Operation Flashpoint 2 Dragon Rising MegaThread

Aug 11, 2009
200
Arlington, Texas
Operation Flashpoint 2 Dragon Rising

Official Website: http://www.codemasters.com/flashpoint/

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Publisher: Codemasters
Developer: Codemasters
Platforms: PC, PS3, Xbox 360
ESRB Rating: Rating Pending?
Genre: First Person Shooter / Mil Sim
Players: Local 1 Player, 4 Online Coop, PVP 4vs4 + 12vs12 AI
Release Date: North America – October 6, 2009 | Europe – October 9, 2009
Achievements: Yes

Description:
This sequel to Codemasters' popular Cold War-themed shooter will take place in a modern setting in which tensions are high between China and Russia.

Experience the intensity, diversity and claustrophobia of realistic modern warfare from the unique perspective of Infantry Marine, Helicopter Pilot, Special Forces and Tank Commander engaged against the full force of the Chinese military on a scale never previously experienced in video games. Operation Flashpoint 2: Dragon Rising takes players into the most realistic war game experience they'll have ever encountered. It provides an unparalleled scope of different military disciplines, vehicles and equipment for players to utilize, and simulates an immense conflict between two advanced military forces. The players journey is tied into a believable and dramatic storyline set in a vast and incredibly detailed environment.

Features:
* Play as Infantry soldier, tank commander, helicopter pilot and Special Forces, either single player or cooperatively
* Players will battle against platoons of enemy forces, in the biggest battles ever seen in a First Person Shooter video game
* Unparalleled levels of realism and variety of military forces, equipment, weapons and tactics
* Immense play areas giving the player a multitude of tactical decisions on how to best accomplish missions
* Delivers realistic injuries and wounds to the characters, vehicles and buildings within the game

Screenshots:

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Videos:
Gameplay -1- Take the Beach Part 1
Gameplay -2- Take the Beach Part 2
Gameplay -3- Blinding the Dragon Part 1
Gameplay -4- Blinding the Dragon Part 2
Preview -5- Vehicle Trailer
Preview -6- Hardcore Mode Trailer
Gameplay -7- Preview of Coop
Gameplay -8- Hands on at gamercon
Gameplay -9- Gamestar Coop Video Part 1
Gameplay -10- Gamestar Coop Video Part 2
Gameplay -11- Sounds of War
Gameplay -12 tvgry gameplay video
Preview -13- Codemaster Coop video
Preview -14- Codemaster Coop Video HD
Timeline -15- Introduction of events leading to story
Mashup -16- Video Mashup of multiple sources
Gameplay -17- XPlay Showing off Gameplay Video 1 of 3
Gameplay -18- XPlay Showing off Gameplay Video 2 of 3
Interview -19- Xplay Interview Video 3 of 3

Latest News / Previews:
Preview Reticle
Vehicle Destruction Comment from devs
Vehicle Sound Recording on Location
Gamer Zines on DLC
Console Media screenshot
Rock Paper Shotgun Preview
Operation Flashpoint 2 Interview
Gaming Union Hands On
Console Monster Preview
Rundown of Command Interface
IGN's Hands on Preview
First Hour with Operation Flashpoint
Preview from ElectronicTheatre
IGTv Interview
27/08 - Co-Op Video Due Out Tomorrow
Helios addresses community over AI concerns
PSC3 Interview [Translated]
PSC3 Interview [German]
IGN Section dedicated OPFP
Q/A Session

Community Functions:
IGN Flash Command
Download the OFP2 Toolbar
FlickR
The mailinglist subscriber form
The Mibbit WebIRC
The OFP: DR FAQ!
Official Forums
Operation Flashpoint 2 News Site
 
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PS3 Interview (Translated from German)

Okay had to run this one through the google translator..
Translation URL Linky
Original URL Linky

This has been translated from google translation tools, translation errors are possible.

google translation said:
A few weeks ago we were Flashpoint by Codemasters Operation: Dragon Rising press-event invitation, where we could hit one preview version and Tim Browne were allowed to interview the senior developer of Codemasters.

Enemy Sniper 11'o'clock! "

"Two, three enemy sniper attack!"

"Oh no, three is down!"

Operation Flashpoint veterans can certainly remember the distinctive radio messages. Now the Cold War long since cold coffee and for the new Operation Flashpoint: Dragon Rising part must be a new scenario is her ...

The conflict flared on the fictitious island of Skira (the real island of Kiska in the Aleutian Islands, Alaska, modeled), an island off the northern coast of Japan, from Russia and China claims to be, after it untouched on oil and gas well encounters.

The game starts out as a fighting unit of the Marine Corps on behalf of Russia to free the island from the invading Chinese army.

Like its predecessor, is also trimmed Dragon Rising on a real experience as possible.

The island of Skira is 220 km ² large and can theoretically always fully explored on foot but it takes about 9.5 h until one crosses the length of the island and also the fastest controllable aircraft, the helicopter is still good to 12min for the distance move. In addition to the large distances in single player or are likely numerous NPC opponents to the "line of sight" to respond to difficult hike. It is also interesting that the engine draw a 30km distance (30km to be 3-dimensional drawing), a real ballistics, and a lot of AI to the same engine is also Colin McRae: DiRT and Grid fired.

