NoLiMiT06 Posted April 19, 2009 Share Posted April 19, 2009 (edited) Operation Flashpoint: Dragon Rising Details Operation Flashpoint: Dragon Rising (OFP:DR) is a tactical military simulation game for Xbox 360, PS3 and PC designed to realistically represent modern infantry combat. The release date is rumored to be between Q2 and Q3 of 2009, but the exact date has not been officially announced by Codemasters. Setting The Island of Skira, which is located in the western end of the Aleutian Islands, off Alaska which was involved in WWII and has previously been invaded by US (and Canadian) forces. The developers have endeavoured to copy the 220 sq km accurately to give players a sandbox composed of natural terrain which has not been created by level designers which may attempt to constrain players into the use of particular tactics or methods, instead leaving players to deal with the strategic challenges posed by real terrain. Skira is a volcanic island with a number of different terrain types. At one end is a stratovolcano, 8.5 by 6.4 km (5.3 by 4.0 mi) in diameter at its base and 1,221 meters (4,006 ft) high, at the base of the volcano is a section of low lake lands. A ridge of 1,000+ foot mountains runs down one side of the the western portion of this narrow island while the other side is generally flatter with numerous lakes and small waterways. Skira is generally sparsely populated with some towns and more isolated houses and settlements. An interview with developers suggests that the civilians have all been evacuated ahead of the arrival of US forces.[1] The entire island is freely accessible to players, limited only by whether the terrain is navigable on foot or with any vehicle which might become avaliable to your unit. It is large enough that it takes 4 hours to walk from one end to the other and about 20 minutes to fly in the fastest helicopter. The size of this open sandbox was chosen specifically to allow modern weaponry to be used on the scale they were designed for. Multiplayer gameplay Multiplayer game types: No multiplayer types have been confirmed as of yet, but multiplayer has been confirmed. PC version will feature: 32 player (16 vs 16) in addition to the 256 NPC squad members (8 per squad per player) 8 player co-op in addition to NPC squad members 4 player Campaign + single mission co-op Console (PS3, 360) versions will feature: 16 player (8 vs 8) in addition to NPC squad members 4 player co-op in addition to NPC squad members 4 player Campaign + single mission co-op Features Operation Flashpoint: Dragon Rising is a tactical shooter designed to simulate modern combat. The following features have been confirmed: Open world The gameplay in Operation Flashpoint is completely open and objectives are assigned as they would be in real life. For each mission you will have a defined objective and will be able to choose from available equipment and personnel to allow you to complete the objective however you choose. This choice includes not only what tactics you use at the objective but where you land and how you approach your goal. The only limitation for completion of objectives is based on time, because you are part of a cohesive invasion force and your command needs objectives completed because they affect the ability of the entire force to proceed. This said, it does not appear that time limits will be designed to make players race to complete tasks, but to add to the realism. While you can lead your squad far afield from your objectives, it is important to realize that your mission is not occurring in a vacuum, there are enemy patrols as well as other battles which you may encounter when leaving your direct mission area. There is a full environmental damage model built into the game. Every building can be partially destroyed or reduced to rubble. Vehicles and other environmental objects like tractors, bulldozers and boats can be similarly destroyed. This destruction is permanent through the campaign so it is possible to "burn your bridges" by destroying buildings unnecessarily and then finding yourself without cover in a following mission. This feature adds to the realism of the game by allowing players to see the cumulative damage that days of modern combat can create. This is particularly noteworthy as the developers have stated that every structure on Skira is actually there in real life. All buildings on Skira can be entered, both by the player and by the enemy AI. Vehicles that are found on the battlefield can be commandeered and weapons and ammunition can be scavenged off of corpses. Artificial intelligence AI is key to Operation Flashpoint's unscripted gameplay.[1] In order to avoid scripting, the AI, for both your enemy and your squad mates, must be very self sufficient. Developers create missions only by specifying what the enemy forces are composed of and what their objectives are. The AI must decide how it fulfills those orders based on the information it has available (it is not omniscient). To accomplish this, the developers have taught the AI tactics out of US training manuals so that it can respond intelligently to tactics you use and changing circumstances.