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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RPS Interview: Operation Flashpoint: Dragon Rising

http://www.rockpapershotgun.com/2009/08/12/rps-interview-operation-flashpoint-dragon-rising/

Written by Jim Rossignol on August 12, 2009 at 10:48 am.

op1.jpg


A few weeks back I went to see Operation Flashpoint: Dragon Rising at Codemasters HQ. While I was there I had a chat with executive producer Sion Lenton, who had quite a lot to say about Codemasters’ take new on the military shooter. What follows is my transcript of that conversation, in which Lenton talks about the balance of realism in the game, the “documentary” feel, the horror of war, and responsibility of making a serious war game accessible to the majority of gamers.


RPS: So tell us a bit about what you’re trying to do with Flashpoint.
Lenton: “What are we trying to do with Operation Flashpoint: Dragon Rising? Well, the original was obviously a classic, one of those rare genre-defining games, and I was here in QA at Codies when it arrived, and I was blown away with what it did. That said, a lot of shooters of many different kinds of have gone under the bridge since that time, and it made no sense to resurrect that same game. We wanted to do something that was more 2009. The original game was unapproachable, and my job is to bring that same kind of game to lots more people. That means there’s a lot to consider. We do have to consider the consoles too, so we don’t want to create something that is punitive, or with a learning curve that is too steep, but at the same time it would be crazy to devalue the franchise into the Call Of Duty run-and-gun whack-a-mole style gameplay. PC depth with console accessibility, that’s the drive for me: to align all the platforms the game is going to be on. The PC guys should not think they’re getting some dodgy port, we’ve made it so that all three platforms have been developed for together, head to head.”
“All that said, this is a game that is challenging. As a console game, it’s very tough indeed. Not a simulation as such, but it’s hardcore, and it’s an 18+ rating in the UK. This is a mature game. People don’t need their hands held all the way through, because gamers have a certain level of experience. It’s quite a hard task master. And it’s all about realism, that’s been one of my key words: realism. Documentary over Hollywood. Our technical, equipment and asset research has all been about seeing how these things work in the real world. We did a lot of work with the marines on this stuff, learning about radio talk, or what happens if a gun jams. All of these things feed into the experience, because we’ve experienced them.”
“We’ve done a lot of work in that area, and we’re really proud of our relationship with the US Marines. We got a load of US Marines playing this, actually, and they seemed to enjoy it – they totally understood about playing co-op, and they were laughing and shouting out commands to each other.”

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RPS: If it’s not a sim, how does the realism manifest itself?

Lenton: “Realism appears in everything you see on the field of battle. From the smoke effects to the damage models. This is more like the footage you’re going to see of actual conflict on the BBC News, rather than some action movie. And it’s interesting to compare the reality of ordnance to how it’s portrayed: take grenades, for example, the actual bang of a grenade is tiny compared to the great fireball flash you usually get in games. The explosion of a real grenade is very small, and it’s the radial-effect of shrapnel that does the damage. We recreate that.”

“But the crucial thing is that it’s a very personal narrative. It could almost be seen as a survival horror game: just staying alive when you’re at war, in a desperate situation, is often all you can do. What the original Flashpoint did really well was a sense of danger, a sense of personal danger, and we’re bringing that back. Thinking back to the footage of the Falklands conflict in the early 1980s, you remember that desolate glimpse of soldiers trudging across desolate islands with all their gear? Well there’s some analogy here for us. Skiira island is on the other side of the world, and you’ve got this friction going on for why you are there and what you are fighting for.”

“Realism is in the basic elements of the game: such as how damage is handled. You don’t get to squat behind a rock to be healed, instead you’re in danger of bleeding to death. You’ve got eight pints of blood, and when those bleed out, you’re gone. Even when you patch up, it’s not all fine. If you’ve been hit you’ll still have a limp. We’ve made the death as harrowing as possible.”

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RPS: Is it one-shot kill?

