Looking Back on: Operation Flashpoint Cold War Crisis
Moderator: Thanas
- CaptHawkeye
- Sith Devotee
- Posts: 2939
- Joined: 2007-03-04 06:52pm
- Location: Korea.
Looking Back on: Operation Flashpoint Cold War Crisis
Since it's one week until Dragon Rising comes out, I thought it be only fitting to bring up a discussion thread on the good old days of everyone's favorite milsim. Ah yes Flashpoint, that resounding monument to the strength of open world, divergent gameplay. Able to tug at the strings of our hearts despite being an astoundingly ugly game even by 01 standards, despite having akward controls, and displaying one of the most terrible User Interfaces ever to see the light of our screens.
Yet despite being a tad rough around the edges, (by rough I mean having your face held against a road from a speeding automobile) Flashpoint just did so much right. It was such an individal game. I mean had any of us ever played a game where you could literally parachute behind the lines, command a squad in raiding a depot, steal the depot's weapons, and use them to capture a town from an enemy garrison? All in the sunny backdrop of a pseudo realistic gameworld? Where combat regularly occured at ranges beyond Quake's silly spitting distances? Guns can shoot at targets hundreds of meters away? AMAZING.
And look, bullets do thing like drop! It's almost as if they had WEIGHT.
But you see, not only was Flashpoint open world, Flashpoint's gameplay avoided the typical open world pitfall of aimlessness in the gameplay. Flashpoint gave the player only an objective, then left it up to him as to how to accomplish that objective. Thus managing to achieve the sense of freedom open world gameplay can give, while at the same time, achieving the sense of purpose linear mission based gameplay has.
How about the mod community? Flashpoint was one of the first games I ever put serious effort into modding or attaching community built add ons to. Anyone else remember FDF mod?
Oh and of course, who could forget the crescendo of Flashpoint's presentation? Its dialouge!
"TWO...ATTACK...YOU AYE VEE...12 O CLOCK"
"OH NO...THREE...IS DOWN"
Yet despite being a tad rough around the edges, (by rough I mean having your face held against a road from a speeding automobile) Flashpoint just did so much right. It was such an individal game. I mean had any of us ever played a game where you could literally parachute behind the lines, command a squad in raiding a depot, steal the depot's weapons, and use them to capture a town from an enemy garrison? All in the sunny backdrop of a pseudo realistic gameworld? Where combat regularly occured at ranges beyond Quake's silly spitting distances? Guns can shoot at targets hundreds of meters away? AMAZING.
And look, bullets do thing like drop! It's almost as if they had WEIGHT.
But you see, not only was Flashpoint open world, Flashpoint's gameplay avoided the typical open world pitfall of aimlessness in the gameplay. Flashpoint gave the player only an objective, then left it up to him as to how to accomplish that objective. Thus managing to achieve the sense of freedom open world gameplay can give, while at the same time, achieving the sense of purpose linear mission based gameplay has.
How about the mod community? Flashpoint was one of the first games I ever put serious effort into modding or attaching community built add ons to. Anyone else remember FDF mod?
Oh and of course, who could forget the crescendo of Flashpoint's presentation? Its dialouge!
"TWO...ATTACK...YOU AYE VEE...12 O CLOCK"
"OH NO...THREE...IS DOWN"
Best care anywhere.
Re: Looking Back on: Operation Flashpoint Cold War Crisis
I've said it before, OFP holds a soft spot in so many hearts because it was the ambitious, flawed, first attempt at this sort of thing, so most forgave it its many many quirks and its generally unpolished, bodgy-Eastern-European-game vibe. Unfortunately Bohemia Interactive learned nothing during the making of OFP, hence the Armed Assault misfire and the less-terrible-than-ArmA-but-still-bad ArmA 2.
What I'm hoping is that OFP2 brings some polish to the fucking proceedings.
Anyway, my favorite parts of OFP were the missions where you were alone. I always found commanding a squad in that game tedious as all hell, they all died anyway eventually. One of my favorites was that mission(s) (I don't remember if it was told over multiple missions) where you're behind enemy lines and need to get back to friendly territory.
What I'm hoping is that OFP2 brings some polish to the fucking proceedings.