[1] The AI value their lives and will not just hold their ground if retreat is the best tactical option.[1] Killing enemy officers, who help coordinate the enemy AI will often lead the enemy forces acting in a slower and less cohesive manner. Additionally both the enemy and your squad have morale systems meaning that they are affected by the perceived quality of their leadership so your squad may complain and eventually abandon you if you persist in, for example, running across open fields at machine gun emplacements. Additionally the AI responds to suppressing fire and may get pinned down if it judges that it cannot safely return fire or maneuver. As is stated above, the AI is very self sufficient and is able to take care of itself. In fact, it is possible to command the AI as much or as little as you like as the AI will seek to follow the best course of action even if you never give it an order.[2] Orders can be given both before the mission, when you lay out a battle plan, and as you play. It has been reported that there are a large number of detailed orders that can be given to AI including some orders which are not typically available such as splitting your squad into more than one group.[2] Additionally, the AI is designed to follow orders intelligently so an order to guard a specific area will not result in the AI character standing in the open at the precise spot indicated, but instead will result in the AI taking up some nearby cover from which it will best perform the order it was given. Also if you don't kill an enemy AI, (e.g. shoot them in the leg 5 times) they will still try and kill you; as is the same for your squad. Also following the open world theme, if a member of your squad dies they don't reappear in the next level. The AI in Operation Flashpoint pays attention to a large amount of information and engages players differently than AI typically does in FPS gaming. First, as many modern weapons, including assault rifles, can fire hundreds of yards, the AI will engage at this distance which is significantly further than AI typically engages. Weapons, vehicles and characters According to Game Informer there are over 70 real life weapons in game, all supported by a realistic ballistic system. These weapons available in the game range from pistols and sub-machine guns all the way to artillery and 2,000 pound bombs. They can be modified and equipped with optics, grenade launchers, laser sights and suppressors. The ballistic system, which simulates the effects of each weapon on buildings, vehicles, and people is based as much as possible on the real specifications of each weapon in the game (information on Chinese PLA weapons and vehicles is limited in some cases) and also takes into account flight times and effective ranges for each projectile. The balance of these weapons, therefore, is not artificially created by the game developers, but was created by their real life designers. Learning the best usage of each of these weapons will be a significant part of the challenge of the game. All firing sequences from lifting the weapon up, to placing it on the shoulder, to firing are all faithfully simulated, as well as reloading. These sequences, along with getting into and out of vehicles, have been motion captured using soldiers who have been trained to use the equipment in real life. Reloading weapons with partially empty magazines will, eventually, result in you loading partially full magazines of ammunition, which, along with realistic reload sequences and timing, make reload management tactically important. There are over 50 different land, air and sea vehicles. There are usable helicopters, tanks, boats and APCs along with a few vehicles/weapons which cannot be used directly, but which can be called to your aid, such as fighter jets and artillery. Each of these vehicles has its own distinct roles as well as having their own strengths and weaknesses. The developers have created large numbers of faces for the characters involved in the game. The equipment that is carried by each character is accurate and, where applicable, distinct to that character's role. For example, communication specialists can be readily identified by the radio they carry. There are no 'magic pockets' which means that everything your squad members are carrying is visible. All of this visible information is designed to allow better command of the squad mates as you will be able to recognize them as a person by their face or by their equipment allowing you to give the best orders to each member of your squad. Difficulty levels Difficulty levels are primarly differentiated not by changes in AI intelligence