Lenton: “Yes. A head shot will be a kill. But it’s more complex than that: you can shoot through a guy’s leg or chest, and he won’t die instantly, even if he goes down. You might reach his position and see him bleeding to death. It’s going to be horrible to see. We didn’t want to make death too light or too easy. The same damage system is true for you, which makes things more challenging. We want to make death as unpleasant as possible, and to make players more careful. You’re not going to run through an open field with your guns blazing. The game will teach you not to do that.”

“And I should say that the documentary thing is essential to us because we want people to feel like they’re close to the reality of war. Audio feeds into that: if you can hear a machinegun firing, you’re probably okay, but if you can hear bullets impacting around you, well, you’re in trouble. We’ve captured that in the audio for this game. Hear bullets? You’ll hit the deck and assess your situation. That’s another lesson we learned from the marines who had seen real combat around the world.”

RPS: So you’d say the gun combat was more realistic than most shooters out there?
Lenton: “Well unlike, say, Call Of Duty, the combat is generally at a medium-range distance – a few hundred metres, say. Making that interesting for the player has been a significant challenge. It can’t just be two guys shoot at each other from behind a rock and half a kilometre until one of them is dead. So that’s where team-work comes in. You are the leader of a fire-team, there’s you and three other guys. You command them via a radial menu, which is a system we’re very pleased with. It becomes muscle-memory as you play, so you have sort of combo moves: “flank left and attack”, sort of thing, with just a few button presses that become totally instinctual. We teach the player these basic moves, so your players can lay down suppressing fire so you can flank, and they become second nature. The morale system ties into this, obviously, you’ll see enemies falling back if things are looking difficult for them. They’ll even chuck out smoke grenades to cover their retreat. And the same is true for you: smoke is real cover, AI can’t detect you through it.”

“Suppression is essential, of course, but it’s not flagged with any icon or anything. No “they are suppressed”, it’s about real feedback. And that’s realistic to war: when the marines attack their first play will often be to get the enemy’s heads down, so they can move in. You’ll actually see enemies hit the deck or dive behind cover when you fire, and it’s then down to you to make the most of those opportunities to win.”

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RPS: Tell me about the environment itself – those are some rather large looking islands, which I understand are based on some real islands out near the China and Russia end of the Pacific? How open is it, really?

Lenton: “It’s a big old map we’ve got here, about 225km square of area, and you can go anywhere. The missions in the campaign tend to be from west to east, and we’re trying to get a sort of visual language going with the missions. When we originally focus tested the game we got the impression we were on exercises in the lake district, so we did another art pass to make a scar across the island in which the battle takes place. It gives the players more visual clues about where they should be going, and where the action is going to be. I’m mean we’re not going to create a trail of glowing breadcrumbs for you, because we can do this with art assets: we can have some ruins there, a bunker here, some ruins there, and the human brain naturally sees those as areas of interest, and so you’re lead to keep your attention going in a certain direction, because it’s more visually interesting. It’s the racing line, the best play through the level. People do stick to it, too.”

“On easy mode you’ll have a HUD element to highlight these things for you too. That said, you don’t have to follow this line. The game is completely open. If you want to hike for miles to come into a new angle you can. Go collect your thoughts in the woods like I did in the original Operation Flashpoint. We have tools to optimise this, actually. We’ve logged all the movements of the testers through the terrain too, so we can actually see where they go, and how the approach something. You can see QA guys who have played through a couple of times deviating off and exploring other angles of attack. That’s helped us balance the game.”

“In terms of atmosphere there’s several layers: we have a beautiful weather system and day-night, but we also have this theatre of war element to it. The battle will be going on all around you, and you’ll see the results of that across the landscape. We’re trying to stay away from HUD and AI indicators. A plume of smoke should tell you where the action is without there being a big glowing arrow.”

RPS: You’ve talked a bit about difficulty levels… “easy mode”?
Lenton: “The world in Operation Flashpoint is set. The difficulty levels don’t change the amount of damage or how many enemies there are, or their AI, instead it’s a case of what elements there are helping you, and what aids are on screen. Driver aids, assists, so to speak. On easy you get a cross-hair that changes colour for friend and foe, you get full direction of incoming damage, you get a hit-indicator, you get waypoints. On hard mode, you have a compass and a weapon menu, no crosshair. Iron-sights only. We’re trying to cater for extremes, but keeping the game ultimately the same experience. You can’t be all things to all people, but we’re hoping that people will start on easy and start removing elements.”