Anyway, my favorite parts of OFP were the missions where you were alone. I always found commanding a squad in that game tedious as all hell, they all died anyway eventually. One of my favorites was that mission(s) (I don't remember if it was told over multiple missions) where you're behind enemy lines and need to get back to friendly territory.
Like Legend of Galactic Heroes? Please contribute to http://gineipaedia.com/
- Zixinus
- Emperor's Hand
- Posts: 6663
- Joined: 2007-06-19 12:48pm
- Location: In Seth the Blitzspear
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
According to the gameplay videos, it does. First off, spotted enemies will be highlighted, so we finally avoid yet another mayor information dissonance. Second, we will finally get a doll to represent where the fuck we were hit and first-aid kits which removes not only a dissonance but also a rather annoying part of the health system.
Here's hoping that most of the houses will be actually accessible rather than oversized covers that they were in Arma (seriously, why are more than half of the houses inaccessible? you have a gun, you can shoot the lock off, brake in the windows, etc.).
On OP: well, I'm still playing it and I'm trying to get trough again the level where I have to crawl my way trough to the extraction point only to get my sorry ass captured.
OP did many things that were both good and interesting. For one, you got guns that were actually accurate beyond the distance of a corridor. You weren't made the big man of the game (not even when you played as SF), but rather, a member of the army trying to do his job and archive the necessary objectives while trying to survive.
[quote]Unfortunately Bohemia Interactive learned nothing during the making of OFP[/quoteg
What's sad that Arma's (both 1&2) squad interface has changed literally nothing since the first game. It is just as awkward and useless in a firefight as before.
We get more guns (including the incredibly useless shotguns, which trade nothing for their lesser accuracy), we get to fly jet fighters, we get several minor adjustments (have to admit, stepping over short fences and reducing a few keys does help control), yet it never, ever, occurred to them that there might be a better way to command your squad than by trying to memorise a confusing set of keyboard commands.
Here's hoping that most of the houses will be actually accessible rather than oversized covers that they were in Arma (seriously, why are more than half of the houses inaccessible? you have a gun, you can shoot the lock off, brake in the windows, etc.).
On OP: well, I'm still playing it and I'm trying to get trough again the level where I have to crawl my way trough to the extraction point only to get my sorry ass captured.
OP did many things that were both good and interesting. For one, you got guns that were actually accurate beyond the distance of a corridor. You weren't made the big man of the game (not even when you played as SF), but rather, a member of the army trying to do his job and archive the necessary objectives while trying to survive.
[quote]Unfortunately Bohemia Interactive learned nothing during the making of OFP[/quoteg
What's sad that Arma's (both 1&2) squad interface has changed literally nothing since the first game. It is just as awkward and useless in a firefight as before.
We get more guns (including the incredibly useless shotguns, which trade nothing for their lesser accuracy), we get to fly jet fighters, we get several minor adjustments (have to admit, stepping over short fences and reducing a few keys does help control), yet it never, ever, occurred to them that there might be a better way to command your squad than by trying to memorise a confusing set of keyboard commands.
Credo!
Chat with me on Skype if you want to talk about writing, ideas or if you want a test-reader! PM for address.
Chat with me on Skype if you want to talk about writing, ideas or if you want a test-reader! PM for address.
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Don't forget it's all option so the game also support simulationist madness. Uh oh, options.
I have fond memories of interminable gunbattles that took place at 300m too, Hawx, it's ok. It's a shame to me that they split the campaign between roles (ie, shooter man and tank man and chopper man etc) because like Vympel I found the 'oh jesus you can hear a helicopter hide in the woods' missions to be the most fun and effective.
I have fond memories of interminable gunbattles that took place at 300m too, Hawx, it's ok. It's a shame to me that they split the campaign between roles (ie, shooter man and tank man and chopper man etc) because like Vympel I found the 'oh jesus you can hear a helicopter hide in the woods' missions to be the most fun and effective.
-
- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Another favourite of mine was one of the very first missions where you are riding out with your squad (when you aren't commanding it) to check out some activity nearby.Stark wrote:Don't forget it's all option so the game also support simulationist madness. Uh oh, options.
I have fond memories of interminable gunbattles that took place at 300m too, Hawx, it's ok. It's a shame to me that they split the campaign between roles (ie, shooter man and tank man and chopper man etc) because like Vympel I found the 'oh jesus you can hear a helicopter hide in the woods' missions to be the most fun and effective.