Realism, however, goes even further: The load times for the various weapons systems are modeled after U.S. Marines set, then take for eg preparing the missile "Javelin" for some time. How to prepare for real life needs to be unseen Javelin team and should remain so after the firing of the weapon as undetected if they do not want to be taken by the machine guns of the opponent's vehicles.

Despite all precautions will be tracked down and shot by the enemy the chance of survival is low. Can one's Fireteam at "small arms fire" (fire with lightweight, portable weapons) is still responding to is a heavy gun or weapons aboard a troop transporter, or main battle tank had guarantee for a safe passing.

Compared to the conventional self-healing ability of other shooter that comes in OFP: DR also a sophisticated system of combat damage to a train: You can be injured at various points as a player, his legs have an impact on the running speed, arm or face on the accuracy when shooting. Most injuries have to be connected since otherwise runs the risk of bleeding to death - the game simulates a quantity of blood, which can lose up to the on-screen death. Larger projectiles, sniper, for example, a heavy .50 cal machine guns or Barrett rifle is practically absolutely deadly with each hit.
Operation Flashpoint - Hands on the PS3

Operation Flashpoint - Hands on the PS3

Hands-on

In the preview version that could allude to, was allowed to play the first two missions of the singleplayer. In the very first mission, the Marines using LVT-7 (amphibious tank) and you get the task with the help of the LVT's land to advance while the tanks to protect against RPG attacks. After the first few hundred meters, which we carelessly maintained hinaufstürmt the hill to get there very quickly under fire from enemy soldiers. The tracer bullets hiss only as a passing duck and it almost himself behind the screen. The LVT's immediately open fire with its 40mm automatic cannons and Grant next to the firing squad members at their opponents. Suddenly, in addition we propose a grenade, killing one of our Squad members. Upon closer look one sees that the soldier is missing in the explosion of the forearm. Again, there is not an exaggeration, or increase the Gore factor, but it is realistic about the causes of war, unfortunately.

When they wanted above all with the help of AI comrades deserted village (in the game, there are no civilians) arrived and was able to conquer that, after a brief struggle, I am just become a little too cocky ... I had since the beginning of the mission about 2 -- 3 enemies off.

Next, we received orders to the squad to blow up a radar position, which was located on the other side of the hill. Still gripped by excessive heroism I moved quickly up the hill to the group ... I just spotted an enemy.

But before I was able to neutralize the enemy, I was hit by several bullets ... which scored a hit before I could hear the shots. It is estimated that the 4th Responses was a headshot ...

The first thing that comes to mind - this is a real Flashpoint Operation!

The Interview

At the end of the press event we Tim Browne, stood for a senior developer from Codemasters and answer questions. Here are the questions translated into German, and Tim's answers are:

PS3C: How long was OFP: DR in development?

Tim: OFP is already 2.5 years in development, but before we could even start with the coding, we have assembled a research team and about 2.5 months only investigated: the Iraq war and the Afghanistan conflict closer look and movies gekuckt with military conflicts and of course, played a few shooters to find out what movies / games are more realistic hinzubekommen our game later as authentically as possible.

PS3C: Did you also gekuckt Black Hawk Down?

Tim: Yes, that's a good movie. What has impressed us, but even more was Generation Kill, even though this series was first broadcast, when we were already in the development of OFP. The film is very realistic and we want to very much. We have also noticed with the film, the radio traffic that we could not get across very realistic, so we turned around again and all in very close to Generation Kill ajar, what can now be clearly heard in the game too.

PS3C: How many people have worked on OFP: DR?

Tim: The largest number was about 130 people. At the moment, but they are not as many as the main work has been completed and especially bugfixing still operates.

PS3C: Are there any links to the previous OFP's (Cold War Crisis, Red Hammer and Resistance)?

Tim: No, there is neither a link in the story, nor with the characters. The OFP games were very good, but played in around 1985, while we simulate in OFP: DR a future conflict over 2012th But it will happen, no incredible futuristic weapons, but weapons are only used today in the time.

PS3C: Ok, we have seen during your demonstration of the Cobra attack helicopters, Apaches are not used today?

Tim: You mean the Super Cobra. No, the Marine Corps has the Super Cobra and the Army Apache. By that, we simulate the Marine Corps, there are also other types of weapon, some specific characteristics: For example, there is no Blackhawk helicopters in the Marine Corps, but the naval version of the Seahawks. We would like to use only the systems used meticulously and names. We had at E3 a couple of marines who were antesten the game and they said that they would love the game and it was great made. Shortly afterwards came a couple of Army soldiers to allude to it and their only criticism was that the game is not about the Army but by the Marines.
We see this as a huge compliment to our work and you never know ... maybe is the next part of the Army.

PS3C: Why is the realism in OFP so important, how does this affect the gameplay?