“And the toybox is big, so there’s loads of learn: there are loads of vehicles, weapons, artillery, and so on. You don’t have to be a chopper pilot to fly a chopper, however. It’s tricky, but it’s not impossibly hard. We wanted it to be a challenge and not an arcade thing.”

“Of course all this ties into online, too. The entire campaign is a four-player co-op experience, because there’s four men in your fire-team. We know that can work. Four player co-op is proving to be a rather popular feature right now. You’re going to be able to drop straight into that with our online game.”

RPS: And this build of the game is looking pretty finished. You’re all set for release?
Lenton: “We’re content complete, but there’s lots of tweaking and tuning and testing to be done. We’ve got about a month or so of balancing to do. We’re caveats away from the finished game.”

RPS: Thanks, Sion. We’ll look forward to getting our hands on it later this year.
Operation Flashpoint: Dragon Rising is set for release on October 6th in North America and October 9th in Europe.
 
Those pictures are nice, I hope this game is good I am starting to get a bit interested.

Thanks for all the updates DK. This game sounds more and more interesting. :D

Make sure to check out the videos posted here
http://www.blueraycenter.com/forums/showpost.php?p=19883&postcount=28

There game play of trooper and spec ops played on a xbox360 which to me what they accomplished was very amazing... the draw distance was to die for...

Cheers
 
12/08 - Small Screenshot Update + Convoy Picture

http://community.codemasters.com/forum/showthread.php?t=372089

12/08 - Small Screenshot Update
Hi everyone,

In anticipation of the vehicles video due out later this week, I thought now would be a good time to release a community exclusive related screenshot to whet your appetites a bit
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That's the destroyed monastery you can see in the screenshot by the way
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I'll update tomorrow on an exact release date/time for the video.

Screen is available to view and download at high-res from the Operation Flashpoint: Dragon Rising Flickr Picture Set.
http://www.consolemonster.com/newspost.php?id=0000005843
If you enjoyed our preview then you might enjoy more Operation Flashpoint 2 media for you to gawk at. OF:DR & DiRT 2 Community manager, Ian "Helios" Webster, gave Console Monster this exclusive image to share with you all, and to announce that the vehicle developer video is scheduled to be released sometime next week.​
Click the images above to view other screenshots for the game, you can also find even more from the official website. If you like what you see then you might want to check out the hardcore developer video (below) for a taste of what is to come.​


 
Codemasters considering new multiplayer modes for Flashpoint DLC

http://www.gamerzines.com/ps3/news/dragon-rising-multiplayer-dlc.html

Codemasters is considering releasing additional multiplayer game modes for Operation Flashpoint: Dragon Rising via DLC, the game's senior designer has revealed.

"We're not just leaving the game and that's it," said Tim Browne, Senior Game Designer at Codemasters, speaking with Boomtown. "We are planning DLC, we are currently considering additional game modes, but I'm not going to say any more than that. We've got some very cool ideas in the works at the moment."

Dragon Rising, which launches across Europe in eight weeks time, currently features two competitive multiplayer modes: 'Annihilation', a standard deathmatch offering, and 'Infiltration', a mode which Browne describes as being "deliberately unbalanced" that sees 10 heavily armed Marines assault a base guarded by 22 weaker PLA troops.

Quite how it'll work though, we're not yet sure. Browne confirmed that, while the PC version includes support for the full 32 players, the Xbox 360 and PS3 versions will only allow for eight players to flank each other online. The remaining team members will supposedly be made up of AI squaddies.

P3Zine Issue 26

For our latest Operation
Flashpoint coverage,
click here to download

P3Zine Issue 26 for free.

This isn't the first time that DLC for Dragon Rising has been mentioned, of course. Earlier in the week it was reported that Codemasters had plans to 'heavily support' Dragon Rising with post-release content which, in a separate interview, Browne revealed may be free.