"UNKNOWN...MAN...AT...12 O'CLOCK...300 METRES."
"SPETZNAZ...AT...2 O'CLOCK...200 METRES."
"Did he just say Spetznaz?"
That mission ended with a headlong retreat from the forest where the Spetznaz were hiding while backup was coming, then the M113 that rolled in for support got nailed by an RPG. I think 3 of the guys made it back to base with me - running the whole goddamn way.
- Zixinus
- Emperor's Hand
- Posts: 6663
- Joined: 2007-06-19 12:48pm
- Location: In Seth the Blitzspear
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Another thing I find funny, is that in OP, you were shown who killed you. This was good, because it essentially told you where you made a mistake.
In Arma 2, this was cut. Now, if you're suddenly dead, you can only guess as to why. Weren't you paying attention? Should you have looked closer? Was there a tank in the distance? Sniper perhaps? Well, fuck you buddy, you might as well guess.
It's like they even forgot the stuff they did in OP.
In Arma 2, this was cut. Now, if you're suddenly dead, you can only guess as to why. Weren't you paying attention? Should you have looked closer? Was there a tank in the distance? Sniper perhaps? Well, fuck you buddy, you might as well guess.
It's like they even forgot the stuff they did in OP.
Credo!
Chat with me on Skype if you want to talk about writing, ideas or if you want a test-reader! PM for address.
Chat with me on Skype if you want to talk about writing, ideas or if you want a test-reader! PM for address.
Re: Looking Back on: Operation Flashpoint Cold War Crisis
The deathcam was pretty good too, because if there was a firefight going on you could get an idea of where they were and who they were shooting, which was helpful for the reasons you mentioned.
But I can't believe nobody mentioned the 'roaring ears simulator'! I still think more games need to replace 'heavy breathing deep throat simulator' stamina systems with 'heart going to burst' systems.
But I can't believe nobody mentioned the 'roaring ears simulator'! I still think more games need to replace 'heavy breathing deep throat simulator' stamina systems with 'heart going to burst' systems.
- CaptHawkeye
- Sith Devotee
- Posts: 2939
- Joined: 2007-03-04 06:52pm
- Location: Korea.
Re: Looking Back on: Operation Flashpoint Cold War Crisis
On first glance ArmA 2 looks like its the closer successor to Flashpoint than Dragon Rising does. I've always believed quite fondly however that Bohemia missed what made Flashpoint CWC work so well. Bohemia has been attempting to recreate OFP's style since ArmA. It never occured to them that what people loved was Flashpoint's substance. Which is thus far what Codemasters did realize.
The Death Cam was so wonderful. Oops next time I better remember to kill that Sniper in the church tower. ArmA on the other hand just tells you "yeah you're dead..." as if I need to be fucking reminded.
The Death Cam was so wonderful. Oops next time I better remember to kill that Sniper in the church tower. ArmA on the other hand just tells you "yeah you're dead..." as if I need to be fucking reminded.
Best care anywhere.
-
- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Also I'm biased towards OFP as I was the one who supplied the death quotes for the game. No really. I started that trend.
- Chris OFarrell
- Durandal's Bitch
- Posts: 5724
- Joined: 2002-08-02 07:57pm
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
I actually played all the way through Flashpoint and Red Hammer over the last few months and sure they look dated by now. And sure I still HATE the BS command missions, the interface sucks ass and your squad generally gets themselves killed very very quickly. Funny though, after playing a whole crapload of Project Reality for months, I found Operation Flashpoint astonishingly easy in terms of picking off the enemy troops at long range, where I used to have hellish problems with anything other then a sniper rifle...
But still, there are some missions I just love.
The early parts of flashpoint have the strongest part of the campaign IMHO. Wondering WTF is going on, the Russians invading, getting pushed back, trying to consolidate for a few missions, then the chaos of the evacuation of the islands. Getting left behind and joining up with the resistance, getting back to the NATO stronghold...
There are some other missions which are awesome as well for that matter.