Tim: The original Flashpoint was a military simulator, opened a new dimension, but was also very Einsteigerunfreundlich. So we thought we would the successor to not-so-very realistic and do a bit of beginner-friendly, but there will always be very authentic. The sound, the graphics and the gameplay will be as authentic. It will probably be more difficult than most of her other plays, the shooter, but still beginner friendly. This also has to do with the fact that it comes to the consoles. Many previous OFP players have now opted for the consoles and it would be missing something if it did not appear for the consoles. At the moment it is the only such simulation on the console, and we would therefore also the former players who have changed as her on the PS3, give us the opportunity to play the game.

PS3C: Thank you, we look forward to it!

What is actually the focus of OFP, the singleplayer, Koop, or multiplayer?

Tim: We have focused primarily on the single player mode and the co-op and is actually the Koop-mode, where you can play through with up to 4 players, the story has a multiplayer. This was also one of the main objectives from the outset. We also have a competitive multiplayer game play with 2 different game modes and it is also planned DLC (downloadable content), may be because its still contain more multiplayer game modes. All I can say but not too much, we plan to continue with OFP also provide new content, especially the console versions, which have no mission editor.

PS3C: Will there really be no editor for this game?

Tim: It's always ne way, but it is not planned. With this version of the game probably will not, but if enough players want it, it will certainly be incorporated in the successor.

Jokingly) PS3C :) Had a possible successor for Ex Yellow Hammer and would play in China? (Red Hammer was the successor of the first OFP, in which one played the other side - a Russian Spetznaz)

Tim: It is probably no more Dragon Rising, the franchise is called Operation Flashpoint yes.
Well, I do not say as a potential successor is hot or if there will ever be a successor, but we see in the OFP franchise a strong foundation for the future. Presumably, a successor to a new story to be in a new conflict.


PS3C: How many players can play together online?

Tim: So, in Coop mode 4 players can play through the entire campaign, otherwise 8 players can play in multiplayer, but that does not mean that there are only 8 players. There can support the full CI, which means 8 players each, for example, a Fire Team (4 man team to command), which are then lead to rather large battles wird.Wir but still did not work out whether we get more players in multiplayer.
More can tell but I do not do so.

PS3C: Will there be a monitoring role in the multiplayer?

Tim: Yes, we have built a very cool observer, the herauszoomt automatically approximately every 3 seconds from the observer perspective behind a soldier and moves to the next soldier.

PS3C: How do I actually get ammo when I'm shot out?

Tim: Just like in real life is not the magazine magically filled if you run over an opponent, but you can pick up ammo and weapons from both the opponents and also of fallen comrades and to use. In addition, there are some opponent's camp and ammunition container, but that does not mean that you should be prodigal with the ammunition.

PS3C: Will there be customizable skins (uniforms, give sight)?

Tim: No, you play the role of a soldier, and thereby has a predetermined appearance in the story without the editor and this is not possible on the console in multiplayer.

PS3C: Is there Clanfunktionen in the game?

Tim: No, currently we support no clan tags, etc. but this is possibly still be produced via DLC.

PS3C: We have already heard that the system will automatically disconnect a player with a filling the slot with the AI. Is this also vice versa, or you can join in a running game?

Tim: No, this is not possible, once you get knocked out you must wait until the other players have played out the mission. But here we strive for a better solution for the future. But it is already a cool feature, which we are also proud that the AI will immediately jump in and the other players can continue the mission with equally strong teams.

PS3C: Will there really be something like a ranking system in the game where you can climb?

Tim: There is an online ranking where you can ascend. Since the game to be realistic, others may not be unlocked features but it is purely to see who plays a lot and especially those who play well. As far as I know, is the highest attainable rank Brigadiergeneral, but it will take some time until we have achieved this rank.

PS3C: When I became a corporal in the military, but I have received more pay 1 franc per day ...

Tim: "Laughs"

PS3C: Have you planned your views at a time to be able to give commands to the AI companions by voice commands?

Tim: Yes, we have looked at times, it is not too difficult to filter out the many different commands in many different languages and dialects, and even build a system that could realize this. We wanted to use the time available to us, of course, was the maximum playability and get cool features, like for example, the Javelin is truly a big blast.

PS3C: Are there different AI opponents, as elite soldiers or a difference in AI between the Marines and Spec Ops?

Tim revealed: Without too many details about the game, yes there are differences: The Spec Ops for example, have greater morale than regular soldiers, and will pull back less quickly and are slightly better shooter than regular soldiers. But do not hold out more hits than any other soldier. In later missions, it is increasingly used against enemy Spec Ops, which can make the missions a little more difficult.
However, we continue to work only with the 3 levels of difficulty or with the 3 stages of aids. In all 3 levels of the Enemy AI is exactly the same extent.

PS3C: Will there be in the PS3 version of a forced installation?

Tim: Yes, it will, but I can still do not quantify how large it will be.

PS3C: What do you personally like best in OFP?