"Some of this is going to be free DLC, so people who are like, "Why do the console gamers have to pay to use something PC gamers can use for free?", that's not necessarily true because we do have plans for free DLC as well." Good.

A special collector's edition of the game was unveiled last week, which packs in a big helmet for those willing to shell out the extra, while US gamers that pre-order the game from GameStop will net themselves an exclusive mission.

Operation Flashpoint: Dragon Rising releases on Xbox 360, PlayStation 3 and PC on October 9th.
 
Okay im going to try to pull the text from there preview that is contained in there PS3zine this might take me awhile..

Well not possible too much protection so I printed screen them in Adobe Illustrator and uploaded them to flickr.





 
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Behind The Scenes - Vehicle recording at 29 Palms with the USMC

http://community.codemasters.com/forum/showthread.php?t=356599

I wasn't quite sure how to present this but Codemasters had arranged with the Marine Corps to do live taping and sound recording of Marine Corps Vehicles.. this is there trip...

Big update inbound, and many thanks to the OFP: DR sound team for taking the time to write these behind the scenes expose's!

Naturally vehicles take a big part in OFP : DR so it was important to us to make them sound as true to life as we could. Where better to start than to go to the USMC and borrow some tanks then?

Several phone calls to the USMC Public Affairs Office later and we had a visit out to 29 Palms Range. Sadly we didn’t get to go on this trip and instead hired the very capable On Your Mark Music Productions field recording crew. Who were strangely more than a little keen to spend a week in the desert surrounded by some of the best military hardware available.

I hope that you enjoy the sounds of vehicles in OFP: DR, we spent a lot of time tracking down these sounds and recreating them in game. It was very important to us to get a an authentic sound to our vehicles that few games truly capture. The M1A1 Abrams used by the USMC has a unique sound due to its propulsion system.

Finally we have to give a much deserved thanks to these people, because without On Your Mark Music and the USMC we would have struggled to get anywhere near the same quality of vehicle audio for OFP: DR


On Your Mark Music Productions crew:

Field recordists:

Aaron Marks
Watson Wu
Nathan Smith
Matt Scott
Kevin Collins

Military advisor/consultant:

Maj Kevin Collins, USMC Retired


US Marine Corps Vehicle Crews:

(Without the assistance and support of these highly motivated and dedicated crews, these recordings would not have been possible. Their willingness to put themselves in harm’s way to protect our freedom is also sincerely appreciated.)

M1A1 Abrams Tank – 1st Tank Battalion

MK25 7 ton truck and HMMWV – Motor Transport Platoon, 3rd Light Armoured Reconnaissance Bn

LAV25 – Light Armoured Vehicle – C Company, 3rd Light Armoured Reconnaissance Bn

AAV – Amphibious Assault Vehicle – D Company, 3rd AAV Bn

LAV25 A/T Hammerhead – Light Armoured Vehicle – 3rd Light Armoured Reconnaissance Bn

MK36 LVS Wrecker – 3rd Light Armoured Reconnaissance Bn


US Marine Corps Public Affairs Office:

Los Angeles, CA Office:

LtCol Jason Johnston, GySgt Chad Zapata


29 Palms, CA Office:

Ms. Jennie Haskamp, GySgt Christopher Cox
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Watson Wu and Cpl Rodriguez take a break on the breakdown truck

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We am bringz you supplyz

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MK25

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MK25 7 tonner and Hummer being rigged for sound

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The M1A1 has a lot of squish built in!

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The M1A1

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Watson Wu and his new toy

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Rigging the Abrams for sound

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Sand has no chance against this thing

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M240, 120mm smoothbore and shotgun microphone
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Welcome to the desert

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If you're seeing this, you're either one of the good guys, or you just got run over

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The corrosion on the vent is caused by the intense heat of the jet turbine engine

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1st Tank Battalion

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If your job was driving 60 tons of Abrams tank, you'd smile like this too

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LAV 25 in the desert

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Company, 3rd Light Armored Reconnaissance Bn

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Drive by with the LAV 25

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LAV 25 doing laps

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Watson is no fan of the MRE
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LAV 25