or weapon damage but by the visual information given to characters. At the easiest level fairly standard FPS information is given to the player about weapons, ammo, squad health, compass direction along with cross hairs for when not looking down the weapon sights. Additionally the location of enemies who have been spotted by your squad is indicated at the lowest level. Higher levels of difficulty remove this information until none is left on screen. Ammunition counts must be remembered as well as the health of your squad. Locations of enemies your squad has spotted must be determined by listening to AI squad mates and using other visual cues like the direction they are firing. Visual effects The game has a draw distance of four kilo meters. Fire, Smoke and dust are simulated based on effects of each weapon. A 2,000 pound bomb will throw up dust which will make it difficult to see for minutes or more. Similarly fires created will burn for some time when set. These effects are part of the simulated nature of this game and contrast with franchises like Call of Duty or Ghost Recon Advanced Warfighter where visual effects for explosions last for a second or two. As stated in the Difficulty Levels section at the highest difficulty the player gets a large portion of their information visually, but not through a HUD. At high difficulties visual effects become more important particularly at a long range where smoke or dust can help to display areas which are dangerous Codemasters has also said that most buildings will be destructable. Miscellaneous The game is being developed by CodeMasters, publishers of the original Operation Flashpoint. But OFP was designed by Bohemia Interactive that now creating ArmA II: Armed Assault There is realistic tactical squad placement and game play. Night Vision has been confirmed. Multiple weapon attachments have been confirmed. Realistic ballistics have been confirmed. A "medic" system has been confirmed. Limb dismemberment has been confirmed to be in the game. A "swimming" mechanic has been confirmed. This feature is not to be taken as the ability to swim underneath the water, submerge, or anything like that. It simply means the player will be able to tread water, and move through it. Demo A demo has been confirmed for PC, Xbox 360 and PS3. Codemasters has said they will release the demo before the game comes out. Screens Videos and additional screens can be found here: http://www.gamespot.com/pc/action/operatio...int2/index.html Source: http://en.wikipedia.org/wiki/Operation_Flashpoint_2 Personally the game looks great and can't wait to pick this up :) Looks like the release date is slated for sometime this summer. Reviews Most reviews can be found here http://community.codemasters.com/forum/sho...ad.php?t=383522 Edited October 6, 2009 by NoLiMiT06 Link to comment Share on other sites More sharing options...
t0mbi Posted April 19, 2009 Share Posted April 19, 2009 Wow, this game sounds great! I remember playing the original yearsss ago Modern warfare + open world + destructible environments = WIN! Link to comment Share on other sites More sharing options...
StealMySoda Posted April 19, 2009 Share Posted April 19, 2009 Can't wait :D Link to comment Share on other sites More sharing options...
Yusuf M. Veteran Posted April 19, 2009 Veteran Share Posted April 19, 2009 Four words: Open World Modern Warfare. I am looking forward to this game. Ever since I played Call of Duty 4, I've been itching for an open-world experience similar to it. I hope the levels are wide, open, unrestrictive and, most importantly, destructible. Link to comment Share on other sites More sharing options...
Huleboeren Posted April 19, 2009 Share Posted April 19, 2009 Four words: Open World Modern Warfare. I am looking forward to this game. Ever since I played Call of Duty 4, I've been itching for an open-world experience similar to it. I hope the levels are wide, open, unrestrictive and, most importantly, destructible. If its anything like OPF1 then its nothing like COD I like COD but I pray to god its nothing like that :p Link to comment Share on other sites More sharing options...
Yusuf M. Veteran Posted April 19, 2009 Veteran Share Posted April 19, 2009 If its anything like OPF1 then its nothing like CODI like COD but I pray to god its nothing like that :p I didn't mean the game play. What I meant was, I've been itching for a modern warfare shooter similar to Operation Flashpoint or ArmA: Armed Assault with Call of Duty 4-esque weaponry. I want to customize my guns with scopes, silencers, camo, etc. I guess a better example would be Battlefield 2 on a bigger scale with more weapons and vehicles. :) Link to comment Share on other sites More sharing options...
Ayepecks Posted April 19, 2009 Share Posted April 19, 2009 I'm kinda iffy on this. Could go either way. We'll see! Link to comment Share on other sites More sharing options...