I mean the mission where you get captured and have to escape, there is nothing more satisfying then walking into the camp...hopping into the BMP, flooring the peddle and running over the Hind crew, blasting the nearby troops, getting INTO the Hind, and going on a killing spree of every damn dirty commie in the area, before flying to the South. Of course, the game semi-breaks at this point as it doesn't exactly give you Kudos for such an insane feat, just running a cut scene as if you had just found a US patrol in the mountains.
But its still awesome
But still, there are some missions I just love.
The early parts of flashpoint have the strongest part of the campaign IMHO. Wondering WTF is going on, the Russians invading, getting pushed back, trying to consolidate for a few missions, then the chaos of the evacuation of the islands. Getting left behind and joining up with the resistance, getting back to the NATO stronghold...
There are some other missions which are awesome as well for that matter.
I mean the mission where you get captured and have to escape, there is nothing more satisfying then walking into the camp...hopping into the BMP, flooring the peddle and running over the Hind crew, blasting the nearby troops, getting INTO the Hind, and going on a killing spree of every damn dirty commie in the area, before flying to the South. Of course, the game semi-breaks at this point as it doesn't exactly give you Kudos for such an insane feat, just running a cut scene as if you had just found a US patrol in the mountains.
But its still awesome
-
- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Can you imagine the media fap-fest that would have occured had someone actually pulled off an escape that bad-ass in real life?
What got me on that mission was when they went: "you'll need to navigate by the stars". And you could.
What got me on that mission was when they went: "you'll need to navigate by the stars". And you could.
Re: Looking Back on: Operation Flashpoint Cold War Crisis
I should add I think I'm being too hard on OFP for its shitty command interface - don't get me wrong - it is incredibly shitty- but I also happen to hate every command interface of every FPS-where-you-have-a-team in the history of the world, with the exception of SWAT 3 (never played SWAT 4) - and the only reason that's any good is because each mission is in a highly restricted CQB environment where you can keep track of things very easily.
Personally I think trying to command troops in an FPS is a big fat fucking waste of time. I've never bothered with it, no matter the game - I didn't do it in Rainbow Six, Rogue Spear, Ghost Recon, (screw that mission planning bullshit, go in by yourself, otherwise all your douchebag guys will get killed, it's most often completely out of your hands) or OFP. It's just not worth the trouble.
There are more opportunities for immersive, fun play where you're just a cog in the machine with freedom of action but no responsibility of command, IMO.
Personally I think trying to command troops in an FPS is a big fat fucking waste of time. I've never bothered with it, no matter the game - I didn't do it in Rainbow Six, Rogue Spear, Ghost Recon, (screw that mission planning bullshit, go in by yourself, otherwise all your douchebag guys will get killed, it's most often completely out of your hands) or OFP. It's just not worth the trouble.
There are more opportunities for immersive, fun play where you're just a cog in the machine with freedom of action but no responsibility of command, IMO.
Like Legend of Galactic Heroes? Please contribute to http://gineipaedia.com/
- Pint0 Xtreme
- Jedi Council Member
- Posts: 2430
- Joined: 2004-12-14 01:40am
- Location: The City of Angels
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
From watching the in-game videos of OPF2, the blowing up of helicopters in the air still looks wonky as hell. It's SOD-breaking.
- Uraniun235
- Emperor's Hand
- Posts: 13772
- Joined: 2002-09-12 12:47am
- Location: OREGON
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
There really should be more cooperative gameplay for this sort of thing. My friends and I played with the cooperative modes in the latest Call of Duty game and we had a huge blast with it.Vympel wrote:Personally I think trying to command troops in an FPS is a big fat fucking waste of time. I've never bothered with it, no matter the game - I didn't do it in Rainbow Six, Rogue Spear, Ghost Recon, (screw that mission planning bullshit, go in by yourself, otherwise all your douchebag guys will get killed, it's most often completely out of your hands) or OFP. It's just not worth the trouble.
There are more opportunities for immersive, fun play where you're just a cog in the machine with freedom of action but no responsibility of command, IMO.
"There is no "taboo" on using nuclear weapons." -Julhelm
What is Project Zohar?
