leg gets blown off and the ground streaked with blood. Overall, the game ran great on my PC even better than some UT2K4 maps.

Sound

The group over at Tripwire let the battle become the ambiance. No artificial background noises at all—when you hear a gun fight break out on the next block, it's real. The sound of shells streaking overhead or bullets whizzing by will send you diving for cover.

The game also supports voice communication that is surprisingly clear. There are three different voice channels to use: public, team, and local. It can be very useful setting up attacks or calling out enemy positions.

Continued (5/6) »
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