Tim: "Laughs" A lot of things! I like to play now, for example, Christian (just watch OFP), as he shot by a tank wird.Was I like most are, for example, the artillery, I like big explosions, and even large explosions are always good. I like to fly the helicopter, which makes me really fun and of course the Javelin. We see such weapons only on TV and here we come to the right to fire them.

PS3C: Thank you very much for the interview.

Tim: happy event.
 
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Explanation of Events

This video below is a introduction to the games storys it goes through a set of events explaining how we got where we got to. Operation flashpoint takes place in 2012.

[media=youtube]whOuoMB15jM[/media]

For those who cant watch the video, it covers the history of the island being taken over from the Chinese by the Japanese the Japanese losing it to Russia, a destabilization of china, china factories closing, not able to keep up with the oil demand...

China invades Russia, and Skira Island, China declares it was there island to begin with so they should have full rights to it, already fighting a massive border war with China, Russia asks the US to secure Skira Island from the Chinese. US deploys..

There were a few more facts in there it goes by year by year good watch if you get a chance.
 
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Q/A Session

http://www.411mania.com/games/news/114956/Operation-Flashpoint:-Dragon-Rising-Q&A.htm

Senior Game Designer Tom Browne talks shop with 411mania.

Dragon Rising is the first Operation Flashpoint game to come to consoles. The original game was developed Bohemia Interactive Studios and was a very hardcore simulation of the difficulties of fighting a modern war. As well as one hit kills, a very large play area and a generous selection of vehicles, it also featured a crushing difficulty level. It wasn't unusual to be taken out by an enemy that you would never see. Despite this it built up a solid fan base that the hardcore nature of the game.



Codemasters are now seeking a wider audience for this game by bringing the sequel to xbox360 and PS3 this October. This time the game is being developed by an internal Codemasters studio and moves the conflict on to the present day, placing the fight on a fictional island called Skira. You play the game from the perspectives of both an infantry marine and a Special Forces officer fighting the Chinese PLA.

411mania asked Tom Browne, Senior Game designer at Codemasters about the challenges of bringing the hardcore to the console audience.

Q. An inevitable question - how did you approach providing the sim-like qualities of the PC original and adapt that for consoles keeping the essential elements that make it Operation Flashpoint?

A. We wanted to keep key elements from the original such as the one bullet kills to vital organs, a huge game world, sandbox gameplay and lots of weapons, equipment and vehicles for the player to play with. Some of these points were fairly trivial to have on a console however we're incredibly proud of Codemasters own EGO engine technology behind Operation Flashpoint: Dragon Rising and its very impressive 220km² playable island and the 30km draw distance.



Q. Can you describe the multi-player elements of the game - I assume co-op, but are there large scale player vs. player battles?

A. As you correctly assumed there is 4 player co-op through the whole of the single player campaign on both PC and console formats. We have two additional modes. The first is known as Annihilation and these areas are based around chokepoints where we felt exciting large scale battles could take place. In this game mode we give the players various vehicles and lots of cool kit and then let them fight it out. The second mode is known as Infiltration and this is something I'm particularly proud of. In this mode the USMC Spec Ops are the infiltrators and must destroy a particular target in the enemies' base of operations. As they're Spec Ops they're well quipped however we deliberately unbalanced the numbers for a more exciting gameplay. You'll find that the USMC have only 10 men against a much larger force of 22 PLA characters who are trying to stop and hunt down the USMC before the can complete their objective.

Q. What are range of vehicles can you control and how different are they to operate?

A. We have a large range of vehicles such as the HUMVEE, armored personnel carriers, several boats, battle tanks and of course several attack helicopters for the player to utilize. We've tried where possible to make the vehicles as authentic as possible even in their operation so we have the various positions require for operating say an M1A2 Abrams battle tank. You have a commander position, a gunner position and a driver position. Lots of other vehicles have various positions required to operate them effectively.

Q. What influence if any has Modern warfare had on this game?

A. Though a great game in its own right, Modern Warfare didn't influence our game. Operation Flashpoint: Dragon Rising is a tactical sandbox shooter with the goal of providing a level of realism never before seen on a console.

Q. How does the game walk the line between sandbox shooter and scripted experience?

A. When we began developing the game we made a key decision to have minimal to no scripted events. We wanted the game to be unpredictable, which would in turn create much greater replay-ability. This ties in very nicely to the gritty reportage style we have for our game.
 
Gamespot Preview of Multiplayer

http://www.gamespot.com/xbox360/action/ ... e=previews

Gamespot Impression

By Brian Ekberg, GameSpotPosted Sep 16, 2009 2:35 pm PT

We check out the two multiplayer modes in Codemasters' upcoming realistic military shooter.

"This is not really a Rambo game."

So says Codemasters executive producer Sion Lenton of the upcoming Operation Flashpoint: Dragon Rising for the Xbox 360, PlayStation 3, and PC. He's not exaggerating either--in this hyper-realistic first-person shooter, going lone wolf will often get you cut down in the line of fire. Success in Dragon Rising, therefore, is measured in steps where every decision you make on the battlefield needs to be carefully considered and expertly executed. Codemasters reps, including Lenton, recently visited GameSpot offices to show off the multiplayer modes in the game, which look to be just as demanding as those found when playing solo.