"On a serious note (well not really) I did sometimes jump in and rate nBSG episodes a '5' before the episode even aired or I saw it." - RogueIce explaining that episode ratings on SDN tv show threads are bunk
"On a serious note (well not really) I did sometimes jump in and rate nBSG episodes a '5' before the episode even aired or I saw it." - RogueIce explaining that episode ratings on SDN tv show threads are bunk
Re: Looking Back on: Operation Flashpoint Cold War Crisis
In any of the flashpoint games any mission can already be coop. I made all of the original campaigns multiplayer in less than 5 minutes, for example.Uraniun235 wrote:There really should be more cooperative gameplay for this sort of thing. My friends and I played with the cooperative modes in the latest Call of Duty game and we had a huge blast with it.Vympel wrote:Personally I think trying to command troops in an FPS is a big fat fucking waste of time. I've never bothered with it, no matter the game - I didn't do it in Rainbow Six, Rogue Spear, Ghost Recon, (screw that mission planning bullshit, go in by yourself, otherwise all your douchebag guys will get killed, it's most often completely out of your hands) or OFP. It's just not worth the trouble.
There are more opportunities for immersive, fun play where you're just a cog in the machine with freedom of action but no responsibility of command, IMO.
Apparently nobody can see you without a signature.
- Losonti Tokash
- Sith Devotee
- Posts: 2916
- Joined: 2004-09-29 03:02pm
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Son of a bitch, I might have actually made it through the campaign if I'd had teammates.Steel wrote:In any of the flashpoint games any mission can already be coop. I made all of the original campaigns multiplayer in less than 5 minutes, for example.Uraniun235 wrote:There really should be more cooperative gameplay for this sort of thing. My friends and I played with the cooperative modes in the latest Call of Duty game and we had a huge blast with it.Vympel wrote:Personally I think trying to command troops in an FPS is a big fat fucking waste of time. I've never bothered with it, no matter the game - I didn't do it in Rainbow Six, Rogue Spear, Ghost Recon, (screw that mission planning bullshit, go in by yourself, otherwise all your douchebag guys will get killed, it's most often completely out of your hands) or OFP. It's just not worth the trouble.
There are more opportunities for immersive, fun play where you're just a cog in the machine with freedom of action but no responsibility of command, IMO.
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Sadly they were more interested in catering to the hardcore sim idiots with ludicrously hard expansions with horrid 'order your guys to pick up each individual magazine' excitement instead of 'lol coop'.
BTW OFP2 comes out in AU a week after the whole rest of the world, so I probably won't bother buying it anymore. Whoops.
BTW OFP2 comes out in AU a week after the whole rest of the world, so I probably won't bother buying it anymore. Whoops.
- Zixinus
- Emperor's Hand
- Posts: 6663
- Joined: 2007-06-19 12:48pm
- Location: In Seth the Blitzspear
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Anyone here preordered the game?
Credo!
Chat with me on Skype if you want to talk about writing, ideas or if you want a test-reader! PM for address.
Chat with me on Skype if you want to talk about writing, ideas or if you want a test-reader! PM for address.
- charlemagne
- Jedi Knight
- Posts: 924
- Joined: 2008-10-13 02:28am
- Location: Regensburg, Germany
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Yeah, I did.Zixinus wrote:Anyone here preordered the game?
I loved OFP for all the reasons you guys mentioned already. Mainly because of it's immersiveness, though. It may have been ugly and unpolished and all, but I'll never forget playing the first mission for the very first time and getting seriously sucked into it. The game really succeeded in creating a believable atmosphere of how simple infantry might experience war, you know, with all hell breaking loose around you and you're just confused and have no idea what's going on.
- Zixinus
- Emperor's Hand
- Posts: 6663
- Joined: 2007-06-19 12:48pm
- Location: In Seth the Blitzspear
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Myself, I'm heavily considering it. Especially once it becomes official that box copy's serial number will unlock the game on Steam (there is a 50% off deal on Amazon). Supposedly, the game will be on Steam but forgot to include it as of yet.
Credo!
Chat with me on Skype if you want to talk about writing, ideas or if you want a test-reader! PM for address.
Chat with me on Skype if you want to talk about writing, ideas or if you want a test-reader! PM for address.
- Pint0 Xtreme
- Jedi Council Member
- Posts: 2430
- Joined: 2004-12-14 01:40am
- Location: The City of Angels
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
PC Zone (UK) Magazine has their review of OFDR up.
