So if you didn't like the first RO, why are you so excited abooot the second one?
I know, right? Red Orchestra felt like a step back (I haven't played OST) from what I was playing just in terms of how the game flowed. The realism was great but the levels felt barren and flat, and that combined with a playerbase that has been playing it forever....yeah. Not only was I getting my ass stomped, but I wasn't drawn in either.
The videos I've been watching though seem more like a modern game. More realistic environments, and everything seems to flow better. They've got animations for jumping over walls, level and upgrade schemes for the players, prestige of a sorts, and most of the convention big name AAA shooters enjoy. So it seems like RO has finally caught up to the mainstream in terms of tech. That, plus their commitment to realism and being different, means I think I can finally get into the series.
I've liked TWI since I started Killing Floor, and it's always saddened me that I couldn't get into RO. KF is a side project/money maker and I've wanted to play the game that they are putting most of their time and effort into.
Bottomline though, the fact there will be co-op and lots of offline stuff so I can get familiar with the game, or even just play that exclusively, is what has won me over.
I'm just wondering if tanks will be able to run over wooden fences this time around. It seems that since the buildings can be destroyed (arma2 style) fences should be able to as well...
I think so, yes. I haven't seen it in any videos, but there's destructible terrain of a sort. Fences can be destroyed by an artillery barrage, so I think tanks can roll over them. There's a question relating to that in one of the videos, and Ramm's response was "The problems of one game do not automatically carry over to the sequels."
They don't have destructible terrain at the level of BC2 (haven't played ARMA2). You can't blow up individual sections of a wall. But stuff can get destroyed, and fences are in that. I think it would be trivial for a tank to be able to roll over them. He seemed to stress that it's partly the effort in creating the content, and partly a desire for realism and game play. Smaller, more vulnerable things can be destroyed, larger structures can only get partially destroyed.