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Kevin Collins and the Hummer

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Watson Wu taping the front mics

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Motor Transport Platoon, 3rd Light Armored Reconnaissance Bn

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LAV25 AT Hammerhead – Light Armored Vehicle – 3rd Light Armored Reconnaissance Bn

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Taking the AAV for a spin

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Captured Russian made vehicles

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Aaron Marks recording Foley inside the AAV

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AAV – Amphibious Assault Vehicle – D Company, 3rd AAV Bn

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Watson Wu With the AAV
 
http://community.codemasters.com/forum/showpost.php?p=5499357&postcount=28
“Hi all,

I’ve noticed people talking about vehicle destruction and some concerns about it appearing from the videos that our damage system is very binary (either alive or dead). As you can imagine when our videos are put together explosions look a lot more exciting than seeing a vehicle hit and it appears that not a huge amount happened.

I can tell you (without revealing and spoiling all of the magic ) that we have what is known as secondary damage within the vehicle damage system. This means that at times a vehicle may have its steering or engine disabled or that its weapon systems are knocked out but it is still fully mobile and can be driven to a safe position. There are times when the vehicle is completely destroyed (but not catastrophically) so you are given a very short period of time to bailout before it cooks off and then of course if you’re an unfortunate soul in a HUMVEE and a PLA fires a Pf-98 Queen Bee at you then you’re likely looking at catastrophic damage

So it is possible to kill the engine of a chopper mid flight with a well aimed anti material rifle shot. This brings me to another cool point for the people who like their flight / helicopter sims out their. Just because you’ve lost your engine in a chopper doesn’t mean you’re going to plummet to earth and die. If you have enough height and still have control of your collective and flight surfaces you can perform a manoeuvre known as auto-rotation (http://en.wikipedia.org/wiki/Autorotation) link included for those who may not know what that is). Something we’ve had fun playing with in the office.

Hope that answers your questions and maybe tells you something you didn’t know about the game.

Thanks
Tim”

Thanks again to Tim for taking the time to compose an answer to the community, it's much appreciated.
 
News Recap

News recaps are good Me thinks thanks to Sir. Polaris for tracking this down.

http://community.codemasters.com/forum/showthread.php?t=372778

Sir. Polaris said:
I was making this post for OFP2.info and I though I would drop it here as well.

Heres all the news from now to the 10th of August. Mouse over to see the full link title, the forums crop.

http://operationflashpoint2.org/2009...erview-130809/
http://operationflashpoint2.org/2009...ds-on-preview/
http://operationflashpoint2.org/2009...screen-convoy/

http://www.consolemonster.com/newspo...?id=0000005843 <- Click here and Help out the community with hits.

http://operationflashpoint2.org/2009...mi-over-ruins/
http://operationflashpoint2.org/2009...possible-fake/
http://operationflashpoint2.org/2009...int-interview/

http://operationflashpoint2.org/2009...h-sion-lenton/
http://operationflashpoint2.org/2009...-ofpdr-growth/
http://operationflashpoint2.org/2009...urens-preview/
http://operationflashpoint2.org/2009...video-preview/
http://operationflashpoint2.org/2009/08/laurens-qa/
http://operationflashpoint2.org/2009...ssion-footage/ <- Important
http://operationflashpoint2.org/2009...ssion-footage/ <- Important
http://operationflashpoint2.org/2009...amxbox-100809/
http://operationflashpoint2.org/2009/08/100809-ign/
http://operationflashpoint2.org/2009...e-with-lauren/
http://operationflashpoint2.org/2009...ermany-100809/ <- Important
http://operationflashpoint2.org/2009/08/grampl-100809/ <- Cool Screen
http://operationflashpoint2.org/2009...hands-on-1008/
http://operationflashpoint2.org/2009...motion-100809/
http://operationflashpoint2.org/2009...swag-pictures/
http://operationflashpoint2.org/2009...star-hands-on/
http://operationflashpoint2.org/2009...own-interview/
===
http://operationflashpoint2.org/2009...-video-100809/ <- Important
===

There was so much news in the last few days that 3 day old content on http://OperationFlashpoint2.org in on page 3 now
 
Preview – Operation Flashpoint 2

http://thereticule.com/2009/08/preview-operation-flashpoint-2/
Dying over and over and over. That’s what Operation Flashpoint: Cold War Crisis was really about. Dying a lot until you stopped just playing, and started thinking. My experience with its sequel, the upcoming Operation Flashpoint 2: Dragon Rising really has captured this unflinching, unremitting approach to warfare. But unlike its predecessor, the key difference is you won’t be losing your head to a sniper while you navigate a mass of obtuse menus. OPF2 has learned to streamline.