I never finished the original Operation Flashpoint. I got to a mission where I had to escort some convoy of trucks over a large distance, and singularly failed to do so. Believe me, I tried to protect my AI companions, but they just kept getting blown up. I can't even remember how they bought it - mines, rockets or merely plain old bullets - but they died, again and again. Again and again and again.
There was also that mission where you're told to escape to the beach. You start in a forest, bereft of allies and have to make it past the entire enemy army without getting spotted once, because if they saw you, BAM! you were dead. One shot to the face from a tiny set of pixels that had just appeared on the horizon sent you right back to the beginning. Or to the solitary save point you were allowed.
Operation Flashpoint: Dragon Rising doesn't have save points, it uses checkpoints. Whoa there, hold on a minute. Don't go slouching off, grumbling about consoles and whatnot. It's not that bad. These checkpoints actually work. They don't always work, but they do the job better than the solitary save game in the first game did allowed. This is one game you'll actually finish before your hair falls out and you start looking longingly at cardigans in shop windows. If you want to keep it real and are into masochism, you can always just the game on Hardcore mode and not have any saves at all.
For those of you who are baffled by the words I've just written, let me elucidate. Dragon Rising is a game where you get to play as a US soldier in the liberation of the fictional island of Skira. The people you're booting out are the Chinese People's Liberation Army, who've decided that the oil reserves contained underneath Skira are worth killing for. They plonk their troops in, Russia gets angry, the US is called in, and Uncle Sam proceeds to kick some PLA ass.
Your first mission is essentially a tutorial, although it never once drags you by the pubes down certain routes. There's also no patronising "Press W to move forward, left-click to fire" either. It errs too much on the 'let the player get on with it' side of things, telling you the name of the command you need to issue, but not which key that corresponds to. A quick scan through the key commands list will sort you out, but it does interrupt the flow a little. This doesn't happen a lot, though, so it's more a minor little quirk than anything else. Nearly everything in the game is intuitive and easy to get to grips with, except perhaps the radial command menu.
This will probably get the most attention from irate fanboys. The deal is that you press Q and a radial menu appears. You then press one of the WSAD keys to pick a subsection, and so on. It's clearly designed for an analogue stick and can be a bit clunky, especially when you're bogged down in combat and all you want to do is tell your guys to defend a position or engage an enemy. A small number of commands can be issued on the map, but generally, if you want to tell your guys what to do, you'll use the radials. It takes time to get used to where certain commands are and how to get to them quickly, but once you do getting your comrades to do what you want is easy. Usually.
This is a game that relies heavily on AI, but sometimes it'll fall over. However, it's nowhere near as bug-ridden as its rival ArmA II was on release. There aren't amusing/frustrating moments like finding your CO's mangled corpse under his desk at the beginning of a mission for no reason. What'll happen instead is that maybe one of your guys won't duck down quick enough behind a wall and get his head blown off by a lucky shot.
Certainly, it's annoying, but unless you're playing on Hardcore mode, they'll get revived when you pass through the next checkpoint.
Unrealistic this might be, but it does mean your frustration levels won't boil over if your guys do something a bit dumb. It might offend some people's sensibilities, but it sure beats going back miles back to the last checkpoint.
Perhaps the best thing about Dragon Rising is how you feel challenged by a difficult game, yet never so frustrated that you throw the mouse down in anger and hurry for the uninstall button. Sometimes you'll get killed by a great shot from an enemy soldier, which'll force you to repeat a significant section of a mission. Yet instead of frustrating you, it makes you think of new ways of approaching that mission. If you're getting pinned down by tanks or vast numbers of soldiers, perhaps when you do it again you'll approach the situation from a different angle to see if that makes a difference.
This is a game of exploration and options, where the solution isn't just "go this way or not at all". It's challenging and hardcore, but always accessible. You'll almost certainly make mistakes and be cursing either luck or ineptitude (either your own or your allies') but you'll also be learning all the time, thinking about new ways to achieve the goal, and because it's virtually all driven dynamically with very few scripted events, each time the outcome will be slightly different.
