
Rising Storm 2: Vietnam
The best argument for voice chat in a multiplayer shooter: coordinate or die, one well-aimed burst at a time, across 64-player asymmetric chaos set in Vietnam.
GamerScout Verdict
Best for tactical FPS players who want genuine asymmetry and are willing to eat 20 rough hours before the game clicks.
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About Rising Storm 2: Vietnam
I've spent enough time in tactical shooters to know when a game is faking depth versus actually delivering it, and Rising Storm 2: Vietnam delivers it. The asymmetry alone is worth dissecting: US and Australian forces lean on helicopter mobility, napalm strikes, and the ability to spawn on squad leaders, while NVA and Viet Cong troops counter with underground tunnel networks, punji traps, and the ability to go completely invisible to recon aircraft by crouching still in the undergrowth. These are not cosmetic differences. They are entirely separate win-condition logics that change how you read every map. The commander role is the engine of the whole experience. One player per side sits on the overview map, coordinates squad leaders, and calls in the kind of wide-area assets that can erase an entire objective push in seconds: artillery barrages, napalm runs, spotting planes. Without a communicating commander, the team bleeds tickets into the dirt. The Supremacy and Territories modes both hinge on this chain of command working, which means RS2 does something genuinely rare in the shooter space: it makes leadership a mechanical necessity rather than a suggestion. The M16 and AK-47 fire distinctly differently, the RPG can threaten incoming Hueys, and the flamethrower is exactly as chaotic in close quarters as you'd expect. The over-50 weapons all carry historical weight, not just cosmetic variance. The learning curve is real and the game will not apologize for it. You will spawn, get killed by a source you cannot locate, and respawn to do it again. Suppression blurs your screen to grey, artillery shakes your camera, and a single soldier in cover can hold a squad at a standstill. The tutorial does the minimum required and then waves you into a 64-player server. That said, the community tends to be self-correcting: veteran players talk, server regulars mentor, and the Steam Workshop keeps adding maps that keep specific servers populated. The player count at any given time sits in the low hundreds concurrent, but those players cluster onto a manageable pool of full servers, so queue times on the popular rotation are rarely a problem. Geography and time zone still matter for ping-sensitive play. The weak points are worth naming honestly. Map vote systems mean the same handful of fan-favourite maps get recycled while others go unplayed. Optimization on Unreal Engine 3 is inconsistent and older hardware can produce stutters that feel unfair when time-to-kill is measured in fractions of a second. The HUD delay before friend-or-foe tags appear is a known source of team-kill frustration, and the cross-team chat without mute functionality remains an unresolved irritant for some players. These are edge-of-experience complaints rather than fundamental design failures, but they are worth knowing before purchase. For anyone sitting between Call of Duty's arcade feel and Arma's simulation overhead, this is precisely the gap RS2 was built to occupy. It respects the player's intelligence, punishes passive play, and generates genuine emergent stories: the flanking squad that turned a losing push, the tunnel entrance that held a point for ten minutes, the Huey pilot who actually stuck the landing under fire. Years after release, it still has no direct competitor in its niche.

Strategy & simulation
Tags
System Requirements
Minimum
- OS
- Windows 10 (64-bit versions only)
- Processor
- Intel Core i3 @ 2.5GHz or AMD Phenom @ 2.5GHz
- Memory
- 4 GB RAM
- Graphics
- NVIDIA GeForce GTX 460 or ATI Radeo…
Recommended
- OS
- Windows 10 (64-bit versions only)
- Processor
- Intel Core i5 @ 3.2GHz or AMD @ 4.0GHz or better
- Memory
- 6 GB RAM
- Graphics
- NVIDIA GeForce GTX 760 or AM…
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Game Info
- Developer
- Antimatter Games, Tripwire Interactive
- Publisher
- Tripwire Interactive
- Release Date
- May 30, 2017
