Operation Flashpoint 2 : Dragon Rising - Megathread

Wreck

Is Here To Serve
Staff Member
Jan 26, 2009
32,990
USA
OPERATION FLASHPOINT 2 : DRAGON RISING
Release Date: October 6th, 2009

Official Site : flashpoint2-game.com


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 player's journey is tied into a believable and dramatic storyline set in a vast and incredibly detailed environment.

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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Operation Flashpoint 2 gives players the freedom to handle military crisis situations on their initiative. Unscripted missions task players with real objectives, such as laying down covering fire, covering a friendly unit’s retreat or conducting short-range recon patrol. Armed with cutting edge military hardware, players will need to balance brute force with intelligent use of tactics. Once players have completed the campaign, a Mission Editor enables gamers to create their own single player and multiplayer missions.

Players command and control a wide variety of multi-component, multi-weapon vehicles, including tanks, infantry fighting vehicles, APCs, attack and utility helicopters. Fully loaded weapons and individual ammunition types are simulated with detailed ballistic physics, based upon individually-crafted mechanics. The character damage system authentically depicts the terrible wounds and injury from modern weapons to communicate the reality of combat.

Players fight as infantry soldiers in battle, drive tanks in armored assaults, pilot helicopters in air strikes, and infiltrate the enemy in covert special operations utilizing a wide variety of realistic military weapons from knives and rifles to machine guns, grenade launchers and laser designators for air strikes. In whichever role the player chooses, they experience the fierce and brutal reality of warfare and the shock and awe of contemporary firepower unleashed on the arresting scale of modern combat.

Immense play areas of more than 135 square miles give players a multitude of tactical decisions on how to best accomplish missions. Densely packed with environment detail and objects, valleys, mountains, coastlines, towns, villages and industrial complexes all combine to deliver a rich and challenging tactical environment. The world is persistent, so that buildings destroyed in one campaign mission will be destroyed in the next.

Operation Flashpoint 2 models the environment, objects and people in realistic detail, but its visual styling will embrace documentary techniques. The camera work through cut-scenes is heavily influenced by television war reports that are often shot under extreme circumstances delivering a unique look with incorrect exposure, severe camera shake and loss of focus.


THIS VIDEO YOU HAVE TO SEE!!! CLICK HERE !!!!!

Tank Fire Vid HERE!

Ego Tech Vid HERE!
 
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dammit beavis! I want it now! 360 or not, im curious! (Will go check the 360 thread now ;p)
 
!Okay guys with the help of others we have in theory we think we figured out a conversion, note that things may not be exact for whatever reason and this is mearly a conversion in theory.!!

When corrected ill redo the list.