The first thing that really struck me having got my hands on the game is just how few controls there are. Orders are all given through a radial menu, selected by hitting ‘Q’, and selecting tactical options and orders with your movement navigation keys. It’s not that there’s few enough potential orders to allow this; they’ve just managed to condense them all through a combination of easily accessible sub-menus and context sensitive commands. It takes a bit of getting used to, but unlike the original, you’ll be giving orders in the middle of a firefight after reassuringly little practice. It’s perhaps best compared to Gearbox’s Brothers In Arms and it’s carefully streamlined and context sensitive control scheme, only far more expanded in depth of options available; which is essential given the size of the environments, and the nature of combat in this thoroughly more realism conscious take on squad based warfare. Player control is similarly reduced to a minimum of fuss (though I would say the lack of “lean” keys is a criminal offense), perhaps best compared to the way Far Cry 2 managed to attribute most interactive elements to a single ‘use’ key. Yet despite this minimalistic reduction of the original’s extensive and labyrinthine keyboard cluster****, you never feel you’re being hamstrung for tactical options. It seems to be very careful at ensuring the right orders are available right when you need them.

splosion.jpg

Which is especially important given just how unforgiving OPF2 is in combat. Become caught out in the open and you will go down in a hailstorm of Chinese gunfire, as will your team mates. If you’re lucky you’ll receive a minor wound that can be bandaged up, or tended to by your medic. Take a full burst of QBZ-95 through your chest up to your head and you’ll be stopped cold as happened to my unfortunate support gunner while assaulting just three artillery spotters in one mission. Which is why the order system is so important. You need to be able to quickly react as circumstances change, which the radial menu really does help to achieve.

Even the first 2 enemies you encounter in the first mission can be tenacious opponents if you approach from the wrong angles despite outnumbering and outgunning them.

The two missions I’ve had chance to play demonstrate a definite reverence to the first game’s “cog in the machine” philosophy. The first, a special ops mission, has you tasked with taking out special targets in preparation for the approaching invasion, and while you’re clearly the primary operators, you are so in (and with) support of other elements, defending landing zones for friendly helicopters, and assisting the assault of a village. The second (certainly the superior of the two) increases the scale further, putting you in control of a squad taking part in the amphibious operation, protecting assisting AAVs from anti-armour infantry, while relying on their heavier armaments and armour to distract enemies from pointing their guns at you.

Friendly helicopters too fly in support, and smoke is used to cover the whole force’s approach. By no means do you feel like the world revolves around you and your squad. Excellently, the game remains unforgiving at all times with regards friendly forces. Fail to take out spotters using mortars against your AAVs and you just have to continue the slog without them; and trust me, you’ll be wanting their heavier guns when it comes to the crunch.

Beach.jpg

Is it realistic? The average non-military gamer will almost certainly feel it is. It’s certainly more realistic than most other games on the market you would care to mention. I’m not a military man myself (on the contrary, one of these infernal pacifists) so can’t make any definite judgments. I did see some odd trespasses against the laws of physics, such as my support gunner regularly erupting into full auto firing mid-sprint, though I believe this is more likely than not something to be tweaked in the time between now and release. Red barrels of death do unfortunately feature, and the first guy who mods them out will gain my infinite gratitude along with most fans of OPF1. Regarding vehicles I can’t say much, since they didn’t feature in any significant degree under player control. I can say for certain that this is no run and gun shooter. Call of Duty kiddies and their kin will find themselves grandiosely outmatched by anyone with any sort of real tactical nous in OPF2. With environments and engagement ranges longer than most other titles out there, the feel is significantly different when planning assault approaches. Your squad’s AI will do some of the work – they know how to move tactically when you tell them to assault a position, but it’s up to you to pick a wise angle of approach. Blindly bouncing from objective to objective will get you killed again and again. It’s a satisfyingly difficult game that makes you think about the lie of the terrain, firing angles and potential hazards brilliantly.

