Red Orchestra 2: Rising Storm
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.
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About 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, Scout Team
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Game Info
- Developer
- RO2/RS Community
- Publisher
- Tripwire Interactive
- Release Date
- Sep 23, 2014