http://www.xbox360achievements.org/game/operation-flashpoint-dragon-rising/achievements/
theory said:
<table class="ac" id="dataTable" width="498" cellpadding="0" cellspacing="0"><tbody><tr><td rowspan="2" class="ac1">
florence_nightingale-1.jpg
</td><td class="ac2" height="20">Florence Nightingale Award</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Apply the field dressing to other wounded soldiers 20 times</td></tr><tr><td rowspan="2" class="ac1">
hed_up-1.jpg
</td><td class="ac2" height="20">All Patched Up</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Apply a field dressing to an injured friend in co-op</td></tr><tr><td rowspan="2" class="ac1">
_hands-1.jpg
</td><td class="ac2" height="20">Unbloodied Hands</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Complete a mission without directly killing anyone yourself</td></tr><tr><td rowspan="2" class="ac1">
killer-1.jpg
</td><td class="ac2" height="20">Company Killer</td><td class="ac4" align="right">Gold
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Kill or incapacitate 100 enemies</td></tr><tr><td rowspan="2" class="ac1">
ounder-1.jpg
</td><td class="ac2" height="20">Platoon Pounder</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Kill or incapacitate 50 enemies</td></tr><tr><td rowspan="2" class="ac1">
squad_slayer-1.jpg
</td><td class="ac2" height="20">Squad Slayer</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Kill or incapacitate 25 enemies</td></tr><tr><td rowspan="2" class="ac1">
alling-1.jpg
</td><td class="ac2" height="20">The Sky is Falling</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Kill an enemy with a helicopter without using its weapons</td></tr><tr><td rowspan="2" class="ac1">
_skies-1.jpg
</td><td class="ac2" height="20">Clear Skies</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Kill an enemy vehicle with an AA weapon</td></tr><tr><td rowspan="2" class="ac1">
_metal-1.jpg
</td><td class="ac2" height="20">Scrap Metal</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Kill an enemy vehicle with an AT weapon</td></tr><tr><td rowspan="2" class="ac1">
w_blow-1.jpg
</td><td class="ac2" height="20">Low Blow</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Kill an enemy vehicle with an AT mine</td></tr><tr><td rowspan="2" class="ac1">
d_rain-1.jpg
</td><td class="ac2" height="20">Hard Rain</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Call in your first artillery barrage</td></tr><tr><td rowspan="2" class="ac1">
nd_awe-1.jpg
</td><td class="ac2" height="20">Shock and Awe</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Call in your first air strike</td></tr><tr><td rowspan="2" class="ac1">
arning-1.jpg
</td><td class="ac2" height="20">Without Warning</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Destroy Radar emplacement</td></tr><tr><td rowspan="2" class="ac1">
ts_sam-1.jpg
</td><td class="ac2" height="20">Saber Beats SAM</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Disable the SAM sites</td></tr><tr><td rowspan="2" class="ac1">
es_out-1.jpg
</td><td class="ac2" height="20">Tide's Out</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Successfully hold the beachhead</td></tr><tr><td rowspan="2" class="ac1">
relief-1.jpg
</td><td class="ac2" height="20">Runway Relief</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Capture the airfield</td></tr><tr><td rowspan="2" class="ac1">
viours-1.jpg
</td><td class="ac2" height="20">Sandman Saviors</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Extract the downed air crew</td></tr><tr><td rowspan="2" class="ac1">
y_paul-1.jpg
</td><td class="ac2" height="20">Fly Away Peter, Fly Away Paul</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Get to the extraction chopper</td></tr><tr><td rowspan="2" class="ac1">
gement-1.jpg
</td><td class="ac2" height="20">Resource Management</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Secure the fuel depot</td></tr><tr><td rowspan="2" class="ac1">
rescue-1.jpg
</td><td class="ac2" height="20">Heroic Rescue</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Rescue the hostages</td></tr><tr><td rowspan="2" class="ac1">
ruggle-1.jpg
</td><td class="ac2" height="20">Uphill Struggle</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Eliminate the PLA mortar site</td></tr><tr><td rowspan="2" class="ac1">
ug_out-1.jpg
</td><td class="ac2" height="20">Bug Out</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Reach the extraction point</td></tr><tr><td rowspan="2" class="ac1">
hip_it-1.jpg
</td><td class="ac2" height="20">Ship It</td><td class="ac4" align="right">Bronze
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Assault the Naval base</td></tr><tr><td rowspan="2" class="ac1">
ndtour-1.jpg
</td><td class="ac2" height="20">Skirinka Island Tour</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Find the PLA helicopter and fly it around Skirinka Island in Dragon Rising</td></tr><tr><td rowspan="2" class="ac1">
st_ops-1.jpg
</td><td class="ac2" height="20">Ghost Ops</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Eliminate the PLA Commander in Blinding The Dragon</td></tr><tr><td rowspan="2" class="ac1">
eative-1.jpg
</td><td class="ac2" height="20">Get Creative</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Destroy the PLA APC at the top of the beach in United We Stand</td></tr><tr><td rowspan="2" class="ac1">
hooter-1.jpg
</td><td class="ac2" height="20">Hip Shooter</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Destroy the fleeing PLA transport helicopter in Eagle Offense</td></tr><tr><td rowspan="2" class="ac1">
hicker-1.jpg
</td><td class="ac2" height="20">Hitchhiker</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Destroy the PLA armored units around the ghost village in Powder Trail</td></tr><tr><td rowspan="2" class="ac1">
e_fire-1.jpg
</td><td class="ac2" height="20">Fuel the fire</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Destroy all of the PLA fuel trucks in Hip Shot</td></tr><tr><td rowspan="2" class="ac1">
ciency-1.jpg
</td><td class="ac2" height="20">Ruthless Efficiency</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Eliminate the remaining troops on the second line with one mortar barrage in Bleeding Edge</td></tr><tr><td rowspan="2" class="ac1">
rescue-1.jpg
</td><td class="ac2" height="20">Perfect Rescue</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">All hostages must survive in Looking for Lois</td></tr><tr><td rowspan="2" class="ac1">
olling-1.jpg
</td><td class="ac2" height="20">Keep 'em Rolling</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Ensure all of the Abrams reach the supporting fire position in Trumpet's Sound</td></tr><tr><td rowspan="2" class="ac1">
_stone-1.jpg
</td><td class="ac2" height="20">Two Birds, One Stone</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Eliminate Han and the radio station with one JDAM in Decapitation</td></tr><tr><td rowspan="2" class="ac1">
opment-1.jpg
</td><td class="ac2" height="20">Vertical Envelopment</td><td class="ac4" align="right">Silver
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Pilot an MH-60S safely to the designated landing zone in Dragon Fury</td></tr><tr><td rowspan="2" class="ac1">
Rising-1.jpg
</td><td class="ac2" height="20">Dragon Rising</td><td class="ac4" align="right">Gold
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Complete the campaign on any difficulty</td></tr><tr><td rowspan="2" class="ac1">
rdcore-1.jpg
</td><td class="ac2" height="20">Dragon Rising - Hardcore</td><td class="ac4" align="right">Platinum
gp-g.jpg
</td></tr><tr><td colspan="2" class="ac3" height="40">Complete the campaign on Hardcore difficulty
</td></tr></tbody></table>

