Review: OFP Dragon Rising
Posted: 2010-05-24 08:01am
I know that Operation Flashpoint: DR is old news, but I have just gotten around to it. First of all, its a bit different experience than Arma II. And for the lack of a better word, I would say its better. It's less hardcore, less realistic-ish and less demanding on the hardware. And a lot less buggy on the PC.
Admitting that Codemasters actually did a better job than the original Bohemia team isnt easy for me to say, really. Although there is a trade-off in scale and open endedness (battles are much smaller, you control a much smaller detachment), everything just looks like it "fits".
Arma's problem was that they essentially created a huge and beautiful world but they didn't put enough effort in programming and properly bringing it to life. AI sucks balls, animations are looped and the controls are "realolistically" laggy, making the experience sluggy. It seems that Bohemia is so stuck in their own method and mindset that they forget that they are losing the actual gameplay.
DR feels like a fresh take on the subject of an "open world" warfare. There are both pros and cons to this. The battles aren't huge and sometimes even feel downsized (marine beach landing with 2 AAVPS and maybe 10 men is just funny), the enemy is spawned when needed (at least that is my impression) rather than eating up memory while sitting 20km from the player doing nothing.
Movement is quite slick, but it feels a bit slow. I dunno, maybe thats because the FOV isn't really big, which helps in long distance engagements (over 100m, which is most of the game) but really sucks if you have to enter a building from time to time. Funny thing is that I dont see a big difference between "walking" and "sprinting" other than being unable to use your gun.
The command interface is terrible on the other hand. It wasn't perfect in OFP1 or any AA, but even still you could issue commands quickly after learning the proper combinations. The radial menu just doesn't work for complex systems. Sure, after a while you know what is where, but it takes a horrid amount of time to set up your command. You also cannot move your character while the radial menu is on, meaning that you just can't issue commands on the fly. Unit selection is also a pain in the ass. You can also issue commands on the map, which allows you to assign target which are not in your line of sight.
The good news is that the friendly AI delivers. Although in the campaign you control 4-5 units max, they react to what the hell is going on. If you issue a move command they will execute it. If you order them to assault a building they will do it. But thats on foot - it's still annoying and irritating to issue order when you are in a vehicle. Especially if you count in the fact that you have a very limited FOV range when sitting as a commander and there is no external command view like there was is in Bohemia games. AI driving is pretty good, but they made their job easier by making the terrain uniform: HMMVWs are as fast on the road as they are offroad.
Enemy AI isn't as bad. Its problem is that it is deliberately dumbed down in the area of marksmanship. I have read some of the reviews where people complained that it is too easy to die. Well, if you are accustomed to playing Diablo then yes, it is easy to die. But I had countless situations when I managed to take out 6-7 enemies while being under their direct fire. Difficulty setting only alters the HUD so the stormtrooper aim is a constant. It is easy to die, but at the same time it is hard to get hit. There are mods that fix it, but Im not sure I wan't to turn this game into a Rainbow Six-fest.
Tactically, the enemy AI isn't that bad either, although I think the overall impression is because of the way the missions are constructed. In one mission I had to bypass enemy patrols and blow up a SAM site. I set up the base of fire in a small farm overlooking the site, killed the guards, left a sniper on overwatch and blew up the site itself. I was very surprised when I saw that my sniper has been killed because the patrols that I left behind earlier heard the gunfire and moved on the farm.
Support... ahh, yes. You can call in mortars, howitzers and air support. And the artillery fire is awesome, even though a bit generic. You can literally level an entire village with one scattered howitzer strike. Each round explodes violently, leaving huge amount of smoke. After a few rounds you just stop seeing the target, there's so much smoke. Its really spectacular. Oh yeah, you call in support using the same annoying radial menu interface thingy.
Graphics are... well, dated. It is nowhere near AA2 in terms of both the graphical galore or design (well, apart from the smoke). The maps are pretty generic and uninteresting: some meadows, some hills, some houses. Tall grass everywhere. I haven't been everywhere but they could have done a better job. Buildings are destructible (happens especially when you and your squad are inside), but its not procedural, just a pre-fixed destructo-mesh. They promised destructible trees, but no joy.
Graphically, its much worse than AA2. In terms of design, its worse. In terms of immersion, it's much much worse. But the gameplay mechanics (apart from the piss poor command interfaces) and the AI is much better and it makes up for it. OFPDR isnt by any means a great game, but its still a competent time killer. Most importantly, you can play it casually and still have fun.
Still, the main problem is that it just feels downsized. Its not "be all you can be" like Arma 2, which at least tries before failing due to bugs and stupid design choices. DR just takes the easy way and does a lot of things to fool you that it is just like AA. The battlefield feels pre-programmed, there isn't much going on beside what is happening around you. Its just not the right mix of "being in the center of the action" and "being a small cog in a huge machine".
And I think I know why. DR works using the same engine that codemasters uses in games like GRID. You just can't build an open world game on a racing game engine. Its like making GTA IV with the Unreal engine. Its just lazy money-milking. That's what this game is: something to milk the franchise as much as you can before dumping it in some corporate trash bin of an unnamed suit working at an unnamed desk of an unnamed room on an unnamed floor of an unnamed building. Or near Lamington Spa.
