Compara los precios de Red Orchestra 2: Rising Storm en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por RO2/RS Community. Publicado por Tripwire Interactive. Lanzado el 23/9/2014. Disponible en PC. Géneros: Action.

One of the most brutally honest WWII shooters on PC, packaged as two-fronts-in-one: Stalingrad's grinding urban warfare and the lopsided, sweaty chaos of the Pacific.

I've put time into a lot of WWII shooters, and most of them are really just twitch-frag games wearing a tin helmet. Red Orchestra 2 with Rising Storm is the opposite. One wrong move in the open and you're dead before you hear the shot. No kill-cam sympathy, no regenerating health, no ammo counter on your HUD. You check your magazine by feel, counting on muscle memory, while bullets snap past your head and your screen blurs from suppression. That learning curve is steep and genuinely unforgiving, and some players will bounce off it hard. What you're actually getting here is two games merged into one launcher. The Red Orchestra 2 side covers the Eastern Front, putting German and Soviet forces into the bombed-out streets of Stalingrad across Territory, Firefight, and Countdown modes, with fully modelled tank interiors on top of infantry play. Rising Storm shifts the whole thing to the Pacific, and it's where the design gets interesting. The two sides are deliberately asymmetrical: Americans come equipped with semi-automatic M1 Garands, BARs, and flamethrowers, while the Imperial Japanese rely on bolt-action Type 38 rifles, a player-held knee mortar class, buried grenade traps, and the banzai charge. That last mechanic is not a button press buff. A Japanese officer has to physically lead the charge at the front, katana out, screaming into American lines, and the suppression effect on defending US troops is the payoff. It is chaotic and terrifying in equal measure, and nothing else in the genre does it. The class roster rewards specialisation. Commanders call in artillery and recon planes via radio emplacements. Squad Leaders let teammates spawn directly on their position to keep the frontline stocked. Engineers carry satchel charges for busting bunkers and armour. Machine gunners have to physically deploy their weapons to be effective, picking choke points and controlling corridors of fire. Snipers and riflemen fill out the roster. None of these classes play like the others, and mastering even one takes real investment. Maps across both theaters are large, asymmetric in layout, and clearly designed by people who play competitively: Iwo Jima forces you to fight up volcanic terrain with brutal height disadvantages, while Guadalcanal moves through dense jungle into an open airfield, completely changing the tactical picture mid-match. The real friction here is not mechanical, it is social. The game lives and dies on coordinated teams. A Commander who calls in artillery on the right position and a Squad Leader who actually communicates can swing a round. A server full of lone wolves charging for kills instead of objectives will have you staring at a loss screen wondering why you bothered. Player counts have thinned over the years since release, and off-peak hours mean bots filling server slots, and the AI is not subtle. If you can find populated servers at the right time, the experience is genuinely tense in ways that most modern military shooters do not attempt. The audio design holds up well: weapon reports are distinct, the M1 Garand's clip-ejection ping is iconic, and the soundscape during a close-quarters firefight is convincing enough to keep you honest. Visually it shows its age, but the weapon models and map layouts still do the heavy lifting. This is not a game for players who want to relax after work with some casual gunplay. It is for people who find satisfaction in precision, patience, and the rare round where a team actually clicks and executes. If that sounds like homework, look elsewhere. If that sounds like exactly the kind of shooter the genre stopped making, the combination of both theaters here is genuinely worth your attention. Alex, Scout Team

Red Orchestra 2: Rising Storm

Red Orchestra 2: Rising Storm

23 sept 2014RO2/RS CommunityTripwire Interactive
GamerScout opina

One of the most brutally honest WWII shooters on PC, packaged as two-fronts-in-one: Stalingrad's grinding urban warfare and the lopsided, sweaty chaos of the Pacific.

PC
Mejor precio disponible
3,31 €
en Eneba
Mínimo registrado: 3,29 €
Sigue este precio

Veredicto de GamerScout

Built for players who want WWII on hard mode - rewards coordinated teams and punishes every shortcut you try to take.

Comparar precios(3 tiendas)

EnebaMejor precio
StandardGlobalSteam KeyClave
3,31 €
La tienda fija el precio en EUR
Comprar
StandardGlobalSteam KeyClave
4,35 €
La tienda fija el precio en EUR
Comprar
StandardEuropa (UE)Steam KeyClave
4,74 €-19%
La tienda fija el precio en EUR
Comprar
StandardEuropa (UE)Steam KeyClave
14,85 €
La tienda fija el precio en EUR
Comprar

Todas las tiendas de esta tabla nos dan el precio en euros, así que la cifra en EUR es el precio que fijó el vendedor, no un cálculo nuestro, y por eso EUR es también la moneda en la que calculamos el ranking. Solo incluimos aquí una oferta cuando la tienda nos da su precio en euros, de modo que ninguna cifra de esta tabla es inventada por nosotros.

Elige USD, PLN, GBP, CAD o AUD en la cabecera y convertimos desde EUR con el tipo de cambio de referencia del Banco Central Europeo — los importes convertidos llevan el prefijo ~. Tu banco o la tienda pueden aplicar un tipo distinto al pagar. Nunca ocultamos ofertas según dónde estés: todo el mundo ve esta tabla completa.