Thirtythree Posted April 19, 2009 Share Posted April 19, 2009 Been waiting for this to come out. Long overdue. Anyone know the minimum requirements though? Been to their forums and they won't tell! Link to comment Share on other sites More sharing options...
gasdfdasfa31231as Posted April 19, 2009 Share Posted April 19, 2009 Sounds good, the screens released so far have been less than inspiring. Especially the M4 and M16 models. Still, I hope that both this and ArmA 2 live up to their potentials. Link to comment Share on other sites More sharing options...
ShMaunder Posted April 19, 2009 Share Posted April 19, 2009 I hope it will be as fun as the original - i loved the customizable maps in the original where i was able to dot hundreds of civilians on the map and blow them up using planes, tanks, etc. :) Link to comment Share on other sites More sharing options...
ObiWanToby Posted April 19, 2009 Share Posted April 19, 2009 Better not be a console port. I wish it would use DX 10.1, so I could get some free AA performance. Link to comment Share on other sites More sharing options...
_dandy_ Posted April 19, 2009 Share Posted April 19, 2009 The original Operation Flashpoint was, bar none, my favorite game ever--the openness is what really set it apart, and because of this, I've completely stopped playing every other shooter (I used to be big into first person shooters). I've played the game (and its expansion packs) many times over, and I've played it for a solid 5-6 years. No other game I've played has this sort of longevity. In fact I'm tempted to reinstall it again--though it's dated graphically, it's fun. I hope though that it's closer to the original OFP than Armed Assault--for some reason, I could never get into this one, and I can't quite put my finger on it--probably the controls, as I couldn't hit the broad side of a barn with a rocket launcher...and it's not like I was expecting Quake-style gameplay either, since--as mentioned--I've played the original OFP through and through for years, on Veteran and difficulty level maxed out. Don't know what it is, but I hope OFP2 doesn't suffer from the same thing. Link to comment Share on other sites More sharing options...
Thirtythree Posted April 20, 2009 Share Posted April 20, 2009 The original Operation Flashpoint was, bar none, my favorite game ever--the openness is what really set it apart, and because of this, I've completely stopped playing every other shooter (I used to be big into first person shooters). I've played the game (and its expansion packs) many times over, and I've played it for a solid 5-6 years. No other game I've played has this sort of longevity. In fact I'm tempted to reinstall it again--though it's dated graphically, it's fun.I hope though that it's closer to the original OFP than Armed Assault--for some reason, I could never get into this one, and I can't quite put my finger on it--probably the controls, as I couldn't hit the broad side of a barn with a rocket launcher...and it's not like I was expecting Quake-style gameplay either, since--as mentioned--I've played the original OFP through and through for years, on Veteran and difficulty level maxed out. Don't know what it is, but I hope OFP2 doesn't suffer from the same thing. The only thing that knocked OFP was the AI. Quite horrible. I did like arcing sniper and rocket rounds perfectly. That was fun. I'd snipe from so far away and the entire camp would go running. The LAW was a really fun rocket launcher to use. Link to comment Share on other sites More sharing options...
Yusuf M. Veteran Posted April 20, 2009 Veteran Share Posted April 20, 2009 Been waiting for this to come out. Long overdue. Anyone know the minimum requirements though? Been to their forums and they won't tell! I don't know the minimum requirements, but I'm sure it would be slightly higher than the requirements for Race Driver: GRID. To enjoy the game at decent settings, I believe you'd need a GeForce 8800 series or ATI equivalent video card. As for the CPU, any modern dual core would do fine (preferably quad core). Link to comment Share on other sites More sharing options...
NoLiMiT06 Posted April 20, 2009 Author Share Posted April 20, 2009 I will def. be getting this on the 360 and will most likely get it on the PC as well, pending pc build :) Link to comment Share on other sites More sharing options...
mokthraka Posted April 20, 2009 Share Posted April 20, 2009 been wanting to play this game for such a long time I remember playing the first game(all I did really was played the map editor and made the scuds or w/e and didnt even know how to use them I was like 8 or something Idk im 16 I played the game when it first came out but I sometimes played and had so much fun Link to comment Share on other sites More sharing options...
