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.