There's a fair bit of lore in Dragon Rising's near-future campaign setting, but the essential facts are these: The year is 2011 and China, Russia, and the US are feuding over an oil-rich island off the eastern coast of Russia. The island, known as Skira, is a real place, though Lenton told us that the in-game layout of Skira is actually based on an Alaskan island deemed to be more topographically interesting than the real thing. The campaign follows the fire teams on the ground as they look to sort out the Skira kerfuffle in the only way that makes sense in video games: gunning it out.

Though you can play the campaign solo or with a friend via co-operative play, our focus was on the game's multiplayer modes. There are two modes to speak of: Annihilation and Infiltration. Annihilation mode is essentially Deathmatch with two teams going up against one another on a specific section of Skira. Infiltration mode tasks teams with certain objectives--one team might look to assault and destroy a specific target, for example. The difference here is that the attacking team will have fewer forces at hand but will be better equipped, while the defending force will have more numbers but fewer weapons at hand.

In both Annihilation and Infiltration modes, each human player involved in a match will have a squad of three AI-controlled soldiers. Just as in the single-player game, you'll be able to issue orders to your squadmates, essentially making them an effective part of your attack (or defense). The command radial menu at your disposal is unchanged from the single-player game and will let you set targets for your squadmates to maneuver to, as well as set more specific orders, such as formation and specific rules of engagement. As Lenton told us, the AI squadmates have been designed to be self-sufficient and a help in battle (they even have minds of their own, it seems, and won't run willy-nilly into a kill zone despite your direct orders). At the same time, the AI commands are specific enough for players who want to dig deeper into the menus and really micromanage their fellow soldiers.

In the Annihilation match we watched, two teams of forces battled it out in a timed match, with both teams looking to take control of a bridge that acted as a choke point on the map. The same realistic injury model is fully in place in multiplayer--where one shot can take you out or severely injure you. If you take a bullet in the arm, your aim will be affected; if you take one in the leg, you'll be hobbling...and leaking blood all the while. If you don't get patched up, either by a medic or with a medikit in your pack, it'll be over for you. Despite the game's huge maps, you'll be respawned near any of your surviving squadmates; though if you all die, you'll respawn back at the start, which can result in quite a hike to get back to the action.

In the Infiltration match we saw, the attacking team's long hike to the objective gave the defending team time to set up the defenses. With more troops at your disposal, you can instruct squads to man strategic points, such as sandbag placements or mounted guns, as you wait for the attack to begin. The special ops team--armed with better weapons like sniper rifles, mines, and so on--will need to do some recon before they attack to try to figure out where enemy troops are stationed.

Running on the Ego engine that also powers Codemasters' racing games, such as the Dirt and Gird series, Dragon Rising has a look all its own. It is one that, according to Lenton, borrows more inspiration from war-time documentaries than feature films. As a result, the game's got a grimy look to it, full of sophisticated particle effects that add a layer of grit and haze to your surroundings and makes enemy soldiers that are already tough to find in the huge levels that much more difficult to spot.

Operation Flashpoint: Dragon Rising is about as far from run-and-gun action as you can imagine, and that slower pace will require a measure of patience on behalf of the player who will need to front-load lots of planning into a level before the bullets start flying. Those with a head for strategy, heads up: Dragon Rising is set for deployment on October 6.
 
First Review + 2 Special Unlocks for 2 Warzones

http://community.codemasters.com/forum/ ... p?t=380099
*Just to let yall know I sorta edited it by trying to remove the very terrible spelling errors I think it was transcript of a paper article so that stuff kinda happens*

Power Review

FULL REVIEW

Operation Flashpoint: Dragon Rising


Operation Flashpoint: Dragon Rising is one of the most talked about shooters from the past years. And again, and again, the question rised if Codemasters could pull it of without the help of Bohemia Interactive. Jan locked himself up in his room for a week with the review-version to give you guys the final word.

I have never been in the army, and I have no idea what it is like to fire a weapon in a combat situation. And lets be fair, playing games doesn't make you a soldier.
On several occasions I did fire a gun once or twice, and i assure you that has got nothing to do with the shooting in a game as in Call of Duty, Rainbow Sic or Killzone.
Still I feel that after playing Operation Flashpoint: Dragon Rising (A game being hunted with delays) I have gotten a feeling how modern warfare works.

It is filthy, it is tactical, it is deadly and a split second could be the difference between life or death. No this game isnt for softies. This game will cost you blood, sweat and tears, but eventually the satisfaction is immense.

Choose

Choices. Its might be the best thing in Dragon Rising. Because you will get them alot as a player in the intense campaign, which will let you sit on the top of your seat until the last bullet has been fired.
The choice to attack a village from the left, right, front or back. The choice to switch your weapons and explosives at the munition depot. Will you take the sniper-rifle or will you keep the heavy machine gun? Sometimes you will have to decide quickly if you want your men to suppress the enemy or flank them.
If you have decided to bomb a village, you get to choose from 4 kinds of bombs, Segmented, Centrated or Spread.
De formation of you squad the types of bullets in your gun, the speed of the bullets when exiting your weapon, which grenades you will have as a secondary fire option, its all your choice. Choices, Choices, Choices, it doesn't stop. And you hardly have the time to make them, because the enemy is advancing.