I stopped playing AA2 in mission 3 or 4 because I was pissed off. But I appreciate a failed attempt much more than I appreciate a succesful lack of effort.
Admitting that Codemasters actually did a better job than the original Bohemia team isnt easy for me to say, really. Although there is a trade-off in scale and open endedness (battles are much smaller, you control a much smaller detachment), everything just looks like it "fits".
Arma's problem was that they essentially created a huge and beautiful world but they didn't put enough effort in programming and properly bringing it to life. AI sucks balls, animations are looped and the controls are "realolistically" laggy, making the experience sluggy. It seems that Bohemia is so stuck in their own method and mindset that they forget that they are losing the actual gameplay.
DR feels like a fresh take on the subject of an "open world" warfare. There are both pros and cons to this. The battles aren't huge and sometimes even feel downsized (marine beach landing with 2 AAVPS and maybe 10 men is just funny), the enemy is spawned when needed (at least that is my impression) rather than eating up memory while sitting 20km from the player doing nothing.
Movement is quite slick, but it feels a bit slow. I dunno, maybe thats because the FOV isn't really big, which helps in long distance engagements (over 100m, which is most of the game) but really sucks if you have to enter a building from time to time. Funny thing is that I dont see a big difference between "walking" and "sprinting" other than being unable to use your gun.
The command interface is terrible on the other hand. It wasn't perfect in OFP1 or any AA, but even still you could issue commands quickly after learning the proper combinations. The radial menu just doesn't work for complex systems. Sure, after a while you know what is where, but it takes a horrid amount of time to set up your command. You also cannot move your character while the radial menu is on, meaning that you just can't issue commands on the fly. Unit selection is also a pain in the ass. You can also issue commands on the map, which allows you to assign target which are not in your line of sight.
The good news is that the friendly AI delivers. Although in the campaign you control 4-5 units max, they react to what the hell is going on. If you issue a move command they will execute it. If you order them to assault a building they will do it. But thats on foot - it's still annoying and irritating to issue order when you are in a vehicle. Especially if you count in the fact that you have a very limited FOV range when sitting as a commander and there is no external command view like there was is in Bohemia games. AI driving is pretty good, but they made their job easier by making the terrain uniform: HMMVWs are as fast on the road as they are offroad.
Enemy AI isn't as bad. Its problem is that it is deliberately dumbed down in the area of marksmanship. I have read some of the reviews where people complained that it is too easy to die. Well, if you are accustomed to playing Diablo then yes, it is easy to die. But I had countless situations when I managed to take out 6-7 enemies while being under their direct fire. Difficulty setting only alters the HUD so the stormtrooper aim is a constant. It is easy to die, but at the same time it is hard to get hit. There are mods that fix it, but Im not sure I wan't to turn this game into a Rainbow Six-fest.
Tactically, the enemy AI isn't that bad either, although I think the overall impression is because of the way the missions are constructed. In one mission I had to bypass enemy patrols and blow up a SAM site. I set up the base of fire in a small farm overlooking the site, killed the guards, left a sniper on overwatch and blew up the site itself. I was very surprised when I saw that my sniper has been killed because the patrols that I left behind earlier heard the gunfire and moved on the farm.
Support... ahh, yes. You can call in mortars, howitzers and air support. And the artillery fire is awesome, even though a bit generic. You can literally level an entire village with one scattered howitzer strike. Each round explodes violently, leaving huge amount of smoke. After a few rounds you just stop seeing the target, there's so much smoke. Its really spectacular. Oh yeah, you call in support using the same annoying radial menu interface thingy.
Graphics are... well, dated. It is nowhere near AA2 in terms of both the graphical galore or design (well, apart from the smoke). The maps are pretty generic and uninteresting: some meadows, some hills, some houses. Tall grass everywhere. I haven't been everywhere but they could have done a better job. Buildings are destructible (happens especially when you and your squad are inside), but its not procedural, just a pre-fixed destructo-mesh. They promised destructible trees, but no joy.
Graphically, its much worse than AA2. In terms of design, its worse. In terms of immersion, it's much much worse. But the gameplay mechanics (apart from the piss poor command interfaces) and the AI is much better and it makes up for it. OFPDR isnt by any means a great game, but its still a competent time killer. Most importantly, you can play it casually and still have fun.
Still, the main problem is that it just feels downsized. Its not "be all you can be" like Arma 2, which at least tries before failing due to bugs and stupid design choices. DR just takes the easy way and does a lot of things to fool you that it is just like AA. The battlefield feels pre-programmed, there isn't much going on beside what is happening around you. Its just not the right mix of "being in the center of the action" and "being a small cog in a huge machine".
And I think I know why. DR works using the same engine that codemasters uses in games like GRID. You just can't build an open world game on a racing game engine. Its like making GTA IV with the Unreal engine. Its just lazy money-milking. That's what this game is: something to milk the franchise as much as you can before dumping it in some corporate trash bin of an unnamed suit working at an unnamed desk of an unnamed room on an unnamed floor of an unnamed building. Or near Lamington Spa.
I stopped playing AA2 in mission 3 or 4 because I was pissed off. But I appreciate a failed attempt much more than I appreciate a succesful lack of effort.