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Mínimo registrado
3,29 €14 ago 2026
Mejor precio actual
3,31 €
Tiendas de claves
3,21 €3,50 €3,78 €4,07 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
Crear alerta

Capturas y multimedia

Acerca de Red Orchestra 2: Rising Storm

I've put time into a lot of WWII shooters, and most of them are really just twitch-frag games wearing a tin helmet. Red Orchestra 2 with Rising Storm is the opposite. One wrong move in the open and you're dead before you hear the shot. No kill-cam sympathy, no regenerating health, no ammo counter on your HUD. You check your magazine by feel, counting on muscle memory, while bullets snap past your head and your screen blurs from suppression. That learning curve is steep and genuinely unforgiving, and some players will bounce off it hard. What you're actually getting here is two games merged into one launcher. The Red Orchestra 2 side covers the Eastern Front, putting German and Soviet forces into the bombed-out streets of Stalingrad across Territory, Firefight, and Countdown modes, with fully modelled tank interiors on top of infantry play. Rising Storm shifts the whole thing to the Pacific, and it's where the design gets interesting. The two sides are deliberately asymmetrical: Americans come equipped with semi-automatic M1 Garands, BARs, and flamethrowers, while the Imperial Japanese rely on bolt-action Type 38 rifles, a player-held knee mortar class, buried grenade traps, and the banzai charge. That last mechanic is not a button press buff. A Japanese officer has to physically lead the charge at the front, katana out, screaming into American lines, and the suppression effect on defending US troops is the payoff. It is chaotic and terrifying in equal measure, and nothing else in the genre does it. The class roster rewards specialisation. Commanders call in artillery and recon planes via radio emplacements. Squad Leaders let teammates spawn directly on their position to keep the frontline stocked. Engineers carry satchel charges for busting bunkers and armour. Machine gunners have to physically deploy their weapons to be effective, picking choke points and controlling corridors of fire. Snipers and riflemen fill out the roster. None of these classes play like the others, and mastering even one takes real investment. Maps across both theaters are large, asymmetric in layout, and clearly designed by people who play competitively: Iwo Jima forces you to fight up volcanic terrain with brutal height disadvantages, while Guadalcanal moves through dense jungle into an open airfield, completely changing the tactical picture mid-match. The real friction here is not mechanical, it is social. The game lives and dies on coordinated teams. A Commander who calls in artillery on the right position and a Squad Leader who actually communicates can swing a round. A server full of lone wolves charging for kills instead of objectives will have you staring at a loss screen wondering why you bothered. Player counts have thinned over the years since release, and off-peak hours mean bots filling server slots, and the AI is not subtle. If you can find populated servers at the right time, the experience is genuinely tense in ways that most modern military shooters do not attempt. The audio design holds up well: weapon reports are distinct, the M1 Garand's clip-ejection ping is iconic, and the soundscape during a close-quarters firefight is convincing enough to keep you honest. Visually it shows its age, but the weapon models and map layouts still do the heavy lifting. This is not a game for players who want to relax after work with some casual gunplay. It is for people who find satisfaction in precision, patience, and the rare round where a team actually clicks and executes. If that sounds like homework, look elsewhere. If that sounds like exactly the kind of shooter the genre stopped making, the combination of both theaters here is genuinely worth your attention.

Alex
Alex · Scout Team

Catch-all

Etiquetas

steamAsymmetric WarfareHardcore SimBanzai MechanicsTwo-Front MultiplayerClass-Based InfantryNo HUD ImmersionCommunity-Made MapsSuppression System

Requisitos del sistema

Los requisitos del sistema de Red Orchestra 2: Rising Storm aún no están listados. Consulta la página de la tienda para ver las especificaciones más recientes.

Sigue explorando

Community Discussion

Be the first to comment on Red Orchestra 2: Rising Storm.

Reseñas y valoraciones

Steam
83%(23)

Información del juego

Desarrolladora
RO2/RS Community
Distribuidora
Tripwire Interactive
Fecha de lanzamiento
23 sept 2014

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta
Mejor precio3,31 €
Ver oferta

En los 21.266 juegos que seguimos, una clave verificada fue más barata que la tienda oficial el 92% de las veces. Consulta el método y las cifras completas en nuestro informe de precios de juegos.

¿Sin tarjeta? Paga de otra forma

Recarga tu saldo de Steam o compra crypto con cualquier tarjeta — entrega instantánea, sin cuenta bancaria.

Compra mejor: guías útiles

Preguntas frecuentes sobre Red Orchestra 2: Rising Storm

¿Cuánto cuesta Red Orchestra 2: Rising Storm?

A 15 de agosto de 2026, la oferta más barata disponible de Red Orchestra 2: Rising Storm es €3.31 en Eneba, de entre 4 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Red Orchestra 2: Rising Storm más barato?

El precio más bajo disponible que seguimos para Red Orchestra 2: Rising Storm es €3.31 en Eneba (15 de agosto de 2026). Comparamos 4 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Red Orchestra 2: Rising Storm?

Red Orchestra 2: Rising Storm está disponible en PC.

¿Cuándo se lanzó Red Orchestra 2: Rising Storm?

Red Orchestra 2: Rising Storm se lanzó el 23 de septiembre de 2014.

¿Quién desarrolló Red Orchestra 2: Rising Storm?

Red Orchestra 2: Rising Storm fue desarrollado por RO2/RS Community y publicado por Tripwire Interactive.