Tripping Up: Free Red Orchestra 2 And Killing Floor Things

Tripwire are having a busy weekend, with the announcement of Killing Floor’s now-traditional Christmas spectacular, and a free weekend on Steam for Red Orchestra 2. This Christmas’ Killing Floor event is IN SPAAAACE, which puts robots and Evil Santa on the moon (a free map with Christmas-themed baddies). Could anything be more festive? Watch the trailer below, and decide for yourself.

R’ochestra meanwhile is free from now until Monday. It’s a fantastic, rumpled bastard of a game. Worth a few squeezes of the mouse button.


  1. Shooop says:

    Yep. Killing Floor still has the best in-game Christmas events ever.

    • subedii says:

      It’s pretty awesome that they do this every winter and summer for free.

      • CMaster says:

        Hey, it works. It’s basically a UT2k3/4 mod, released as a pay-for-game several years ago, that still has a player base and still sells.

  2. SlappyBag says:

    Wheres my cookies and milk!?! ROAR

    • Shooop says:

      You’d better watch out…

      You’re all gonna die!

      • Dowr says:

        That’s because I’m telling you why…

        Santa Claus has got a Chain gun!

  3. rustybroomhandle says:

    Somehow I’m reminded of this: Weird Al’s The Night Santa Went Crazy

  4. waaaaaaaals says:


  5. Dowr says:

    Oh, the land outside is frightful
    Because the creatures are so un-delightful
    And since we’ve no place to run
    Grab a gun, grab a gun, grab a gun!

  6. bear912 says:

    I should play some Red Orchestra 2 again.

  7. SkittleDiddler says:

    Come play Red Orchestra 2. I love hearing the hardcore players scream in snobbish rage when a noob messes something up.

  8. El_Emmental says:

    The only problem I have with Red Orchestra 2 doing these marketing campaigns is how they’re presenting the game to new players.

    You always see soldiers resting, shooting or just aiming, while standing up in the middle of an empty surrounding – and more often than not, with a sniper rifle or a StG 44. This is light-years away from the actual gameplay experience provided by RO2.

    If I recall correctly, Alan or John (or a similar important official member of Tripwire Interactive) admitted the marketing campaign was aimed at a “wider audience” (I forgot how it was phrased, but it clearly designated the CoD crowd) to get them to try the Red Orchestra type of games. It was half-genuine desire to make them try, half-dishonesty just to make more sales.

    The inevitable problem resulting from such marketing move was having thousands of CoD-players being highly frustrated with how the game turned out to be (and I feel a *little* bad for them, they’re still humans we should respect), very few CoD-players “converted” to RO-like gameplay, and some CoD-players behaving poorly in RO2 games. That’s also why Tripwire couldn’t change the standard gameplay and made the Action and Classic modes in the vain hope both audience would be pleased.

    I wish Tripwire Interactive could move away from that kind of marketing strategy, and see the long-term interest of the game (RO2), the series (Red Orchestra) and their audience/fanbase (the players aware of TWI existence).

    The game should be marketed as “get behind cover, sneak through the front line”, position/area control, battlefield ‘slicing’ (you use surrounding cover to only expose and supervise a small portion of the landscape), timing between teammates and adequate use of each classes assets. Soldiers should be shown as sneaking from covers to covers, CQC should be shown as. stressful slower-paced encounters.

    It wouldn’t throw thousands of players in a game they don’t recognize, understand or remotely expected, it would help beginners understand what kind of “approaches” they need to have to enjoy the game.

    I seriously hope it’s at least helping the sales numbers, otherwise Tripwire Interactive is really sabotaging its future.

    Big publishers can get away with this, but Tripwire Interactive won’t be able to do the same: they’re not big enough to get the new generations onboard that easily.

    They need to get the 12-14 years old (before they grow up and stop looking for new types of games), but the fanbase of old RO players won’t do that job (they’re not interacting with 12-14 yo kids anymore, for years), and to get the 12-14 segment of the market you need to have ads in store, on TV and on the most popular websites, that Tripwire Interactive can’t really afford.

    • Curry the Great says:

      You have described the greatest fault in RO2. It has influenced the entire design process so much, that I think that “wrong” feeling will always stay there. From the unlock system to the one-button-does-all interaction key (ctrl), everything feels half-assed to go into a direction of more CoD/BF3 style gameplay, audience, and by extension, popularity.

      The result is RO2. The developers seem to realize they took a wrong direction, but they aren’t radically turning the game around (and perhaps it is too late for that indeed) to a realism-based niche that’s between arma 2 and BF3, where there is no competition except RO1.

      I think it is the result of starting work on something with the wrong mindset, and it’s impressive to see what kind of effect it can have on a game. I still think Tripwire is in a bit of denial over the situation, and it seems they don’t really know where to go other than “back” to RO1. This is reflected in the classic mode, where they try to appease players that say “RO1 was better” by making a game-mode that emulates mechanics from RO1. This however doesn’t fit well with the initial, faster, design of RO2.

      They remain stubborn, an example can be seen in their handling of tanks. Tanks in RO2 are not fun to play. The damage they do feels extremely random, they get stuck in scenery, and they don’t have the great feel from RO1. Many people have complained about this for over a year now, and in their defense one of the RO2 staff has written a big forum post explaining the way damage is calculated. He cites a lot of books and says they have spent a lot of time studying this literature to come up with this supposed realistic system. An extremely complex calculation decides penetration values, and this is nice for a WW2 geek like me. However after-armor penetration effects suck ass, and it becomes an exercise of just pumping rounds into eachothers tanks while hoping you’re the first one to do some critical damage.

      The failure of the tank system is reflected in the absence of dedicated tank servers and clans. Even after a year, Tripwire still defends their worse system. Meanwhile people have forgotten about the promise of one new tank each month, and are looking forward to the personnel carriers that have been promised for a few months.

      RO2 still has a lot of moments of fun, but ultimately it is once again a game that turns to a disappointing direction in the pursuit of sales. After seeing Tripwire’s stubbornness I hope that the Rising Storm team will be able to take a better direction, and bring the game closer to RO1’s glory while expanding on it.

      • JS says:

        Well said, both of you. I can’t understand this desire of most developers of realistic games and simulators to make their games more “accessible”, to “reach a wider audience”. Even BIS seem to be heading somewhat in this direction with Arma 3, at least judging from the little information that has been released so far. They will never be able to compete with the big guys in the mass market, yet they seem intent to accomodate the CoD gamers, instead of focusing on keeping their core audience happy, the hardcore fans.

        One would think that with the lower costs of digital distribution and the global reach of the internet there would be enough profit even in a niche market to allow the developers to cater to the hardcore gamers, without constantly chasing after the CoD:ers. The only ones not dumbing down their product seems to be eSim Games with Steel Beasts, and Eagle Dynamics with the DCS flight simulators.