Compare Rising Storm 2: Vietnam key prices across 50+ stores and find the best deal. Developed by Antimatter Games. Published by Tripwire Interactive. Released on 5/30/2017. Available on PC. Genres: Action, Massively Multiplayer, Simulation, Strategy. Metacritic score: 81/100.

Asymmetric 64-player Vietnam War FPS where US firepower meets Viet Cong guerrilla tactics. Brutal, slow, and punishing in the best possible way.

Rising Storm 2: Vietnam is a team-based, large-scale first-person shooter built around asymmetric warfare. One side fields American and ANZAC forces with helicopters, napalm strikes, and superior firepower. The other runs Viet Cong and North Vietnamese Army units with tunnel networks, booby traps, and sheer map knowledge. Matches support up to 64 players across wide, dense maps that punish lone-wolf play and reward squads that actually talk to each other. If you have spent any time with Red Orchestra 2 or the earlier Rising Storm, you already know this formula. If you have not, expect a steep adjustment period. From a systems perspective, this is not a twitch shooter. Single shots kill. Suppression affects your accuracy in a visible, mechanical way. Stamina management matters when you are sprinting across open ground under fire. The Commander role calls in artillery, air support, and helicopter insertions, which creates a genuine command layer on top of the infantry combat. Class variety is solid - riflemen, machine gunners, grenadiers, tunnel fighters, and snipers all fill distinct tactical niches, and the weapon roster covers M16s, AK-pattern rifles, M60s, RPGs, and period-correct sidearms. Helicopters are pilotable and they change map flow entirely when a coordinated team uses them well. The maps are the strongest argument for the game. Hue, Ia Drang, Cu Chi - they are built with actual chokepoints and flanking lanes rather than generic arena geometry. Playing as NVA on a jungle map where US forces have better optics and air support genuinely feels different from playing as US forces assaulting a fortified village. That asymmetry is the core hook and it holds up across hundreds of hours. The AI in offline/bot modes is serviceable for learning maps, but this game is purely about human lobbies. If you cannot find a populated server in your region, a significant part of the experience disappears. The tutorial is functional but thin. It covers basic movement and weapon handling without really explaining the Commander system, the importance of rally point placement, or how suppression interacts with squad positioning. New players who skip the tutorial and drop straight into a 64-player server will likely have a rough first few sessions. The smart approach is to spend an hour in bot matches learning map layouts, then join a populated server in a support role before trying to frag out. The learning curve is real, but the depth waiting on the other side of it is equally real. The mod community has added additional maps and mutators since release, which extends replayability further. The technical state as of now is stable, though the engine shows its age in some lighting and animation areas. Performance is generally fine on mid-range hardware. The player base has thinned compared to its 2017 peak but enough populated servers exist, particularly in North American and European prime time, to get full matches regularly. This is not a dead game, but it is not booming either. If you want methodical, historically grounded infantry combat where communication wins and lone heroics get you killed fast, Rising Storm 2: Vietnam remains one of the best examples on PC. Diego, Scout Team

Rising Storm 2: Vietnam key
ActionMassively MultiplayerSimulationStrategy

Rising Storm 2: Vietnam key

May 30, 2017Antimatter GamesTripwire Interactive
GamerScout Says

Asymmetric 64-player Vietnam War FPS where US firepower meets Viet Cong guerrilla tactics. Brutal, slow, and punishing in the best possible way.

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About Rising Storm 2: Vietnam key

Rising Storm 2: Vietnam is a team-based, large-scale first-person shooter built around asymmetric warfare. One side fields American and ANZAC forces with helicopters, napalm strikes, and superior firepower. The other runs Viet Cong and North Vietnamese Army units with tunnel networks, booby traps, and sheer map knowledge. Matches support up to 64 players across wide, dense maps that punish lone-wolf play and reward squads that actually talk to each other. If you have spent any time with Red Orchestra 2 or the earlier Rising Storm, you already know this formula. If you have not, expect a steep adjustment period. From a systems perspective, this is not a twitch shooter. Single shots kill. Suppression affects your accuracy in a visible, mechanical way. Stamina management matters when you are sprinting across open ground under fire. The Commander role calls in artillery, air support, and helicopter insertions, which creates a genuine command layer on top of the infantry combat. Class variety is solid - riflemen, machine gunners, grenadiers, tunnel fighters, and snipers all fill distinct tactical niches, and the weapon roster covers M16s, AK-pattern rifles, M60s, RPGs, and period-correct sidearms. Helicopters are pilotable and they change map flow entirely when a coordinated team uses them well. The maps are the strongest argument for the game. Hue, Ia Drang, Cu Chi - they are built with actual chokepoints and flanking lanes rather than generic arena geometry. Playing as NVA on a jungle map where US forces have better optics and air support genuinely feels different from playing as US forces assaulting a fortified village. That asymmetry is the core hook and it holds up across hundreds of hours. The AI in offline/bot modes is serviceable for learning maps, but this game is purely about human lobbies. If you cannot find a populated server in your region, a significant part of the experience disappears. The tutorial is functional but thin. It covers basic movement and weapon handling without really explaining the Commander system, the importance of rally point placement, or how suppression interacts with squad positioning. New players who skip the tutorial and drop straight into a 64-player server will likely have a rough first few sessions. The smart approach is to spend an hour in bot matches learning map layouts, then join a populated server in a support role before trying to frag out. The learning curve is real, but the depth waiting on the other side of it is equally real. The mod community has added additional maps and mutators since release, which extends replayability further. The technical state as of now is stable, though the engine shows its age in some lighting and animation areas. Performance is generally fine on mid-range hardware. The player base has thinned compared to its 2017 peak but enough populated servers exist, particularly in North American and European prime time, to get full matches regularly. This is not a dead game, but it is not booming either. If you want methodical, historically grounded infantry combat where communication wins and lone heroics get you killed fast, Rising Storm 2: Vietnam remains one of the best examples on PC. Diego, Scout Team

Tags

steamAsymmetric MultiplayerHistorical FPSCommander RoleSuppression MechanicsLarge-Scale BattlesHelicopter CombatHardcore ShooterInfantry Tactics

System Requirements

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Reviews & Ratings

Metacritic
81
Steam
87%(58,769)

Game Info

Developer
Antimatter Games
Publisher
Tripwire Interactive
Release Date
May 30, 2017

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