This is probably true of most open-world games, but I don't think I've ever felt it as strongly, as innately, as I did when playing Dragon Rising. This same freedom of expression continues into the night missions, not all of which involve special operation types and silenced weapons. Indeed, the first one you embark upon is particularly tricky due to the fact you really have to keep that trigger finger in check. One shot and the whole place lights up and, given that the area is swarming with PLA troops, not to mention the deadly threat of patrolling gunships, it is crucial to be sensible in your choices. Going in all guns blazing will not only make you fail your secondary objective (don't be seen) but will result in your quick demise.
You might be able to bandage your wounds if you take a non-lethal hit, but that's not easy to do in the middle of a field with bullets kicking up dirt around your prone body. Speaking of healing, you've also got a medic as part of your squad, someone who can help in patching up your AI squad mates or just giving you a shot from a magic syringe. This replenishes the blood you've lost and is another attempt to make the non-hardcore experience a little less unforgiving. Again, if you crave realism, stick it on the Hardcore mode.
Missions themselves are reasonably varied, both from the start of the game and in how they develop. There are the aforementioned stealth missions where you'll have to secretly blow up a fuel dump or some anti-aircraft guns, plus you've also got rescue, beach assault and capture-and-hold-location missions. They all involve shooting a load of PLA troops, of course, but often you'll be sufficiently intrigued by the objectives of the next mission to bring in the whole "one more go" factor.
The military fetishists out there are going to be a little disappointed with the range of guns, weapons and so on that are available. While there are enough different types of gun or vehicle to keep a layman like myself satisfied, those who have an interest in military ordnance, ArmA II has the edge.
And you can't be a sheep or a cow in Dragon Rising either. The mission editor won't be as comprehensive as the ArmA II modding toolset Bohemia recently released (which is on this issue's DVD, in case you're interested), but there's certainly sufficient depth, especially when you start getting involved with the LUA scripting language to create elaborate scenarios. Whether you'll be able to create those amazing night battles so prevalent on YouTube, we'll just have to see.
Another direct point of comparison with ArmA II is performance and issues thereof. Because Dragon Rising is, to be blunt, more of an game than Bohemia's effort, it also runs a hell of a lot better. Let's face it, awe-inspiring in terms of depth and complexity ArmA II might be, it sometimes forgets it's actually a piece of entertainment, not a military training simulator. Dragon Rising never once forgets that it's ultimately meant to be fun, but any issue of it being dumbed down can be dismissed by all but the most obsessive realism nuts. Indeed, it's actually difficult to see how this game will succeed on the consoles.
Concessions are made to the use of pads - radial menus, checkpoints that revive your comrades, and so on - but if you're willing to look past these things, it's a difficult game. This is a game that requires patience, a quality most console gamers, it's fair to say, don't have in abundance. This isn't just your PC snob talking here: Dragon Rising never really feels like it has been co-developed for any armchair gamer - whether on the PC or a console - unlike so many big-name games released nowadays. It's a great relief to be able to write those words as so often we're left pandering to the perhaps-unfair belief that console gamers can't handle anything remotely complex, having to suffer the lukewarm button-mashing tedium-fests that are sloppily ported over.
Also Dragon Rising doesn't crash (at least, it didn't for us). Even running on maximum graphics setting - one gripe would be the lack of advanced graphics settings to tweak - we never ran into any frame rate or performance issues. The graphics are good without being anything spectacular, so it should run well on the majority of reasonably specced machines.
The original Operation Flashpoint had a reasonable multiplayer element. While it wasn't great, it was fun for a while. It was also bollockingly hard. Dragon Rising's take on this should be better. As we're playing the game before the game goes out on sale, nobody else has a copy of it, so trying out the multiplayer function is effectively out of the question. We'll take another look at it in a future issue, once the game is out on general release and the multiplayer servers are populated.
What we can tell you about is the campaign co-op. This is superb fun. We all know playing with other people is great and Dragon Rising doesn't buck the excellence trend. It's pretty much exactly the same as the single-player experience, just with the added bonus of idiot human players mucking about.
While ArmA II had the potential to be superb Dragon Rising actually is, because it doesn't suffer from all the technical issues of the former game. Helicopters don't land on your head, they don't refuse to land if you to do something a little out of the ordinary, and you don't have to chase important NPCs over several kilometres because they got spooked by a bit of gunfire. (All of which we've seen happen when we've played ArmA II.)