Remysaus Posted April 21, 2009 Share Posted April 21, 2009 I'm kinda iffy on this. Could go either way. We'll see! +1 Though I loved the first one back then, I'm not sure if I still like this sort of games now, guess I'll wait for some reviews and impressions. Link to comment Share on other sites More sharing options...
NoLiMiT06 Posted October 6, 2009 Author Share Posted October 6, 2009 Well the game is out, has anyone picked this up yet? If so how is it? Link to comment Share on other sites More sharing options...
Sethos Posted October 6, 2009 Share Posted October 6, 2009 So I just spent 30-40 minutes on the very first single-player mission on Hardcore mode and what an utter disappointment. The very first 'problem' I noticed when watching the various gameplay videos was the excessive weapon bobbing and it still feels totally out of place when you're actually playing the game. It doesn't look or feel real, it looks like a comedy effect! I was also sneaking around like some James Bond, because I genuinely believed Hardcore mode was going to put my skills to the test and again, what an utter disappointment - I didn't use cover ONCE! The AI is so incredibly daft you won't even believe it, you can pretty much run up to them and shoot them right in their face, not to mention they are terrible shots - Bullets will go whizzing by even at a distance of 10 meters. Hardcore mode is also supposed to remove your Compas, HUD ( Heads up display ) and the lot, what they failed to mention is you can bring up these things with a click of a button, temporarily but still, kinda defeats the point? The list just keeps going, the audio side is also well disappointing. I mean, gun sounds are fairly crisp with a bit of bass but they are so far from the real-life counter-part of the weapon, it's unbelievable! Oh and did I mention they don't have the license, apparently, to use real weapon names? ... C'mon! I also thought the game could redeem itself by driving vehicles, so I jumped in an enemy Jeep and to my surprise, they handle like massive boats on land with tiny, tiny wheels and that is the most accurate description I can come up with. Turning circles are pretty big and they barely turn when you applied just a dab of throttle ... Oh and apparently the breaks are useless, takes ages to stop the car. Graphically it's a bit 50/50, well not really. I was walking down a hill-side during a sunrise and the lighting effect, the water and the atmosphere was brilliant. Was also walking among some trees and the sun-rays splitting at the grass looked well amazing but the actual GAME looks pretty poor, the engine looks extremely scaled. Grass looks so fake, trees look silly and they are just oddly placed by some drunk intern plus most of them look very generic - It may be nitpicking but it's crucial to have proper nature-modelling in these games for the full effect. A lot of the less noticeable textures are laughably low-res, when I boarded the MH-60, it looked like I entered a portal into Narnia 2001. The way they use focus on the weapon in non-zoomed mode brings out the comedy effect again, it just looks weird - Like you have some toy gun at times and other times it seems like the weapon is ... chubby? Animations on soldiers are pathetic, it looks so low-budget and there's so many animation flaws and bugs it's just over the top. Oh and remember the whole island size discussion? I just saw the actual map, yes it may be 220km2 but HALF of the measured grid is WATER! So it's barely half that in actual land mass. This game IS Battlefield Flashpoint and it's in no way worthy to carry the "Operation Flashpoint" name, a lot of military buffs will be well disappointed and all the Battlefield lovers are going to be pretty surprised but again, Battlefield is still better ... I am planning to go through the campaign but all this I got from the first 30 minutes, so it doesn't bode well for the rest of the game. Oh and did I mention the menus are well annoying? At first they seem very impressive but when you actually have to navigate through them, they are slow and cumbersome, each time you click something it "proceeds" to the next menu which takes like 3 seconds each time and there's a LOT of them! But the main menu music is nice and there's native 360 controller support on the PC, not that the latter should come as a surprise as this game is basically a console shooter through and through. So random-FPS lovers; give it a try, military buffs; stay away! Link to comment Share on other sites More sharing options...
