If you’re looking for a realistic military shooter, your prayers have been answered. At PAX South 2017, I was able to get my hands on Rising Storm 2: Vietnam  and talk with one of the developers about what goes into it. He gave me some insight into what goes into making the game so realistic and historically accurate.

What kind of game is this?

Rising Story 2: Vietnam is a FPS military combat game with focus on being “as realistic and authentic” as possible while still holding to the philosophy of having fun. So what does Rising Story do that other military shooters don’t? Well, First off this game is a timepiece so there were many details on the guns, specifically the ones available to the US, as well as the North Vietnamese, at the time. Clearly the gun types are going to be different from the types of shotgun rounds to all the weapon variants. This may be something players haven’t felt in a long time. Antimatter Games tries to add to the immersion of the time period. Multiple classes and gun types are available, and force the team to be relatively well rounded. These classes include rifleman, snipers, machine gunners, one commander per team, and a few more. This limited number of classes help to ensure that the game is balanced.

Another realism factor was that the Heads Up Display (HUD) was very limited. Because of this, there were limited objective markings, and other visual notifications, such as friendly or foe tags you typically see in a military shooter to aid the player were not there. What this does for the player though is help to increase the difficulty and rely on the player being smart and assertive in order to take objectives and score kills.

The Sway is Real

Realistic is the number one word the dev’s were using when talking about Rising Storm 2: Vietnam and they sure held to it. Weapon sway is major in this game, as well as muzzle flash and other aspects you’d see. I played as a sniper, and when just standing the weapon sway was major and made aiming accurately difficult. I was told afterwords that “a tip for the future, you brace your weapon against objects, it takes the axis you’re bracing against away.” This means if I were to brace the barrel on the vertical support beam then horizontal weapon sway would be severely reduced. In addition, if I braced on the bottom ledge, the vertical sway would be mitigated. Finally, bracing on a corner is the best of both worlds. Similarly, running with an assault rifle will be difficult to aim well with sustained fire and the recoil will be almost unmanageable.

Rising Storm 2- Vietnam - AnLao 03

Each of the resources available are accurate to the respective sides. Only the US has the M16 for example, and the NVA have an old hunting shotgun and AK as some of their exclusive guns. In addition, there are a total of 3 different helicopters available. These are the UH-1H “Huey”, the OH-6 “Loach”, as well as the AH-1G “Cobra” attack helicopter. The Vietnamese guerrillas have particular shotguns which were available to them, and the US shotguns have both types and ammunition types which were actually used in the war. If you fire an LMG for very long, significant smoke and heat will be visibly coming off the barrel in a very cool realism feature. In addition, each weapon will have weapon attachments used by each team, but the attachments won’t be tied to progression. Instead, all upgrades and unlocks are included, allowing the focus to be purely on the skill and strategy of the player.


First off, the map which was available had quite a bit of details throughout. Barbed wire on doors had actual barbs and didn’t just look like silver strings. The level of detail in grain in the wood to the gravel on the dirt road was taken into consideration and it shows the care the developer took in not just making a shooter game but an experience. All of this helps to solidify the immersion which the developers are going for.

Rising Storm 2- Vietnam - Compound 01

I played on a decently sized map with several bunkers and towers to use for defense and maneuverability. The demo the I played was of one of the new modes called Skirmish. Skirmish is a smaller scale 8v8 battle to the death, with three points which needed to be captured to win. The final victory was determined when there were no enemies left alive. In a unique system, Rising Storm 2: Vietnam only re-spawns when an objective is taken. This fact plays heavily into the course of battle and when or how to attack the enemy. Keeping track of how many enemies are taken out, as well as who and what classes are left are crucially important. Should your team go down, you are forced to take one of the enemy’s objectives to get your friends to re-spawn. The question then becomes, does your team concentrate on hunting the last two or three, or splitting up and defending the objectives? These options make for a very interesting way to play out the mission.

The other new game mode is Supremacy. In this game mode, the idea is to create supply lines. These lines make paths from one capture point to the next while maintaining at least one node back to your main base. In this case, the winning condition is to get as many points as you can by holding the majority of the capture points. However, if the line is cut from the capture point to the main base, the enemy team will stop gaining points. In this case, once again, tactics and playing smart will rule the day.

Final Word

With some incredibly realistic action and gameplay and good graphics, this upcoming realistic shooter looks very interesting. For those who appreciate the era-accuracy of Battlefield 1, definitely check out the new Rising Storm 2: Vietnam. There is just too much about this game to show off in just one article, so be sure to pay attention to everything coming out in the near future. With Conquest style modes, team deathmatch, and even 64 player massive arenas, there are a huge number of options to players.


Developer: Antimatter Games
Publisher: Tripwire Interactive
Systems: Windows PC/Steam
Release Date: Q2 2017

About The Author

Bobby C
Director, Editorial/Reviews

Bobby C is a veteran FPS and adventure gamer, starting with the NES and Super Mario Bros. The game that really started his love for the FPS Genre was Goldeneye for the N64. Since then, the love grew. From casual, to semi-pro COD with Modern Warfare 2 and 3, and back to casual, it’s a bad week when there isn’t at least 15 hours of games played.