Ultimately, I think OPF2 is set to capture much of what made OPF1 great; extended engagement ranges, brutally efficient AI and grand scope all feature. The feel is ultimately a bit different, even if it’s through the use of a totally different engine. I dare say some fans of the original will actually genuinely dislike the keyboard liposuction that will ultimately make it more accessible to the mainstream gaming world, and they’re bound to find realism inconsistencies that can’t be abided by – though such is the nature of a sequel by a new developer. It’s certainly shaping up nicely, and seems to be very well optimized, running beautifully in its current state. The litmus test commences October 6th (US)/9th (EU).
 
OPFP2 Community Content

Just wanted to raise some awareness of some community support functions...

FlickR
Flickr of new Operation Flashpoint screenshots and other stuff.

The mailinglist subscriber form
A mailing list for operation flashpoint2, subscribe and have any new updates emailed to you as they happen.

The Mibbit WebIRC
IRC chatroom chat with other operation flashpoint2 fans.

The OFP: DR FAQ!
And The operation Flashpoint 2 dragon rising Frequently asked questions.

Cheers im doing my best to keep yall updated and I have a new screenshots for yall.

3817824052_3c57859fe3.jpg
 
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Coop Gameplay

http://us1.campaign-archive.com/?u=9611701a44284addcd3b16f1f&id=d6d4ff67c7&e=a23a271317
A video first look at Operation Flashpoint: Dragon Rising Co-op

Posted a few hours ago was the first look at Co-op Gameplay. It is a excerpt from the longer GameStar.de video and no one in the community seems to have access to. This video is two minutes long, the full version can be found here (pending you have a premium account): Gamestar.de - The video shows combat assaulting a small unwalled base in tall grass. The overall impression from the comments has so far been fairly negative. This video shows medic healing, weapon sway and artillery call in. There has been some screen grabs photos uploaded as well and they are found below.

Things to note:
  • This video should just is a small overview of the co-op gameplay and doesn't represent the whole mission.
  • You'll be seeing some footage from this mission in the next official video by the way - It's very intense stuff!
  • The circle in the bottom right corner absolutely shows the positions of your team mates within a certain radius.
    • Helios: It also indicates to you the distance you are allowed in-game to stray from your other fireteam members (don't worry, it's a long way) before the game punishes you for it.
    • It's on all modes, as it's pretty essential that will need to know how far you can stray from your teammates. It only gives you a rough indication of where they are though so it doesn't detract really from the hardcore experience of the toughest difficulty level

<center><object width="480" height="295">


<embed src="http://www.youtube.com/v/ZDU9nIrnnts&hl=en&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"></object></center>Link for Non HTML Clients
Rough Translation from 1ntersept:

Codemasters set up a small firing range at the huge ESL stand, where we could test the Co-op for the first time. The Team consists of two members of the CM developer team and two members of the gamestar magazine. One of them takes over the part of the Medic. The Mission is called “Operation Eagle” and the main target is to capture an airport and defend it. On the way to the airport we have to take out two enemy tanks. The CM developer which is packed with the Anti Tank launcher is very familiar with it and knows this situation very well. Shortly after that we have to daff a road block aside. Therefor the hq provides us some mortar fire. We don’t ask twice and use it to blow the road block up. Afterwards our AAVP arrived, unloaded more soldiers and together we go for the airport. Our mission is to capture the control tower, but there is a lot of enemy movement. Anyway to get more into action I direct my teammates right into the enemy position. I got hit, but after a couple of seconds I’m back on feet .>. Thank god the medic revived me. Continuing to the control tower where… what there happened you will find out at the 8th of October.