Camouflaged Bastard

Your enemy in this game? The Chinese who took possession of Skira because of the Oil-supplies. China looks at the history of the island, and they determine that they are the rightful owners of the island. Russia however has an other opinion. America the self acclaimed police-officer of the world gets involved in this matter, because its about oil non-the-less.
And this is how you get on Skira as an American soldier. This island is large, vast and dangerous. No hall to hall combat or invisible walls here. You enjoy the unlimited freedom to choose which way you should get to the enemy or objective. Most of the times this doesn't go well and you will die, and then you will try it again with a different tactic.
Will you go up that mountain? You will have a good view, but you cant stay there for long, so you dont become a sitting duck.
It doesn't take you long to figure out that you have to keep moving and take strategic points as fast as possible. It also is of great importance to control your teammates as good as possible.
You will also discover that it is wise to recon the area really well before blowing up an enemy target. Logically an explosion gets a reaction going and then there is no way back.
Sometimes you will hear bullets fly past your ears and hear your teammates yell: "Enemy, 300 meters, south!". But there is nothing to see, because the bastar'd is hiding in the bushes with his ACU (camouflage).
There are no enemies who will charge in front of your viser like a kamikaze pilot, no, your adversary is a fully blown enemy being controlled by amazing AI, who work at the blades edge.

Circle of life

I played Dragon Rising on the PC and on the Xbox 360 and I was surprised to see how well the console version does im comparison with the PC. Of course the PC-graphics can handle more and the game looks better on a PC. But the experience, atmosphere and tension is just as good on the console as on the PC.
When you are used to playing on console and PC, the PC has a large advantage over the console when it comes to controls. Console-only players will probably be overwhelmed with the amount of buttons you use to call out orders and use functions, the PC version however has all the functions layed out nicely over the keyboard, so I could quickly switch orders.
On the Xbox 360 and the PS3, the same actions are available but layered under many buttons. Which means that JJ (Another reviewer) was fiddling with the controls for about 2 hours. But don't let that scare you, because after a little while the controls on the Xbox 360 works really well too. With a press on the right bomber a menu comes up with subjects. When you have picked a subject another menu appears, examples with this are: Air support, Different Attacks, Defenses and formations.
After a little while you get through the menu's pretty quick. You will have to, because the right command will determine if you life or die. Dragon Rising makes me think of Brothers in Arms, but then with 10 times as many options.

Fleeing

The thing that probably impressed me most was the AI. Because the behavior of my teammates and the enemy is intelligent and convincing.
Your teammates often see an enemy before you, which makes you feel a bit daft, using the binoculars and taking advantage of the environment is a good advice I can give you.
But the enemy also doesn't mess around. When they have noticed where you and your men are, they will do anything to pin you down and smoke you out.
Your actions in the campaign will also determine the morale if your squad. At first I was a bit impatient and took a gamble to attack a bit to much. Several times my squad escaped death, if not wounded. So when I threw my men in another dangerous situation one squad member just took off. This however also works with the enemy. Because when you shoot at a lonely Chinese soldier and pin him down, he will run like the wind! And believe me, those moments are gold!

**** this is good


As the campaign progresses, the tension gets up and the battle scale increases. Vehicles like jeeps, tanks and combat helicopters will play a bigger role, but still I enjoyed the action on the ground the most. Its an enormous rush when you are in the middle of a tank battle, and you and your squad flank to blow up some anti-vehicle stations. You really think your in the middle of a war.
Whilst on the background there are shots being fired and clouds of smoke fill the skies, I yell yo my men to follow me to the next objective. The adrenaline rushes trough my vanes and with sweaty hands I tighten the grip around my controller. **** this is heavy and **** this is good! Codemasters have done it.

Tanks to: kerrermanisNL

Other info:


True or false
Dragon Rising gives you an open world to fight in freely.

True and false. Yes you can go wherever you want and take a kilometers long detour, but no it doesn't really accomplish something. The routes of the missions are clearly layed out and the primary and secondary objectives are close to each other.


One shot One kill

100% true. Even in assisted mode a Rambo among us will get a tough job, let alone doing the hardcore mode. The AI is just to strong!

War isn't Man against Man

True. The 'bunny hopping' way you move in modern warfare is miles away from what a real soldier would do. He would rather fight at a distance. Snipers and calling in airstrikes are way more accurate then go gunz blazing at the enemy. Dragon Rising shows how modern warfare works. Scouting and sniping are an important role.

You can break more stuff

Not really true. Yes, you can break more than in the first OFP, but the obstacles are still obstacles, even when they are made out of wood.