I would like to thank DaMexiRican for helping me out and coming up with the theory... :D
 
IGTV: Operation Flashpoint Dev Interview

http://www.incgamers.com/Interviews/210/IGTV-Operation-Flashpoint-Dev-Interview
Tim Brown, good to see you again, especially after E3. The game has come along leaps and bounds since we saw it at E3. What's the biggest change you've made since that early build?

Obviously we've tweaked up the graphics a bit, we've put a lot of polish in as you'd expect in the final stages of the game, but one of the key things you're going to notice - and have probably already seen - is that the balancing of the game, the general way the game feels, has been turned up to 11. The other thing is the AI. As you can imagine, with such an advanced set of AI features that we've got in our game, there were issues that people would see at E3. You're going to see a lot less of those. We're still working on it, and we're just getting rid of those last few ones.

We've used various different advisers throughout the development of the game, and not just on weapons but on tactics and everything like that. What we did have access to was a lot of the weapons – not all of them – and obviously the PLA, the Chinese weapons; it's very hard to get hold of those weapons. So some of those have been recreated using video footage and then the sound designers have done an absolutely sterling job on recreating that audio. But a lot of the weapons we recorded the sound of, at a firing range out in... Nevada, I think it was.
We're very proud of the authenticity in creating this game, and obviously weapons are a massive thing. Obviously we couldn't get a Javelin to fire, because they cost a ridiculous amount of money, and the US military are a bit worried about game designers just playing with that type of hardcore weaponry.

On the weapons, we have modelled realistically the amount of time it takes to reload. From the basic weapons such as the M16 we have timed how long it takes for some of the guys to reload the weapon – not our guys, some professionals - and we've also modelled things like the SMAW and the anti-tank Javelin missile and how long it takes to reload that. So you'll see how long it takes to reload in real-life in our game, and that brings over a completely tactical point to the game, because you have to consider “Do I have enough time to assemble my Javelin and pop a shot off before any enemy spots me, or do I need to fall back and find a better location to take the shot?”

Did you use a British military advisor for the tactics, or did you use somebody from the US Marines?

We used both, actually, in some cases. Because it's obviously a lot easier to get hold of British military advisers, we did use a few guys. A lot of the stuff like the mo-cap [motion capture] that was done originally for the animations was done with an ex-SAS guy just to get the motion and everything correct, but the actual advising on tactics, that came direct from some United States Marine Corps guys who have given us a huge amount of information. We've got reams and reams of data on all sorts of things, and stuff that we're not using in this game but who knows, may be used in future games.

