RED ORCHESTRA : OSTFRONT 41-45
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The player's movements are realistically modeled, giving them the ability to lie and move prone, sprint (while standing or crouching) and to deploy machine guns on objects.
Red Orchestra is notable for its emphasis on realism in comparison to other World War II-based FPS games. There is no "crosshair" for a player to aim with in the middle of their screen; instead, the player must either aim down the three-dimensional iron sights, or aim from the hip using the game's free-aim system. The former requires compensating for the breathing of the character and natural sway from holding the gun, while the latter is much quicker but accurate only at very short range. The player must also keep track of their ammo usage mentally unlike many other FPS games, most of which use an ammunition counter. Additionally, the player's health status is not represented by "health points" as many other games use, but by a diagram of the player's body with reddened sections that show where he or she has been wounded; there is no way to recover from wounds, although after a brief period of time, the player will function at 100% again. Receiving wounds will temporarily slow the player down, especially if they receive a wound to the legs or feet; receiving a wound to the hands causes the player to drop their currently held weapon on the ground. Rifles usually kill players in one shot if they connect with the torso or head.