Really real weapons

True. In Dragon Rising you really have to take the wind and distance into account if you want to hit your target. Its really hard to hit someone. A deadly shot is also something that needs to be done the right way. On your knees or going prone, and not while your are gasping for breath because you just ran a whole lot. And an injured arm doesn't help either.

Variation in vehicles

Not fully true. Okay, there are APC's, tanks, boats and helicopters but fair is fair, Armed Assault II has alot more vehicles (blasphemy!)

----

Total Panic

For developers making wargames, recreating fear that soldiers have is one of the most important and also hardest objectives. How do you make the feeling that you get when you are begin shot at? Dragon Rising has raised the bar a bit higher.
Of course a game is always far from reality, but we could really feel how a soldier feels better than ever in this game. A few examples why:

-When heavy weapons are firing, your surroundings become "gritty" and your screen really shakes. Logic when there are bombs falling all around you. Because of the gritty look it is hard to find a safe place to sit, which seems normal to us.

-The harder you have been hit, the more blurry your vision becomes. If you don't do anything about your wounds you will get slower bit by bit. And after healing an arm isn't still fully functional, brilliant feature!

-Your men confront you when you give them a "dumb" order. And they scream when they are being ambushed or shot at.

-Your hear the bullets hitting the ground around you. And than you know that you are pinned. Your only hope is to run like a mad man.

-In most wargames you feel like your the man when your in a chopper. In Dragon Rising this is different.You are still vulnerable to AA guns. That keeps you on your feet, the feeling that you can be hit at anytime is almost unbearable!
----

JJ gives it a shot

I will confess, I am a war freak. As a kid a regular scored A's for my essays and they were all about war. You can always wake me up for a good wargame. Modern Warfare is still next to my xbox, with fifa 09.

Operation Flashpoint has been called the ultimate warsim by many. If you manage to survive in this game you are a real couch warrior. Only normal that I was there as soon as possible when Operation Flashpoint: Dragon Rising rolled in! I wanted to know if I still had my commando blood.

Lack of patience

However I have 1 problem and that is that I have a chronic lack of patience. I can fight, I can shoot but to carefully plan a mission, choose weapons and than move your men strategically over the battlefield doesn't succeed much with me. I always look for the action.

A few hits


Although I even tried to -against my nature- flank and not attack full frontal on my own, my actions kept failing again and again.
The sublime AI in Dragon Rising stopped my 1 dimensional attack every time. And of course the Chinese fortified their positions, yep, I should have spoiled my position.

Because you can die with just 1 hit in this game and healing is a tricky thing which really takes time, I died a whole bunch of times. This often meant that I needed to keep walking 10 minutes before arriving at the same point to try and take down the enemy. It really made me feel like stopping.

Fear

Thankfully I kept going, even though it was against my instincts. Because that you have to keep alert and can die at anytime, it makes this game way more realistic than those wargames which will let you walk away after being hit. Forget Modern Warfare, that is Hollywood-war. Dragon Rising lets you feel how it is like to operate in a combat situation. The fear of war is constant with you, it takes your breath, I can guarantee you that. The action feels real close all the time, even when there is nothing happening. I felt desolate, and I enjoyed it.

The total panic when a helicopter opens fire on you, the complete feeling of having no change when attacking to soon or to late and getting surrounded. Its gnarly but its how it works.

Puzzle

Dragon Rising made me throw away my Modern Warfare skills and play with my teammates and as real soldiers. Because a squadmember in Dragon Rising is of great value, so you protect them, and they protect you.

Every mission is a tactical puzzle with multiple solutions, which you slowly try to figure out, most of the time by doing nothing else but recon the area. But when the action breaks out and your plan turns out to work, the feeling of victory and euphoria is indescribable. Its why you play the game.

I'm not saying that I wont like Modern Warfare 2 anymore, but Dragon Rising really moved me. You have to bite trough, and then you will have a digital memory which will stay with you forever.
----

Conclusion: Codemasters have kept their word, they have taken their time and found a good balance between a hardcore warsim and an intense expirience. And above that the console version is almost the same as the PC. Amazing.

Score: 90.

---

The campaign will keep you going for a while, because you will -whether you like it or not-, definitly hit the floor a couple of times. Co-op is even more intense and gives the same gamplay but with even more depth! And then there are still Multiplayer modes and the planned DLC. So you wont get out of the army soon.

A special Bonus
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The first two unlock missions in the game.. how or why im not sure the third is a map of the island unlocked by playing a set of mini games on the games official website.

Go here and then hit Are you Ready, it mentions the codes are for unlocking 2 warzones...
http://www.flashpointgame.com/index.php
 
Good News Everbody

I now have confirmation the codes listed were for new missions...

http://community.codemasters.com/forum/showpost.php?p=5635754&postcount=81

Sorry for not posting today about this, been off ill

The two codes you can potentially win for participating in the mini-game are for two completely different missions to the ones offered with certain retailers for pre-ordering.

Basically when you load the retail version of the game up you'll see a bonus code option in the main menu, you select that then enter the code, press enter, and voila! You've got a new fire team engagement mission to play through in single player and co-op
 
Im sorry guys I didn't get a chance to post this yesterday.