Follow up reply by Helios:
Firstly just wanted to point out that when playing in co-op all the human players are in the same fireteam, just it seemed that some people thought that in co-op each human player commanded their own fireteam which is not the case.

Due to technical constraints the tether distance in co-op is 275m, but this shouldn't impact at all on the realism of the game, as in reality USMC 4 man fireteams are trained to stick together as a unit and support each other without becoming separated by too great a distance.

Also I can confirm that in SP the tether is not present and you can separate as far you'd like from your other fireteam members if you wish, though of course this is not recommended and will normally result in a quick death!

Source

Oh and if you want to check out the youtube video its located here.
[media=youtube]ZDU9nIrnnts[/media]
 
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Preview

http://www.electronictheatre.co.uk/...re-preview-operation-flashpoint-dragon-rising

Operation Flashpoint: Dragon Rising is the successor to 2001’s widely respected Operation Flashpoint, see for release from Codemasters on PlayStation 3, Xbox 360 and Games for Windows – LIVE in the UK on October 9th. At a recent showcase held by Codemasters, Electronic Theatre was privilege to some hands-on time with the game, and coming away feeling positive about the unique and often inspired direction the series appears to be taking, we can now bring you the lowdown on what currently looks set to be the most realistic combat simulator available on the Current-Generation.

The original Operation Flashpoint was often criticised for being unfairly punishing to the player. With most First-Person Shooter (FPS) players recoiling in anger as their fifth, or even fifteenth, attempt at storming an enemy barricade was swiftly dealt with by a bullet to the temple from an enemyElectronic Theatre Image which remains entirely out-of-sight. In that which we’ve played, Operation Flashpoint: Dragon Rising is undoubtedly a fairer game, but this doesn’t necessarily mean the enemies have been “dumbed-down”; far from it, in fact.

Enemy intelligence is directly related to that of real-world properties. Take out one of a number of patrolling guards and the alert will be raised, sprint across a field in open daylight and it’s likely one or two enemies will begin trying – and often succeed - to take you out. While these experiences are commonplace in many modern FPS titles, for every measure of intelligence the enemies are capable of, the player has the necessary equipment and skills to overcome them. The most impressive of which Electronic Theatre has witnessed is the volumetric smoke; not only does it looks gorgeous, but it actually directly affects the vision of not only the player, but the Artificial Intelligence (AI) opponents also.

Great strides have been made in order to build Operation Flashpoint: Dragon Rising as an authentic war simulation experience, with both visual and aural Electronic Theatre Imagequalities of the weaponry standing head-and-shoulders above it’s peers. The weaponry has been accurately modelled on real-world armaments, and for the most part have had their reload and firing sounds recorded directly for inclusion in the game. The area in which the player is tasked with removing military occupation, the island of Skira, is undoubtedly of an impressive size – 220km2 is currently being boasted as the sum of the EGO Engine’s capabilities – but even more impressive is the fantastic detail incorporated into each area, and the sheer variety of environments the player will encounter. Though Electronic Theatre only got to sample your typical beach and forest locations, each was rife with assault opportunities that any cunning tactician could make exemplary use of.

The main campaign, which can be played through by up to four players simultaneously, spans eleven missions across Skira. Electronic Theatre has been told that each mission, at its most basic and without too much of the requisite planning, will last around an Electronic Theatre Imagehour. But of course, with such a vast landmass to explore, many players will no doubt find themselves roaming through shores, woods and hilly inclines as much as tackling the objective at hand. Playing alone will grant the player a great deal of control over the actions of the remaining three members of your fire squad, though in co-operative each additional player will replace on AI member of the team. In the standard online versus matches each of the eight players will each take control of their own customisable fire squad, creating matches with up to thirty two on-screen opponents.

The authenticity of Operation Flashpoint: Dragon Rising is being touted as its’ strongpoint, and it’s easy to see why. For all the inventive gameplay opportunities and environmental detail that the title presents, it’s the fact that is so intrinsically founded in reality that astounds. Many modern FPS titles may purport that they have reached an unprecedented level of realism, but none have come as close as Operation Flashpoint: Dragon Rising.