Rising Storm 2 Vietnam

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To take a war is never a desirable act in our world, but even so today, news of places plagued by this scourge comes to our ears worn by a custom patina, which prevent us from reflecting on the severity of what happens from the 'other part of the world or a few miles from us, where firearms hold the rhythm of a macabre and sick dance.

As a result of these reflections, it is natural to wonder why, in the contemporary and past landscape of video play, it is so cumbersome the presence of shooting titles that resemble the whole of the practice of war, to ambitiously simulate with the greatest realism possible except of course for the loss of life)?

Simply because, given that the call to make war is profoundly embedded in human nature, it can therefore assume great artistic, aesthetic and moral value.

These are in fact the pillars on which every single shooter is based: fidelity to certain physical rules (not by force like real ones), the artistic grandeur of the background on which they are fighting and of course the abilities in the same combat, whatever both the weapon for it designated.

Even Rising Storm 2: Vietnam follows this basic trace, but building on the above foundations something that is still interesting and deserves a more thorough analysis.

The gameplay of the title developed by Tripwire Interactive and Antimatter Games is in line with the introduction into a classic First Person Shooter PvP in which players will be divided into teams to tackle in various modes designed for 64-person match or the most classic skirmishes 6v6. Established during the Vietnam War, the game will contradict the deployment of Americans and Vietconges, who will have to face up to being one of the bloodiest chapters in recent history. The product comes with some discreetly innovative features for the genre and other more consolidated ones, which create one with the other a very successful mix that can help the experience make it fun and captivating. Among the most clever gameplay components there is the division of the characters between the various characters: each player will be asked to choose whether to embody the role of a grenade player, a physician or a platoon commander depending on the matchmaking requirement. The various types of PGs are varied, well differentiated and essential for a successful military action whatever it is, giving the whole Rising Storm 2 sector a vibrant and perfectly successful realism and tactic .

Among the less-paid features, however, the way in which the character will cure some "hurt points" through slow lashes will require a static and protected position (actually quite similar to the one in PlayerUnknown's Battlegrounds) and the a realistic concept for which bullets fired by open fire gutters can traverse the walls behind which we will look for shelter: it will in fact make a big difference to hide behind a stone than behind a wooden fence, and if in the first case we can rest even in the face of the flames of enemy fire, in the second we will be in great danger because of the fragile nature of our modest bastion.

To give further evidence of the strong tactical nature of Rising Storm 2: Vietnam is the sniping system within the matches: whoever wants to embody the true spirit of the sniper in Vietnam will have to deal with the need to find a shooting position adequate, defensible and privileged compared to where the battle rages to strike the enemy from where it can not wait. In other words, to survive, you have to change. Down the masks of lords and lords, we are realistic as the scope of the game requires: the concept of Sniper is just that and despite all the hate the fact that a large bullet bullet in the eyes coming from the other side of the map between the pitfalls of a real battlefield just happen.

Another very celebrated feature is the use of airplanes: a pair of players will in fact be able to ride a helicopter and divide the tasks of flying and shooting with the ship's weapon, falciding in this manner the hosts of the enemies; However, in order to succeed in the company, it will be necessary to have a certain ability in both roles available on board the vehicle and, failing this, a ruined ground crash is assured

To take a war is never a desirable act in our world, but even so today, news of places plagued by this scourge comes to our ears worn by a custom patina, which prevent us from reflecting on the severity of what happens from the 'other part of the world or a few miles from us, where firearms hold the rhythm of a macabre and sick dance.

As a result of these reflections, it is natural to wonder why, in the contemporary and past landscape of video play, it is so cumbersome the presence of shooting titles that resemble the whole of the practice of war, to ambitiously simulate with the greatest realism possible except of course for the loss of life)?

Simply because, given that the call to make war is profoundly embedded in human nature, it can therefore assume great artistic, aesthetic and moral value.

These are in fact the pillars on which every single shooter is based: fidelity to certain physical rules (not by force like real ones), the artistic grandeur of the background on which they are fighting and of course the abilities in the same combat, whatever both the weapon for it designated.

Even Rising Storm 2: Vietnam follows this basic trace, but building on the above foundations something that is still interesting and deserves a more thorough analysis.

The gameplay of the title developed by Tripwire Interactive and Antimatter Games is in line with the introduction into a classic First Person Shooter PvP in which players will be divided into teams to tackle in various modes designed for 64-person match or the most classic skirmishes 6v6. Established during the Vietnam War, the game will contradict the deployment of Americans and Vietconges, who will have to face up to being one of the bloodiest chapters in recent history. The product comes with some discreetly innovative features for the genre and other more consolidated ones, which create one with the other a very successful mix that can help the experience make it fun and captivating. Among the most clever gameplay components there is the division of the characters between the various characters: each player will be asked to choose whether to embody the role of a grenade player, a physician or a platoon commander depending on the matchmaking requirement. The various types of PGs are varied, well differentiated and essential for a successful military action whatever it is, giving the whole Rising Storm 2 sector a vibrant and perfectly successful realism and tactic .

Among the less-paid features, however, the way in which the character will cure some "hurt points" through slow lashes will require a static and protected position (actually quite similar to the one in PlayerUnknown's Battlegrounds) and the a realistic concept for which bullets fired by open fire gutters can traverse the walls behind which we will look for shelter: it will in fact make a big difference to hide behind a stone than behind a wooden fence, and if in the first case we can rest even in the face of the flames of enemy fire, in the second we will be in great danger because of the fragile nature of our modest bastion.

To give further evidence of the strong tactical nature of Rising Storm 2: Vietnam is the sniping system within the matches: whoever wants to embody the true spirit of the sniper in Vietnam will have to deal with the need to find a shooting position adequate, defensible and privileged compared to where the battle rages to strike the enemy from where it can not wait. In other words, to survive, you have to change. Down the masks of lords and lords, we are realistic as the scope of the game requires: the concept of Sniper is just that and despite all the hate the fact that a large bullet bullet in the eyes coming from the other side of the map between the pitfalls of a real battlefield just happen.

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Good
  • Realism of play
  • Curated settings
Bad
  • Improved Animations
8.8
Great
Gameplay - 9.5
Graphics - 8
Audio - 9

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