Eagle One Offense.
http://redirectingat.com/?id=593X1004&url=http%3A%2F%2Fxbox360.ign.com%2Fdor%2Fobjects%2F901428%2Foperation-flashpoint-2%2Fvideos%2FOFPDR.html

And now for some newer videos...

http://lb.redirectingat.com/?id=593...codemasters.com/forum/showthread.php?t=381199

Alright I found Gamespot has made 3 videos of the same mission from the
above link. Im going to post all 3 gamespot movies plus a combined youtube
videos.. they each represent a different strategy to accomplish the mission.

Bridge Assault gameplay- http://lb.redirectingat.com/?id=593X1004&url=http://www.gamespot.com/xbox360/acti.../video/6229194

Grenades gameplay-
http://lb.redirectingat.com/?id=593X1004&url=http://www.gamespot.com/xbox360/acti.../video/6229192

Bad plan gameplay-
http://redirectingat.com/?id=593X1004&url=http://www.gamespot.com/xbox360/acti.../video/6229193

Short, but sweet. Bad plan is actually quite funny.
<embed src="http://www.youtube.com/v/k2aeVIHa8gM&color1=0xb1b1b1&color2=0xcfcfcf&feature=player_embedded&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"></embed>


[media=youtube]k2aeVIHa8gM[/media]
 
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List of Guns

List of guns
http://us1.campaign-archive.com/?u=9611701a44284addcd3b16f1f&id=ca81af083b&e=a23a271317

3955033561_2b4ba4532f_m.jpg

PISTOLS

* MEU(SOC)
* QSZ92

3955033453_e21cd481ca_m.jpg

ASSAULT RIFLES

* M4A1
* M4A1(CQB)
* M4A1(MARKSMAN)
* M4A1(ASSAULT)
* M4A1(NIGHT OPS)
* M4A1(STEALTH)

* M16A4
* M16A4(CQB)
* M16A4(MARKSMAN)
* M16A4(ASSAULT)
* M16A4(NIGHT OPS)
* M16A4(STEALTH)

* MK16 MOD 0
* MK16 MOD 0(STEALTH)
* MK16 MOD 0(ASSAULT)

* MK17 MOD 0
* MK17 MOD 0(MARKSMAN)
* MK17 MOD 0(NIGHT OPS)

* QBZ95
* QBZ95(ASSAULT)
* QBZ95(MARKSMAN)
* QBZ95(NIGHT OPS)

* TYPE 81-1
* TYPE 81-1(NIGHT OPS)
* TYPE 81-1(ASSAULT)
* TYPE 81-1(MARKSMAN)I

3955814216_7c8cf2eccf_m.jpg

GRENADE LAUNCHERS

* M32 multi shot
* M203
* GP30
* FN EGLM

3955033049_083fc09179_m.jpg

EQUIPMENT

* BINOCULARS
* MEDIC KIT
* FIELD DRESSINGS
* NVG
* IR STROBE

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GRENADES

* FRAG GRENADE
* SMOKE GRENADE
* COLOURED MARKER SMOKE GRENADE

3955032873_a10a8cbd96_m.jpg

KNIVES
  • COMBAT KNIFE(USMC)
  • COMBAT KNIFE(PLA)
3955032781_a465825d8f_m.jpg

MACHINE GUNS

* MK48 MOD 0
* M249 SAW
* TYPE 67-II
* QBB95 SAW

3955032727_954f59e11f_m.jpg

MINES

* M14 AP Mine
* Type 72 AP Mine
* M18A1 Claymore Mine
* POMZ2 Claymore Mine
* M21 AT Mine
* TM62 AT Mine

3955813352_783d83c33b_m.jpg

SCOPES

* EOTECH Holographic Scope
* Combat Scope(PLA)
* Red Dot Sight
* Marksman Scope(PLA)
* ACOG RCO(USMC)
* Marksman Scope(USMC)
* Marksman Scope[2](PLA)
* Thermal Sight(USMC)
* Thermal Sight[2](USMC)
* Thermal Sight(PLA)

3955813508_d7ba92fd5d_m.jpg

SHOULDER LAUNCHED
  • SMAW - Dual mode & anti-tank ordinance
  • PF98 Queen Bee - anti-personell & anti-tank ordinance
  • FIM-92A Stinger
  • QW-2 SAM
  • FGM-148 Javelin
3955032511_6592179e13_m.jpg

SUBMACHINE GUNS

* MP5A4
* QCQ-05

3955032585_97d117f6f7_m.jpg

SNIPER RIFLES

* M21
* Model 82A1
* Model 82A1 (Night Ops)
* QBU88
* M99

3955813262_09f0d6cecb_m.jpg

VEHICLE MOUNTED

* M240 pintle or M240 coaxial
* Type 67-ll Pintle or Type 67-ll coaxial
* Emplaced 0.50 cal or M2 0.50 caliber
* Emplaced QJC88 or QJC88 Pintle
* Emplaced Mk19 or Mk19 pintle or Mk19 turret
* M134 minigun