Spookie Posted October 6, 2009 Share Posted October 6, 2009 "The AI is so incredibly daft you won't even believe it, you can pretty much run up to them and shoot them right in their face" Hyperbole much? I attempted to crawl like a wounded dog towards my target before *ping* I was dead, no "OH **** I'M DYING HELP JESUS CHRIST!" just flat out dead before I could see it coming. Not one for those randomly in to shooters either. Link to comment Share on other sites More sharing options...
Sethos Posted October 6, 2009 Share Posted October 6, 2009 I was standing at a distance of around 10-15 meters infront of an enemy soldier, he had seen me. He proceeded to do some odd crouching about a meter away from his cover completely exposing himself ... I ran closer while I planted a few shots in him. Yes, the AI on Hardcore will fire off some great shots but it happens so rarely, most of the time the AI is terrible and no, it's not a hyperbole. Link to comment Share on other sites More sharing options...
Spookie Posted October 7, 2009 Share Posted October 7, 2009 I was standing at a distance of around 10-15 meters infront of an enemy soldier, he had seen me. He proceeded to do some odd crouching about a meter away from his cover completely exposing himself ... I ran closer while I planted a few shots in him. Yes, the AI on Hardcore will fire off some great shots but it happens so rarely, most of the time the AI is terrible and no, it's not a hyperbole. Sounds like we're both right to a point. Could it be the AI is scripted, stay with me on this, that you have a distinct window of opportunity to return fire without being hit and killed instantly which is shorter on Hardcore but longer on normal? *stroke chin* Link to comment Share on other sites More sharing options...
NoLiMiT06 Posted October 7, 2009 Author Share Posted October 7, 2009 Damn.... had high hopes for this game... Link to comment Share on other sites More sharing options...
Remysaus Posted October 7, 2009 Share Posted October 7, 2009 Played for an hour or two yesterday and I really like it actually. the difficulty is quite high and I thought the AI was pretty good actually, I've been flanked more than once and even saw them fleeing a spot to find better cover, throwing up a smokescreen in the process. The only thing I still can't really get used to is the weapon bobbing and the speed you move at, I get that you're carrying a lot of gear so running would be pretty tiring, but it just seems a bit too slow. Link to comment Share on other sites More sharing options...
ramsy66 Posted October 7, 2009 Share Posted October 7, 2009 Played for a bit, I have the PS3 version. I have mixed feelings so far, I got the game 2 days early so at the moment there are no servers up so I can't comment on the multiplayer but the single player is a mixture of "ooh that's awesome" and "wtf is going on?!" The AI is also a big mix of good and bad. There was an MG emplacement about 100 metres away and to test the AI I flashed my torch at him, he then opened fire and after that a helicopter was over head shooting rounds down at me and my team with dust flying everywhere and the screen shaking around. It was pretty impressive, but then I have been assaulting a town and there have been enemies totally oblivious to my presence after shooting numerous rounds in their direction. Another bad experience was when I got shot and was laying on the ground, down but not dead and a team mate came up to me (AI) with his medic pack and just stood there looking at me. I waited for about 2 minutes before being forced to restart to a checkpoint. An other issue was when there was an enemy throwing a grenade, and I shot (and hit) him about 6 or 7 times and he didn't so much as flinch. It seemed that if the character is locked in the grenade throwing animation, they're invincible. Sometimes enemies take 1 shot to down, other times 3 or 4. I looked over the single player missions and it looks like there's 11. I'm already on the 3rd and I hadn't even played for 1 hour. It seems that the game is aimed towards multiplayer primarily, as once you've completed the campaign it seems all you can do is replay those missions. No random mission generators or anything of the like. Shame. Overall I'm liking the game, but it feels a little buggy. Nothing a patch can't fix though. Link to comment Share on other sites More sharing options...
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