The only problem you might have is an AI driver (of any vehicle) not having great pathfinding if you're in the commander's seat giving move orders. Usually they're fine, and this applies to the single-player as well. But sometimes trees can confuse drivers a bit, so they ignore the plants and plough through.
Operation Flashpoint: Dragon Rising has achieved the singular feat of being a military simulator that's actually fun to play on more than just a "Look how much stuff is here!" way. Codemasters have remembered that the most important thing for a game to be is fun. At the end of the day, if your CO disintegrates for no reason and you can't proceed with the mission, it doesn't matter how accurate the spark plugs are on the vehicle you're driving, you'll get fed up and sack it off. What you want to do is be given an objective, go there and shoot some baddies, without any weirdness occurring.
Dragon Rising makes this activity challenging but always pleasurable. It might be helping you out a bit too much at times with its life-giving checkpoints and magic syringes, but sometimes a bit of assistance isn't a bad thing. Some people will doubtless hate it, saying it's not a par on ArmA II, moaning about how it isn't realistic enough or that the PLA don't have accurate uniforms, but I advise you to ignore the naysayers and play the game. It's not perfect, there are little problems and niggles that can be found if you look for them, but none of them spoil the game or ruin the playing experience.
This might not be the proper successor to the original Operation Flashpoint, but as a game in its own right, it's a stormer.
Re: Looking Back on: Operation Flashpoint Cold War Crisis
If there's one thing I love about 'gaming jouralism', it's how reviewers have to hit the buttons for the audience. OMG TEH CONSOLEZ BROKE ITZ!!?! People will be mad the comm system isn't totally shit now! Controllers = game is easy!
- Pint0 Xtreme
- Jedi Council Member
- Posts: 2430
- Joined: 2004-12-14 01:40am
- Location: The City of Angels
- Contact:
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Well, good riddance to the original Operation Flashpoint comm system!
Re: Looking Back on: Operation Flashpoint Cold War Crisis
He's bitching that instead of say using the mouse or the keypad to swap between menues you have to use WASD which are most people's movement keys. Which means that while your command your not moving. Look at a PC specific shooter with a radial com system like Battlefield 2 where the radial menu is controlled by numbers OR the mouse. If you know your radial menu well you can hit 1-2-5- to order all soldier in your squad to defend the nearest flag or 1-1-1 to have them attack it. Or you could simply flip with the mouse. It's a whole lot faster to go around the menu's when you can click (And you can still be moving while doing so) rather than making it the same as the WASD.Stark wrote:If there's one thing I love about 'gaming jouralism', it's how reviewers have to hit the buttons for the audience. OMG TEH CONSOLEZ BROKE ITZ!!?! People will be mad the comm system isn't totally shit now! Controllers = game is easy!
His point is a legitimate one, they tried to copy an analog stick on the pc. A PC Radial menu is numbers, keypad or mouse clicks or some combination of the three. Meanwhile on the console you don't have any of those options so to get into command mode most times it does involve pushing in one of the analog sticks(Your move stick normally) and use it to scroll around the radial menu.
Ever played say KOTOR 2 on the PC and Xbox360? The 360 uses the same radial setup that FP uses on the Console on the PC it's Crysis style, the radial is mouse not key driven.
"A cult is a religion with no political power." -Tom Wolfe
Pardon me for sounding like a dick, but I'm playing the tiniest violin in the world right now-Dalton
Re: Looking Back on: Operation Flashpoint Cold War Crisis
Oh yeah, the WASD thing isn't great (hopefully it's mappable, though) but he starts with 'this will probably get the most attention from irate fanboys' when radial menus are fine and (if done properly) are way better than the 7-6-2-1-3 menus from the old game. Shit radial menus don't mean radial menus are bad, but it's part of pc reviews to instantly demean anything 'console-y'. Complaining it takes some time to get used to when most people would never bother getting used to the arcane menus in the old game is even funnier.
But thanks for explaining to me why using the move interface for orders is bad; I guess you enjoy the sound of your own voice. Can you explain why the controls default this way on PC? The answer is not 'consoles ruined my game'.
But thanks for explaining to me why using the move interface for orders is bad; I guess you enjoy the sound of your own voice. Can you explain why the controls default this way on PC? The answer is not 'consoles ruined my game'.