The reason we chose United States Marine Corps is they have a lot of the toys that people want to play with, not least me. *grins* So yeah, one of the reasons we went was partly to do with a bigger audience would like to play with United States Marine Corps weapons over British or that sort of thing. And the British do use quite a bit of US kit over in Afghanistan and Iraq at the moment. That's not to say that in the future we might not be doing anything on other armies and things like that, or military wings, or that kind of thing, but we did feel that it would be very interesting to see United States Marine Corps versus the Chinese PLA.

A lot of the people who are on the dev team are original Flashpoint fans, so that was one of the things that already helped us. At the same time, we knew that the other games were in development and we wanted to make the game more of a... obviously a sandbox game, but a tactical shooter. We also knew we were going to be bringing it to the console market, so that was something that we knew from the outset and something we had to do. We didn't want to dumb it down for the console market. There's this ridiculous opinion that PC gamers are better than console gamers, or console gamers are better than PC gamers. At the same time, gamers are gamers. Everyone's intelligence is the same. So we didn't want to dumb the game down for the console market, and we didn't want to worry the PC gamers when we said we're bringing it to the console. But the game you see now is three years hard work of really, really crafting it into the great little package that is Operation Flashpoint: Dragon Rising.

We have seen a lot more map editors and other kind of editors within the console range. Far Cry 2 is the thing that comes to my mind at the moment. Why didn't you opt to put an editor in the console version?

One of the things, it was going to be a push to get the editor to work on the console as well as the one on the PC. The one that the PC guys are going to get is almost the exact same one that the mission designers at Codemasters use.

So does that mean they can create as big or as small an area as they want?

Absolutely. They can make entire missions. They'll be able to do missions as good as the dev team from-

But is there a limit on the perimeter of how far they can create?

Not at all. They can do exactly what the mission designers can do at Codemasters. We can't wait to see what happens when the PC version comes out with the editor, because we're looking forward to seeing what the community comes up with, with all the cool things you can do with the editor, because at the end of the day we've only got ten mission designers, and when you open it up to thousands of people, it's going to be really, really fun to see all the new stuff that people come up with, especially as you can create entire missions based around being the PLA rather than the USMC, which will be cool.

Going back to the point about editor on console though, yes, it is a thing that we've been hearing from the community, and it's something that obviously we said we're not doing now, but who knows for the future, or possibly future projects? One thing that we are proud of is unlike the last Flashpoint, this game is coming out on console simultaneously with PC, which is something that's never been done before from Codemasters of the Flashpoint brand. We're very proud for that and we hope that the console guys stay with us. The game, when it comes out - we're not going “Right,

here's your game that you've been waiting for for ages, that's it, we're off doing something else.” We have lots of plans for DLC and we are going to be supporting the community because the community has stuck by us and has supported us for a long time, and so we want to give something back to the community. So there is DLC planned, and I can't really go into more detail than that.

You can!

I know, I know.

You can. It's only me, Tim.

I know. But no, I can't. I'm sure you will hear stuff... I'm not exactly sure when, but likelihood is sometime shortly after release.

Obviously it's now four-player co-op, which is brilliant. Is it drop-in drop-out?

It's not drop-in drop-out. Unfortunately we're not doing drop-in drop-out, but to allay some of the fears of “Oh, what happens if my mate gets disconnected, or someone has to go for the tea,” or that kind of thing, if they drop out, AI will take over and it will be using the exact same advanced AI that's in single-player, in multiplayer. So you don't have to worry that you'll just suddenly lose one guy or two guys or however many people leave; you'll still be able to play it all the way through.
Are there any limits on the vehicles that you can use?

No, there's – well, there are a few limits, but this is more in the single-player than in the multiplayer, but that's more from a balancing point of view. So certain vehicles we don't expect the player to just be able to run up to and get in and use; or, say, a vehicle you've destroyed, obviously you can't just magically repair it and use it, but that's not to say that in the editor you're going to be able to do whatever you want with all the vehicles available.
That said, the player is always able to attack objectives and complete missions in totally new ways. We give the player an idea of what they may want to do, we sometimes give them tools for the job so they might get the Javelin, but there may be two tanks and they've only got one Javelin.

I know you said it's not necessarily a kind of training game, as such -

*laughs* Yep.

