

Reuse the stand-to-death animation from RO2 again. If you die from a headshot, make the blackscreen as long as the camera which is linked to the ragdoll.Īdd a new alterantive where your hearing will cut-off instead of the vision. Do not switch to spectator mode before this menu and let the voice-lines be audible for the first person too. Make it fade out to black slowly before the spawn selection will display. If your character is hurt and will die, increase the time your camera is linked to the ragdoll. There are many things to achieve this effect. Potrayal of dying in first person: It's important to make the player feel that death is permanent even though you can respawn in a few seconds again. And I think those suggestions are realistic. Not to mention that many voice-lines were missing! But let's look forward on RS2 and what could be done in terms of implementation of new voice-lines and what could be done in re-recording and re-scripting. But a huge potential would be missed if you don't take the chance.Įven RO2/RS could've been improved a whole lot without recording new voice-lines.

Especially as indie-developers and when you try to portray something realistic. I know that a "finished" videogame is a huge collection of compromises. And there is a reason why the White Phosphorus - Scene in Spec Ops: The Line is so popular. The other voices are at the same level but aren't understood. There is a reason why allied death sounds from Rising Storm get more than 179k views on YouTube, with a channel with less than 70 subscribers.

It's something military-shooters barely capture. I believe that Red Orchestra and Rising Storm being a "PTSD-Simulator" is a huge selling point.