- which I find quite hard to believe, since your trailer is effectively “Be the best” - the army adverts!

Yeah, I think it's safe to say this is the most realistic shooter you're ever going to play – oh, sorry, not ever going to play. The most realistic shooter on console this year, and almost certainly next year. I'm very confident to say that. I think it's a very authentic game to be playing on PC. Obviously there are competitors out there that are also military simulator-type games, and that's why I describe it as a tactical sandbox game, because we're not the same as Armed Assault II. It's a different game. People seem to think that there's a big fight between Codemasters and Bohemia

Interactive. I disagree. We haven't had a chance, because we've been too busy on this game, to look at Armed Assault II yet but I'm looking forward to it once this game's finally out.

There must be something that you like especially about Operation Flashpoint 2.

There are, yeah, lots of things I like. If I had to choose one it would probably be the artillery and airstrikes and stuff. We've spent a lot of time on that, looking at the video footage from Afghanistan and Iraq, getting it looking just right, and it's still fun to call it in. Unlike the E3 demo we've now fixed it so that there is a simulated delay between the shells coming in for artillery, or when you call in an airstrike it doesn't happen instantly. You have to wait some time for the plane to come in, and then you'll hear it fly over, and then you'll see the missile coming in, and that's added a massive amount of anticipation in the game, and it's great. It's very satisfying to call in an airstrike on a target and then you wait, and then it comes in. Very cool.
 
the last one isnt platinum, its gold ... the platinum is extra and unlocked when all others are complete and thus usually have a descrip. like that.
 
Well we went off a comparison of other games. Weird thing is the points don't automatically equal a certain trophy. Some games had gp of 20 or 30 equal a bronze and silver. One game even had a 50 gp equal a bronze trophy lol
 
Helios addresses community over AI concerns

http://community.codemasters.com/forum/showthread.php?t=375552

Hi all,

I know quite a few members are concerned at some of the AI shown in recent preview videos, but I feel that the vast majority of you are missing one vital point.

All of the preview videos you've seen recently from Gamescon etc have been played in normal difficulty with all the HUD elements turned on, meaning that enemy soldiers will appear as red dots on your compass towards the top of the screen. Obviously this makes the game quite a bit easier and gives you a phenomenal advantage over the AI as you know in which direction they are located. I'm sure that in real-life as well with an advantage such as this you'd find it a lot easier to eliminate an opposing force than you would without it. It is also entirely possible that god-mode may have been switched on in some of the videos as this was presented to people as an option at Gamescon if they wanted to use it.

In the hardcore difficulty mode, which I'm sure a lot of you here will be using, the compass is not present. Meaning that even when enemy troops have been spotted by yourself or your other fireteam members, you won't have any visual HUD aids to help you in locating them other than your own eyes, and also the map if you have the time to use it. The enemy AI in the game use cover well and are in general very well concealed, and this has been stated over and over by numerous people from both press and public who've played the game, and I'm sure you will find it a challenge in the hardcore mode.

I'm not just saying this as I'm a CM employee, I've played the game myself and know first-hand how difficult the game can be. More often than not the first time you'll know that an enemy is nearby is when you hear them firing at you, see tracer fire flashing past your head, bullets hitting the dirt near to your position, or the "you are dead" screen

**As an aside, I've just found out that there is an OFP: DR 4 page hands-on feature in the next edition of PC Zone UK (Nov 09). Here is "the lowdown" from the article.

+ Huge Map
+ Improved AI
+ Not Dumbed Down
+ Massive Draw Distance
- Very Easy to Die
- No chickens or sheep
__________________
Ian 'Helios' Webster
Community Manager
 
27/08 - Co-Op Video Due Out Tomorrow

http://community.codemasters.com/forum/showthread.php?t=375559

Just wanted to give you a heads-up to confirm that the 4 player co-op video I've mentioned briefly previously is due out tomorrow at approximately 2pm. For the UK you'll be able to find the video on Eurogamer, but unfortunately I'm not sure where our other territories are placing the video. Don't worry though, you'll all get to see it somewhere no matter where you are

Here are a couple of screengrabs taken from the video footage we recorded for the video, with the images being taken from the Xbox 360 version of the game.

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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.